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This Week In Sales: Suikoden Returns, Gravity Rush Speeds To Vita

By Ishaan . February 15, 2012 . 3:31pm

Period: The week of February 6th – February 12th (2012)

Top-seller: Suikoden: The Woven Web of a Century – 61,784

Nintendo 3DS sales: 67,558 | Total sales: 4,931,954

PlayStation Vita sales: 13,939 | Total sales: 566,503

 

This Week In Sales: Suikoden Returns, Gravity Rush Speeds To Vita

Last week marked the first Suikoden game since 2008. Konami released Suikoden: The Woven Web of a Century on the PSP, and the game sold 61,784 copies in its first week. For the sake of comparison, that’s about the same as 2008’s Suikoden Tierkreis on the Nintendo DS, which sold 67,588 copes in its own first week.

 

While Suikoden took the #1 spot on the top-20 software sales chart, Gravity Rush for the PlayStation Vita was at #2. Gravity Rush sold 43,462 copies, but didn’t do much to help declining PlayStation Vita sales, which dipped below 14k for the week.

 

At #3 was Resident Evil: Revelations, with another 26,000 copies sold. Revelations appears to be holding up rather well, but this week’s big releases will probably steal some of its thunder on next week’s sales chart.

 

Major releases to look out for on next week’s chart include: New LovePlus, Theatrhythm: Final Fantasy and Binary Domain.

 

The top-20 software sales chart for last week is as follows:

 

LwTwTitleWeekly SalesTotal SalesSys.Publisher
New01.Suikoden: The Woven Web of a Century61,784NewPSPKonami
New02.Gravity Rush43,462NewPSVSony
01.03.Resident Evil: Revelations26,106216,2413DSCapcom
06.04.Mario Kart 723,7581,484,5073DSNintendo
07.05.Monster Hunter 3G21,3181,232,3433DSCapcom
08.06.Super Mario 3D Land19,6731,330,9843DSNintendo
09.07.Gran Turismo 5 XL Edition12,61334,028PS3Sony
05.08.Armored Core V11,673206,354PS3From Software
04.09.Ragnarok Odyssey8,11741,614PSVGungHo
15.10.Just Dance Wii7,896
534,946
WiiNintendo
02.11.Soulcalibur V7,51941,847PS3Namco Bandai
03.12.Photo Kano
7,36141,456PSPKadokawa
13.13.Inazuma Eleven Go: Shine/Dark7,099386,8633DSLevel 5
17.14.Monster Hunter Portable 3rd (PSP the Best)
5,955191,808PSPCapcom
12.15.Rhythm Thief and the Emperor’s Treasure5,88861,9253DSSega
18.16.Wii Sports Resort5,867867,985WiiNintendo
20.17.Mario Kart Wii5,5273,505,695WiiNintendo
10.18.Dragon Age II5,30825,236PS3Spike
New19.Vitamin X: Detective B6
5,073NewPSPD3 Publisher
22.20.Wii Party4,6542,289,196WiiNintendo

 

Sales data acquired from 4Gamer, Media-Create and Geimin.net.


  • WizardoftheBlueOrder

    I think given Gravity Rush’s strong sales, Vita sales should pick up next week. I don’t know if they’ll break 20K, but they should at least break 15K.

    Though I’m not liking the looks of Ragnarok Odyssey’s legs. If the Vita doesn’t get some games with legs soon, it’s going to be a pretty lousy initial year. Well, we’ll see.

    I expect Gravity Rush to make another 25K next week.

    • Ryos

      With the slump the Japanese market is having, it takes a very special game to do well past the first week.

    • Hraesvelgr

      To be honest, most games in Japan don’t have very good legs, so a game’s first week sales often tend to be a good indication of what its long-term sales will be. The only games with really good legs in Japan tend to be Dragon Quest, Monster Hunter, Mario, Pokemon and a couple other big name titles.

  • Prinnydoom

    I should probably finish revelations. I put it in the corner far, far away from me. >_< I am a wuss when it comes to resi games but thats partly why i play em for the thrill and suspense.

  • aoihana

    Alright! Gravity Daze did pretty well! ☆*:.。. o(≧▽≦)o .。.:*☆

    Glad to see Revelations is holding on, too! Very pleased, but I expected no less from great! Hang in there! (*≧m≦*)

    As for Vita sales, I’m very sad to see that decline in sales, but unfortunately, Gravity Daze, as amazing as it seems, is not system seller. ┐(‘~`;)┌

    I expected sales to fluctuate, but ultimately remain steady, so I’m rather disappointed in the significant decline. Although, I do have hope that sales will start to pick up! Hopefully, sooner rather than later! (- >~< -)

    As for next weeks charts, it will be tough competition! But that's great! As for me, I'm very happy because I'll be contributing to Konami's New Love Plus's sales next week. (ノ>▽<。)ノ

  • http://twitter.com/DanijoEX DanijoEX

    Good to see Gravity Rush is doing quite good on the Vita. 

