Yes they have. Hardware sales increased in all territories with the release of Pikmin 3 and you'll see the same thing happening with The Wonderful 101, Wii Play U, Wind Waker HD, Donkey Kong, Super Mario 3D World and Wii Fit U.
Pikmin 3 had a short-lived and small effect on hardware sales in Japan, and Wonderful 101 has itself bombed, let alone having any relevant impact on hardware sales.
You'd be a fool to think that the releases of those titles I've listed above, alongside the likes of Rayman Legends, CoD Ghosts, Assassin's Creed IV, Watch Dogs, Sonic Lost World and Mario and Sonic At The Olympics won't have a positive effect on hardware sales even before you start to take the $50 price cut into consideration.
The Wii U is going to have an installed userbase over 8m before the end of the year imo, the PS4 and One will both be under 2m and hopefully all this talk of the Wii U being 'd00med' will stop.
Why would I buy a WiiU for third party games when all my friends will be playing it on current gen consoles or the new ones coming out? That's the question consumers will ask themselves, so using them as system sellers seems absurd. To date, core western AAA games have done terribly on the WiiU.
As for your predictions, good grief. Preorders for the PS4 are already over one million units with two months to go; even if they stopped now, you expect them to only sell another million by the end of the year? Even the WiiU sold 3 million units or more for its launch.
Seriously, please explain in detail how any of the math for this would work. These numbers are so nonsensical that they're bordering on farce.
I can't see why not. 1m between now and 31st October and 3-4m between 1st November and 31st December is very doable if Nintendo can get enough stock on shelves. It's all in the software at the end of the day.
There's optimism, and then there's wildly unrealistic. I think someone said that it would need to sell, starting next week, an average of 80,000 units in each territory per week to do that. In Japan alone, this means an increase of over 1000%, from their current average of less than 7,000 a week. And each week it does not meet that average increases the average other weeks must meet to offset the difference.
Basic math and past performance history say it's going to be impossible. Not unlikely, but categorically impossible. It's not just an increase they need but a consistent and sustained 10 times increase per week, every week, until the end of the fiscal year.
Let's look at it another way, I'll even use the examples being tossed around in the thread, I care less that there at 8MM Wii Us than 2MM PS4/XBO's out there, when the software conversation rate on a Wii U is anemic. if I'm going to ship a game and sell less than 10k units on it, how important is it really to me that there are so many Wii U's out there? Pre order numbers for some PS4 titles alone are higher than what some Wii U games have LTD.
The numbers are talking right now, and they are saying that, even at the ultimate best case scenario, and Nintendo is helping me, I can MAYBE move 150k units as a ceiling. I'm more likely to be around 30k-50k if it's multiplatform, and this isn't even factoring in quality or genre. It's just the market.
If Mario can sell 800k off 1.1MM units, I'm sure Nintendo will make it out fine themselves.
It's just not a system to date that, by it's very nature, compels consumers to purchase natively, which makes it even more difficult to convert for software not tied to Nintendo IP.
Which is a shame. Because I think it's sweet.
Very good post. This is the reason Nintendo can't get third party support, explained succinctly.
IIRC, 2/3 of software sales were third party (something like 330 million of the 880 million were first party? I'd have to sift through the financial reports, which I can't do at the moment).
There is no "hard data" necessary for these people. That hard data is total software sales, which are - as demonstrated - quite healthy. So if all of these anecdotal stories were true and millions upon millions of people bought the thing for wii sports and wii fit, there were an absolute ton of people buying like 30 games for it.
Point being, the software sales were healthy on the platform and the hard data reflects as such.
The Wii U on the other hand is a completely different story, but the myth about Wii software sales needed to be corrected. It quite clearly did not sit in many closets collecting billions of grains of dust. People used them and bought tons of software for them.
The question is, what software were they buying? Just because it had high software sales doesn't necessarily mean anything, especially to third party publishers; what sold well is equally important. How many AAA games targeted to the 18-35 hardcore demographic did well? Broke a million units?
Most of the million+ selling games I can find for the Wii from third parties are music, dance, fitness, or casual game collections.
For better or worse, third parties want to make games for a demographic that historically Nintendo fails to capture with their home consoles, and game sales seem to reflect that. So yes, a lot of games may have sold on the system. But if it's not the kind of games third parties want to make, why would that matter?
See above for this problem in action on the WiiU.