It was only yesterday I declared my resignation from the launch software discourse. This is another quality post from @oldpuck, however, so I'm tapping back in just this once. just-when-i-thought-i-was-out.gif
(Note: The numbers on the top indicate the start of an FY. I.e., “20” means FY20/21.)
Historically, Sony Gaming was in the red every time a new gen was introduced, and yet PS5 defied that fate. FY20/21 not only didn't generate a loss, but was at the time the most profitable ever. The backward compatibility and network subscription tied the two gens together, encouraging users to keep spending regardless whether they upgraded to PS5 or staying put with PS4.
One may argue that the pandemic juiced the FY20/21 number, but the FY19/20 income (not impacted by COVID) was at the time the second highest ever—despite the announcement of PS5. Previously whenever a successor was revealed, that FY's income was decimated. This time around Sony continued releasing quality PS4 titles, and the buyers had the assurance of PS5 compatibility and in some cases Game Boost enhancement.
Today the success of a console platform does not hinge on one or two mega launch titles, but the size and momentum of its ecosystem in totality. I suspect that was a major reason behind the management's emphases on Nintendo Accounts and Annual Playing Users. They were very lucky that the Switch established itself despite starting from zero, and I don't believe that Nintendo would ever abandon the user base but to nurture it into the future.
Even if these Drake marquees are exclusives (or run like potato on the OG), Nintendo should have enough less-demanding games such as a new Rhythm Heaven and various remasters such as MP2/3 to keep the OG Switch owners satisfied for another 18-24 months post Drake. (The Drake owners would be happy to pick up these "lightly uprezzed" Switch games too, since no one is buying Rhythm Heaven for ray-traced reflections.)
Edit: typo
IMHO the PS4 cross-gen support wasn't a forced hand, but deliberate strategy. And yes, I think we can tell how well the gambit worked for Sony:Sony likely didn't have much of a choice but to continue to support the PS4 for an extended amount of time, simply due to dev resources and need to recoup costs, and Sony had established the idea of a reduced/enhanced experience across console versions. [...] It's impossible to actually tell how well this gambit worked for Sony overall, as demand for game consoles was at a fever pitch by the time the PS5 launched, and millions of ex-gamers and new gamers suddenly couldn't leave their house, and the chip shortage constrained Sony's ability to deliver any system period.
(Note: The numbers on the top indicate the start of an FY. I.e., “20” means FY20/21.)
Historically, Sony Gaming was in the red every time a new gen was introduced, and yet PS5 defied that fate. FY20/21 not only didn't generate a loss, but was at the time the most profitable ever. The backward compatibility and network subscription tied the two gens together, encouraging users to keep spending regardless whether they upgraded to PS5 or staying put with PS4.
One may argue that the pandemic juiced the FY20/21 number, but the FY19/20 income (not impacted by COVID) was at the time the second highest ever—despite the announcement of PS5. Previously whenever a successor was revealed, that FY's income was decimated. This time around Sony continued releasing quality PS4 titles, and the buyers had the assurance of PS5 compatibility and in some cases Game Boost enhancement.
Today the success of a console platform does not hinge on one or two mega launch titles, but the size and momentum of its ecosystem in totality. I suspect that was a major reason behind the management's emphases on Nintendo Accounts and Annual Playing Users. They were very lucky that the Switch established itself despite starting from zero, and I don't believe that Nintendo would ever abandon the user base but to nurture it into the future.
Very good point. Nintendo, however, does have one major advantage over Sony in this regard: the Switch user base is more diverse than the PS', and Nintendo possesses IPs that are just as diverse to match. Sure, Pokemon games most likely will need to support the Lite model till its EOL, but that does not preclude Nintendo from releasing Drake showcasing titles such 3D Mario, MP4, or Wave Race.Sony could deliver the same game across 3 consoles that were all with 2.5x of each other, and then use that to drive console sales to their OMGGRAPHIX core market. I find it harder to believe that Nintendo could deliver the same game across 2 consoles that are over 6x performance difference between them, and then use that to drive console sales to their "i don't care how dogshit it looks, i wants pokeman" market [...] I don't care if it's the TARDIS, if the library is substantially cross-gen, then you and David Tennant are going to be playing lightly uprezzed Switch games together.
Even if these Drake marquees are exclusives (or run like potato on the OG), Nintendo should have enough less-demanding games such as a new Rhythm Heaven and various remasters such as MP2/3 to keep the OG Switch owners satisfied for another 18-24 months post Drake. (The Drake owners would be happy to pick up these "lightly uprezzed" Switch games too, since no one is buying Rhythm Heaven for ray-traced reflections.)
Edit: typo
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