  • James Beatty

    With love plus released this week and Theater rhythm coming on next week the 3DS should see another sales boost

  • http://www.facebook.com/profile.php?id=1769064526 Vivian Mai

    Pleased by the results for Suikoden & Gravity Rush (I keep typing Daze. I guess I’ll always prefer Gravity Daze). 

    Hopefully, PSV’s sales will increase next week. Maybe if word of mouth says that Rush is super good and awesome, maybe sales will increase.

  • PoweredByHentai

    My Vita has arrived!  All is well with the world.  Also, the 3G SIM card came with the PS Vita INSIDE the 3G slot to its side.

    Going to play Lumines once I’m done loading up my Vita with wallpapers and music. :D

  • sandra10

    Dang. I’ve been watching Gravity Rush playthroughs ever since the game launched and it has system seller written all over it. Really, I’ve been impressed by plenty of handheld games in recent memory but nothing tops this. If you’re okay with taking out the “wow” factor when you play the game, I suggest watching this: http://www.youtube.com/watch?v=OKjRaYkszCM&feature=relmfu It gives you a good idea of the scope of the game.

  • http://twitter.com/RefueledPants Jordan Slovsaki

    Gravity Rush can’t come soon enough. Uncharted is already trying my patience with constant annoying tip pop ups that can’t be turned off and tacky touch screen crap like opening combination locks, chopping bamboo and rubbing dirt off stuff.

  • http://www.youtube.com/user/jodecideion?feature=mhum TheWon and Only

    With Gravity not helping the Vita move any extra hardware. At this point only the current user base can keep it on the charts. After looking at what most games on Vita have done so far. I see it dropping to the bottom of the top 10 next week. At this point a game on the Vita needs to launch with something in the 100,000 range. To have a real chance of staying on the charts, and having long legs.

  • http://thrust-the-sky.deviantart.com/ WildArms

    YESSSSSSSSSSSS!!! THIS IS AWESOME, THIS WILL SHOW THEM!! I CAN ALREADY SMELL A SUPER SEXY SUIKODEN 6 FOR PS3!! (OR VITA, but with world map and all, this suikoden moves by choosing places)

    • SalomeHarras

      Not to rain on your parade, but I don’t think approx. 62k sales on a cheaper to develop platform is enough to get Konami to consider making a more expensive sequel.  It’s possible that they could have turned a profit on this already, but to develop something on the PS3 would probably require stronger market demand.

      For the sake of argument, even if they were to develop another Suikoden on a console, it would probably be a continuation of this new universe rather than a revisit to the old.

      • PoweredByHentai

        Cheaper to develop platform?  You mean the PSP is cheaper to develop for?  Because this article throws your argument out the window:

        http://www.siliconera.com/2011/08/16/playstation-vita-devkits-cost-far-less-than-psp-and-playstation-3-kits/ 

        • James Beatty

          Those are just dev kits. The games themselves cost more to make since they need to hire more artists programmers, etc. 

          • PoweredByHentai

            Not necessarily.  Hiring more artists and programmers depends entirely on what sort of game they are making.

            First of all, just because the PS Vita has a helluva lot more horsepower doesn’t automatically mean that you need a bigger team for your project.  In most cases, you could realistically aim for 720p resolution textures, skins and models and then scale that down to PS Vita’s native resolution.

            Second, most Japanese development teams are fairly small, especially the ones that focus on handheld/portable games.  The only ones that can afford large dev teams are studios/publishers who have very bombastic and ambitious projects like Crisis Core and Resident Evil, which typically have at least 100 employees.

            Third, the PS Vita has been known to be very easy to develop for as well as to port PS3 assets into.  If it is that easy to develop for, then you don’t necessarily need to hire more people if your project isn’t insanely huge or complex.

        • SalomeHarras

          Please re-read what I actually said in my post.  

          Next read what you actually linked to.

          Then read James Beatty’s reply to your post.

          If you still don’t get it, nothing can be done.

          • PoweredByHentai

            I have read your post.  I still consider your statement to be completely incorrect.

            First off, dev team sizes depend entirely on what sort of game the studio decides to make.  Most Japanese game developer studios are fairly small, small as in less than 50 people.  For example, most of the Hatsune Miku Project Diva games and even PhotoKano were made by a company called Dingo Inc.  According to their site, they only have 44 employees, total.
            http://www.dingo.co.jp/about_us.html 

            How about VanillaWare?  23 employees total.
            http://vanillaware.co.jp/company.htm 

            How about Monolith?  75 employees total.
            http://www.monolithsoft.co.jp/company/profile.html 

            Prior to their being dissolved, the Namco Tales Studio had 109 employees and this is considering that they had at least 2 teams.

            Secondly, given how easy it is for developers to program for the PS Vita, you don’t need to hire extra people especially if your game project is consistent with your studio’s goals and history.  You traditionally hire more people for three reasons: platform complexity, project complexity and attrition.  If the game isn’t going for anything crazily complex, then you don’t need a huge team.  If the platform itself isn’t difficult to develop for then you don’t need new hires.  Attrition is self-explanatory, you need new blood to maintain organizational memory.

            Case in point, NipponIchi Software.  They’re working on two new titles and have just release Disgaea 3 on the PS Vita.  And yet their total company size is 113 employees (inclusive of the American branch, which has about 25 people in Santa Ana):
            http://nippon1.co.jp/company/index.html 

            Third, James Beatty isn’t a software developer so he doesn’t know what the hell he is talking about.

          • SalomeHarras

            I’ve already stated that if you still didn’t get it, you would never get it.

            I agreed with James on the fact that that was just the cost of the dev kits, and in comparison to the costs of DEVELOPING A GAME, it is NOTHING.  

            Your spiel on dev teams is completely irrelevant because dev team sizes can vary within studios, let alone companies.  However, THE COST OF LABOR (i.e. Dev teams) MAKES THE COST OF DEV KITS LOOK NEGLIGIBLE IN COMPARISON.  

            Being “easy” to develop for IS NOT THE SOLE FACTOR IN DETERMINING DEVELOPMENT COSTS.  Aside from that, your overly simplistic analyzation of HR practices forgets that you also hire more people in order to GET A PROJECT DONE FASTER, since you know, development time is important because THAT IS MORE SIGNIFICANT TO DEVELOPMENT COSTS THAN JUST THE COST OF LABOR.  SIMPLY HIRING A DEVELOPER DOES NOT END THE FINANCIAL COST OF THAT EMPLOYEE, THEY NEED TO MAINTAIN HIS/HER SALARY, PAY FOR OVERTIME, PAY INTO BENEFITS, AND TRAIN AND DEVELOP THE EMPLOYEE (unless they are already experienced journeymen).

            READ MY POST AGAIN, PLEASE FOR THE LOVE OF GOD, READ IT SLOWLY AND THINK BEFORE YOU ACT.  WHAT PLATFORM DID I SPECIFICALLY MENTION IN MY POST?  WHERE DID I MENTION THE VITA?  WHAT HAS EVERY DEVELOPER BEMOANED ABOUT DEVELOPING FOR CURRENT-GEN SYSTEMS THIS GENERATION?  OUTRAGEOUS DEVELOPMENT COSTS, AND I GUARANTEE YOU THEY WEREN’T CRYING OVER THE PRICE OF DEV KITS.

            THIS HAS NOTHING TO DO WITH BEING A SOFTWARE DEVELOPER.  THIS IS AN ACCOUNTING AND FINANCIAL PROBLEM, AND SOFTWARE DEVELOPERS WOULDN’T BE EXPERTS IN THIS AREA ANYWAY.  

          • PoweredByHentai

            @SalomeHarras:disqus :
            You didn’t even bother to READ what I said.  I said a LOT MORE than just dev team sizes.

            Ease of development DOES factor into how much manpower you need for a project so if a platform is easy to develop for, you don’t need an insane number of developers.  That is where GAME COMPLEXITY comes in.  Blizzard has a ton of developers and artists even though their development platform has mostly revolved around the PC.

            So yes, SIZE DOES MATTER.  

            And who said that a software engineer can’t be a CPA at the same time?  University exists for a reason.  You can take Economics and Accounting courses as part of your Computer Science curriculum.

            This is why I say that you and James are both WRONG.

          • SalomeHarras

            Unlike you, I do read and half of your argument is centered on dev team sizes.  If you don’t see that, nothing more needs to be said.

            READ WHAT I AM SAYING.  I NEVER SAID THAT EASE OF DEVELOPMENT DID NOT FACTOR INTO THESE THINGS, I SAID IT WAS NOT THE SOLE FACTOR IN DETERMINING DEVELOPMENT COSTS.  DEVELOPMENT TIME IS FAR MORE SIGNIFICANT THAN EASE OF DEVELOPMENT IN TERMS OF BUDGETING AND CALCULATING COSTS.  AGAIN, READ WHAT I AM SAYING.  I WILL STATE IT A THIRD TIME SINCE YOU ARE HAVING DIFFICULTY COMPREHENDING, READ WHAT I AM SAYING.

            Are you a CPA?  Actually, I don’t even see how that’s possible considering you would not be able to get the professional time as an accountant in WHILE YOU ARE ALSO WORKING AS A SOFTWARE ENGINEER.  You DO KNOW what is required to maintain and achieve the CPA license right?  It’s NOT JUST AN EXAM.  AND IT’S NOT JUST A FEW “UNIVERSITY COURSES”.  The typical career path for a software engineer into accountant (why anyone would do this is beyond my comprehension, but I’ll go along with this ridiculous scenario) would be to get your Macc in accounting (or MBA with concentration in accounting) since your bachelor’s was more than likely in a different field (and no, you wouldn’t have the accounting credits to sit for the exam) while you work as a software engineer.  After you have the Macc, you are now eligible to sit for the exam because you’ve met the credit requirements (or degree requirements, depends on state), but passing the exam DOES NOTHING FOR YOU AT THIS POINT.  You will then have to QUIT YOUR JOB as a software engineer in order to satisfy the work experience necessary to actually obtain the CPA license, which can be done in government, a public accounting firm, or in some cases, in industry (depends heavily on who your boss is).  After you’ve done this, you can finally claim the CPA title, but then what, you go back to software engineering?  LOL NO.  You need to maintain your CPA title on a yearly basis with work credits that you can only get doing accounting work, and more then likely, you’ll shift into a controllership position, finance, consultation, or if you actually WANT TO MAKE THAT PRIOR ENGINEERING DEGREE RELEVANT, a financial management position in a software development firm.  But you know what?  IT DOESN’T MATTER BECAUSE YOU CAN OBTAIN A BETTER UNDERSTANDING ON HOW A COMPANY WORKS THROUGH AUDIT THEN YOU CAN BY BEING A SOFTWARE ENGINEER.  So WHAT WAS THE POINT OF ALL OF THIS?  ACTUALLY, WHY EVEN BOTHER WITH THE SOFTWARE ENGINEER DEGREE ALTOGETHER IF YOU’RE GOING TO BE A CPA?!

            Oh, and Economics has nothing to do with Accounting or the CPA exam…but since you’re an expert on this I’m sure you already knew that.

          • PoweredByHentai

            @SalomeHarras:

            Seriously, does the term PROJECT COMPLEXITY not mean a single thing to you?  Project complexity encompasses both the technical challenges AND the development process (AND development TIME).  Granted, I used GAME COMPLEXITY previously but it refers to the same issue.
            Maintaining a CPA license in California is relatively easy.  80 hours of CPE (continuing professional education) every two years.
            http://www.accountingedu.org/california-cpa.html 

            http://www.dca.ca.gov/cba/cont_educ/ce_renew_inst.pdf 

            As a project manager, you could realistically have a CPA license and still be a software engineer.

            By the way, economics and logistics are useful for understanding how companies can be affected by the smallest things, like that flood in Thailand messing up the whole hard drive and DRAM supply chains.

            Again, you’re still wrong.  Thanks for playing.

          • SalomeHarras

            You know what, I give you, you’re not seeing this on a fundamental level and my original prediction was right on the money:  you’re never going to get it.  

            Economics has NOTHING TO DO WITH ACCOUNTING OR THE CPA EXAM.  What you mean by “logistics” is SUPPLY-CHAIN MANAGEMENT, which also has NOTHING TO DO WITH ACCOUNTING, but I digress.  SOMEONE WHO SPECIALIZES IN SUPPLY-CHAIN MANAGEMENT WOULD DEAL WITH SUPPLY-CHAIN ISSUES, but again, this just seems to go over your head.  ECONOMICS IS NOT NECESSARY OR HELPFUL IN MANAGEMENT OR ACCOUNTING POSITIONS, BUSINESS ADMINISTRATION IS MORE IMPORTANT.  Hence…MBA WITH ACCOUNTING CONCENTRATION?!

            Why would you want to be a project manager with a CPA?  WHAT WAS THE POINT OF GETTING THE CPA?  THAT’S SOMETHING YOU GET WITH A MBA (or MPA in government).  WHY DID YOU WASTE ALL OF THAT MONEY AND EDUCATION FOR SOMETHING THAT ISN’T RELEVANT TO PROJECT MANAGEMENT?!  WHY ARE YOU MAINTAINING YOUR CPA LICENSE AS A PROJECT MANAGER?!  What kind of crazy world do you live in?  WHY A CPA?  A CMA IS MORE RELEVANT TO THAT POSITION.  DO YOU HAVE ANY IDEA ON WHAT THE HELL YOU ARE TALKING ABOUT?  IF YOU WERE SMART, YOU WOULD GO INTO A CONTROLLER POSITION, FINANCIAL MANAGEMENT, or EVEN CONSULTING.  *(You may be able to go into IT Audit, but I’m not entirely familiar with this area so I will refrain from this, still has nothing to do with project management though).

            If maintaining and achieving a cpa license is so easy, WHY NOT GET IT YOURSELF?  IS IT BECAUSE IT WOULD BE COMPLETELY POINTLESS TO WHAT YOU DO?  BECAUSE THAT’S THE CASE.  

            DO YOU NOT COMPREHEND WHAT I AM SAYING?  I AM SAYING THAT EVERYTHING YOU ARE SAYING DOES NOT CONSTITUTE TOTAL COST.  THERE ARE OTHER FACTORS AT PLAY HERE.  READ WHAT YOUR ORIGINAL POST STATES, YOU HAVE THA AUDACITY TO BRING UP DEVELOPMENT KIT COSTS AS A REASON FOR WHY DEVELOPING FOR A PLATFORM IS MORE OR LESS EXPENSIVE THAN OTHERS?  HAHAHAHAHAHA  YOU ARE GRASPING AT STRAWS.  YOU DON’T EVEN GET THAT BY YOUR ORIGINAL ARGUMENT, YOU WOULD STILL BE WRONG BECAUSE I ONLY TALKED ABOUT THE PS3, which…dun dun, HAS A HIGHER DEVELOPMENT KIT COST THAN THE PSP?!  

            DOES PROJECT COMPLEXITY HAVE ANYTHING TO DO WITH MARKETING COSTS?  NO.  ARE MARKETING COSTS RELEVANT WHEN COMPUTING TOTAL COST OF A PROJECT?  Well, yes and no, this depends, but in MOST CASES YES.  WHAT ABOUT OVERHEAD?  WHAT DOES OVERHEAD HAVE ANYTHING TO DO WITH PROJECT COMPLEXITY?  ABSOLUTELY NOTHING.  ZILCH.  NADA.  LICENSING FEES?  LEGAL FEES?  CONTRACTS?  NOPE, NOTHING HERE.  DOES PROJECT COMPLEXITY DEAL WITH HOW THEY ARE GOING TO HANDLE THEIR TAXES AT YEAR’S END? HAHAHAHAHAHA, YEA, YOU KEEP THINKING THAT.  

            I am done, you are no longer worth my time.  Continue as you please Mr. CPA/Project Manager/Software Engineer.  All future replies by you will be ignored.

          • SalomeHarras

            I allowed my emotions to get the best of me in my last post, and while everything I stated about accounting professionals still stands, I am re-evaluating what I said in terms of “project complexity”, although, everything I said still stands on that.

            For the sake of this example, assume a new IP is being developed and it isn’t a port.  Project team members conduct meetings to brainstorm ideas for the new IP.  After x period of time they come up with the idea that is pitched to the executive team (or if the company is large enough, middle-management which then pitches it to the executive team).  For simplicity’s sake, let’s say management is all for this and gives the green light.

            At this point, the specifics of the project have to be ironed out and a budget forecasted and allotted.  Keep in mind that the brainstorming period is part of overall development costs, although, it might be hard to calculate depending on the accounting systems in place at said company.  The project team offers their predictions and expectations to someone in the accounting department, at which point, the accountant/controller then weighs their suggestions with prior projects of a similar nature on the same platform, or if said data does not exist, with industry data (in the odd instance that neither of these things exist, they will use the first couple of months to get an idea of where things are going and then forecast accordingly).  The accountant/controller then listens to other department representatives on their projections concerning their speciality and ultimately comes up with a final “budget” to present to upper management.  During or before this process, they’ll have an idea of how much they want to make off of this project, break-even will be calculated, and then the number of copies needed to sell to hit their desired operating income on said project.  This is a very quick and dirty example with a lot of steps cut out but it gives the general idea.

            Development costs in terms of platform are mostly tied to the actual team.  Since this is a new IP, they need to create a game engine (or license one) and get familiar with the console itself before they can proceed.  This is where the majority of costs are incurred, as this can be an incredibly time consuming process.  Once the engine is established and preliminary assets created, the costs of development can be recouped over a period of games that utilize said assets and engine.  This is why the beginning of a console’s life is usually filled with simple ideas or ports rather than full fledged engines that better utilize the system.  

            Development time is the most important factor in terms of costs bar none, and the sweet spot for games seem to be 2-3 years, or in the case of a highly recycled game, 1-2 years.  Beyond that you experience diminishing returns.

            Ease of development can reduce the time needed, but its impact is questionable in the in the grand scheme of things.  The XB360 is significantly easier to develop for compared to the PS3, however, development costs are still unbelievably high on either platform and require a large return in order to justify the expenditure.  Team size is directly related to overal labor costs, however, compromises are usually made in order to keep within the allotted time frame.  This is especially prevalent in Japanese development and perhaps the most obvious example is Catherine.  

          • PoweredByHentai

            No, I am seeing this perfectly clearly on a fundamental level.

            An MBA is fine when you need to keep track of multiple projects and make budget estimates.  An MBA is not fine when you need to make an estimate on project complexity and the amount of time and resources needed to complete said project.

            If you are a mid-level manager at GameStop or something, an MBA would be good enough because you are crunching numbers that have nothing to do with development work.

            However, if you are a manager at a software/engineering firm, that MBA is USELESS because you wouldn’t know how to properly judge a project’s complexity nor would you know how to budget for the project.

            What is an MBA good for?  It is good for those who want to open their own business someday or how to sell stuff more effectively.  That’s really it.  Most MBA programs train people on the business side of things which includes finance, marketing, strategy, human resource management and general management.  I would say that MBA programs overemphasize the analyzing and solving of problems but not the preventative side of dealing with things.

            Put it this way, which makes more sense in a software company?  A Project Manager with a heavy Computer Science background who happened to also have a CPA license or a Business major with an MBA degree?

            I would personally go with the guy who has a Comp Sci background largely because he’ll still be productive in terms of code review, filing DCFs, and general coding.  On the bonus side, he can properly estimate a project’s complexity and can buffer the budget and schedule in case of any unforeseen snags.

            What would a guy with an MBA degree be able to do?  Nothing.  What the hell is the MBA guy supposed to sell as a Project Manager at a software firm?  Hell, selling stuff isn’t the purpose of his job as Project Manager.  Managing people? Sure, but he’d be better off in the Human Resources section or the Marketing and Sales section of the software firm for his MBA to even matter.

            Finally, I’m not the one with the CPA license, my boss does and he is also the one who is my team’s project manager.

            Thanks for being an outrageous idiot.

          • SalomeHarras

            It’s clear that you don’t know what a person with a MBA does.  You don’t need a MBA to be a mid-level manager at Gamestop.  You do realize that most MBA curriculums allows for budgeting as either an elective or requirement right?  Because it seems to be a sticking point for you on why this CPA is so much more qualified than the MBA for a project management position…

            You also realize that you can get a MBA with a concentration in accounting correct?  You don’t get a CPA just for budgeting…again, that’s more of a CMA thing. Yes, a MBA would be useful at a software/engineering firm because it supplements you in the areas that a programmer or engineers lacks:  the ability to manage and make decisions outside of the realm of development.  A program manager isn’t high enough in the managerial hierarchy to warrant a MBA, although it can help them.  People get MBAs to enter executive level management, not front-line or middle-management.  Yes, a MBA would be more useful than a CPA as a project manager.  I’m sorry, but your project manager isn’t properly utilizing his CPA background and could be making more money and have more responsibility if he took a position that better reflected it (depending on his level of experience).  A MBA is not only good for small business owners and entrepreneurs…there’s a reason why upper level management is dominated by the MBA degree at Fortune 500 companies.You’re right, I wouldn’t have a project manager be the guy with a MBA, he would be the guy above the project manager.  I also wouldn’t have a project manager be the guy with the CPA, he would be the guy above the project manager or in an entirely different department altogether.  I don’t think you understand that the CPA background is being wasted in a position that doesn’t really utilize it.  You can be a project manager without having a CPA or a MBA, I’m sorry if that offends your blind worship of your boss, but it’s true, and it’s true in all fields, not just software development.You’re right, selling stuff isn’t the job of a project manager, it’s the job of the people ABOVE HIM.  Despite that, the MBA is still more beneficial than a CPA for a project manager.  I don’t think you understand, it doesn’t matter how good of a product you develop, it’s meaningless if you can’t sell it to a client. Guess whose job that is?  The people above him…

            Yea, I’m an idiot, the same idiot wh thought that development kits for PSP were more expensive than the PS3.  Oh wait, that wasn’t me…

          • PoweredByHentai

            @SalomeHarras:disqus :

            Alright, your basic premise of how a project starts up is generally correct.  The thing is that mid-level managers (at software firms at least) cover the range of tech leads to functional managers to project managers.  In many cases, the project managers are still involved with development but depending on the industry and the company, they could spend less time on development because they have to go deal with the customer’s questions and concerns.
            Where the accountant/comptroller fits into the team is by querying the finalized schedule/plans that the functional and project managers put together.  The forecast/schedule is then used as a means to budget the project.  I don’t think that there exists data on the video game industry’s budgeting history, since those are generally kept confidential, especially not specific distributions of the budget.  The most you can obtain is through their fiscal reports and even then it is questionable what you can obtain.

            The directors and up are the corporate execs and those people are usually detached from the development process since their job is to actually run the company.  Of course, this varies from company to company and is entirely dependent on the size of each company.

            For video game companies, making a new IP includes trademark costs and potentially licensing costs.  For most other software firms, trademark and licensing costs are usually not a factor.

            Regarding ease of development, yes, ease of development does simplify the human resource aspect of it a great deal.  The problem then comes down to how complex is the project.  For video game companies, prototyping a project over and over again does factor into development costs.  

            If a project is building a game engine from scratch, then yes, development costs would skyrocket.  If a project is reusing an existing engine but customizing it for a new IP or project, then you can generally expect to see roughly a year’s worth of development just customizing the engine according to the new project’s specifications.  If the engine in question is a 3rd party engine, then there is the cost associated with licensing that engine as well as the total cost of developing a game around said engine.  Of course, there’s no guarantee that the engine in question would work on all platforms.

            Regarding the costs of development being dependent on the actual team, that is not necessarily true.  In many cases, developers from other teams are pulled into the project on a “loan” basis and after they are done, they go back to their original teams/projects.  As such, when these loaned developers come onboard a project, they charge to that project’s charge code because they are doing work specific to that project.  The whole thing about budgets and whatnot isn’t so much about overdrawing a particular project’s account and more of just trying to get things done.  For studios that have a publisher as a sponsor, the hours billed are what gets charged to the publisher or parent company.  The object of the whole budget exercise is really to provide a metric (and a lesson) on project risk management and mitigation.  Most Japanese companies tend to go with conservative estimates and basically do “the Atlus” thing.  The ones that aim bigger are usually the large studios and publishers where they can bet the farm and not die instantly.  Again, this is where a large studio has an overwhelming manpower advantage over the smaller studios.

            One thing that gets overlooked fairly often in retail sales is the use of “Limited Edition” packaging.  Often times, the pack-in item provides a substantially higher margin which sort of subsidizes the regular packaging.

            Regarding development life cycles, yeah, that’s about right.  I would personally lean more towards 2 years for a game that reused existing assets and 3-4 years for game that uses a completely new/different engine.  As it is, just because a software already exists doesn’t mean that it will automatically fit into a new game’s requirements.  There is usually a year spent just customizing the engine and assets to the specifications.  Though with the PS Vita, existing PS3 assets can be quickly converted into PS Vita assets.

            The guys who made the new Ridge Racer on the Vita had what?  6 months to actually build the game?  And then there’s Capcom and Arc System Works with their fighting games on the Vita.

        • http://www.siliconera.com Ishaan

          Those are the development kits themselves. Dev costs will obviously be flexible depending on the scope and polish of each individual product, but looking at the way things are going, I wouldn’t be surprised if most publishers that develop Vita games just choose to develop PSP-budget titles for it, regardless of its higher specs. 

          Right now, it doesn’t seem like it’s worth the effort to develop anything high budget for the Vita at all, unless we’re talking a tried and true franchise that will make its money back guaranteed.

          Ragnarok Odyssey is one game I’m interested in for that reason. It doesn’t look shoddy, but obviously, no one expected it to be a big-seller either. I wonder how Game Arts budgeted it, and how much of a profit they’re turning on it. 

          • SalomeHarras

            That wouldn’t surprise me in the least, and it’s what a lot of the smaller and even middle sized developers have done with the PS3 and even the PSP for a long time.

            I agree with your 2nd point as well, however, even a “tried and true” classic can fail to meet break-even depending on the costs.  For the sake of a simplistic example, let’s say Monster Hunter Super Supreme comes out for the Vita, and will only be on the Vita, but has a total forecasted budget of $50,000,000 to develop, and we haven’t even hit marketing costs yet either.  Unless the game single-handedly moves systems by itself (which is possible), it can still go in the red.  What Capcom would probably do instead is to reduce development costs on Super Supreme and focus instead on low cost elements that differentiate it from its predecessors enough to justify the purchase, compared to making more drastic investments.  

            There just aren’t enough systems out there right now to develop a “AAA-esqe” game and expect a solid return on investment.

          • http://www.siliconera.com Ishaan

            Yea, it really is up to the first-party platform holder to sell their system or to provide incentive for developers to create games for it. Too much reliance on Capcom for PSP’s success was never a good idea. I love Capcom and they’re one of my favourite developers, but it’s a terrible idea for any first-party platform holder to have to submit to a single third-party publisher that way.

            It’s going to be interesting to see if/how/when Vita overcomes the presently bleak situation. We’re seeing the smaller publishers (NIS, Gust, Falcom) sticking with Vita because that’s where their games will face less competition, but they aren’t going to be able to sell the system either.

          • PoweredByHentai

            @SalomeHarras:disqus :
            Well, that’s easy.
            PHOTO KANO says hi. Also, Ragnarok Odyssey also says hi.

            You did ask for examples of brand new IPs that have bucked the trend. Ragnarok Odyssey had an 83% sell-through rate last week, that qualifies them as being fairly successful.

            Their profit margins are obviously going to be much better on digital than retail. The metric that we really don’t know of is digital sales because that would make things much easier to figure out.

            Considering that the 32 GB memory cards are constantly sold out, I really wouldn’t be surprised if people have been going digital with Ragnarok Odyssey.

          • PoweredByHentai

            @SalomeHarras:disqus :
            What you seem to be forgetting here is that developers often get funding/sponsorship from publishers.  These studios also have multiple projects going on at the same time, usually 4 projects and at most 5 projects (so that at least 2 projects get released in a year for each year).
            So yes, counting employees and multiplying by a thousand is a fairly reasonable guesstimate for how much they need to low-ball in order to break even.

          • PoweredByHentai

            I expect development costs for PS Vita titles to be at parity or lower than PSP development costs.  The dev kits being much cheaper than the PSP is one thing, the ease of development on the PS Vita is really the most important aspect of it.

            To be honest, when comparing new Vita titles against new PSP titles, it is the PSP titles that ended up being more expensive at retail.  Take for example, Tales of the Heroes, which is going to retail for 6200 JPY.  And then you compare that with Tales of Innocence R, which retailed for about 4950 JPY.  

            And then you have Little Busters (Vita) retailing for 5040 Yen, compared with Tsuyokiss (PSP) retailing for 6400 Yen.  Oddly enough, the PSP Steins;Gate side story is retailing for 5040 Yen.

            And then there is Samurai Warriors 3 Z (PSP) retailing for 5040 Yen compared to Dynasty Warriors Next (Vita) for 3480 Yen.

            These are based on prices at AmiAmi and CDJapan for regular editions.

            Regarding Game Arts, my guess is that they are breaking even with sales of Ragnarok Odyssey.  After all, they have a total of 43 employees according to their company profile.  And that’s just based on retail sales numbers since we don’t have any metric on digital sales.

          • SalomeHarras

            What you are saying here would have weight if profit margin was non-existant.  User base is also important, but I’ll get back to that later, the most important trait that all of these games share is that they are either ports, or modified ports that allow borrowed assets to be used.  In the case of ports, since the initial cost of development was already covered (well…unless it went into the red) and the assets are mostly in place, costs are lower and they are able to recognize a higher profit margin per unit…except that user base is relevant in this example.

            Since the Vita user base is not where anyone wants it to be atm (even if it were, it would still be weak because it’s still young), it’s more important to get people to buy systems due to desirable pricing (of ports, but it’s something) so that they can lay down the foundation for more expensive endeavors and recoup the costs over multiple projects.  So rather than experiencing a higher profit margin per unit, they are sacrificing that to move units to establish a larger audience so that future developments are economically feasible.  

            Show me a brand new IP that is a full-fledged experience that bucks this trend and I’ll re-evaluate what I just said.

          • SalomeHarras

            Photo Kano is exactly the type of game I mentioned in a different post that would be released at the beginning of a console’s life.  

            Ragnarok Odyssey is definitely peculiar however.  It’s possible that they could be taking a loss per unit and hoping to recover the costs in the long-run through future projects after establishing a strong market base.  They could also be looking to supplement their revenue through other means (DLC, if it has DLC for example).  Either way, it would be impossible to determine unless they publicly released that information.  I stress that again, it would be impossible to determine unless they publicly revealed that information.

            My point is that you can’t determine a project’s profitability just by the size of their development team.  If you’re too bullheaded to see and realize that, then I have nothing more to say to you.

          • http://www.siliconera.com Ishaan

            What “ease of development” are you talking about, though? It’s not like Vita development magically allows you to skip several steps of the development process that you would have to go through on the other consoles. 

            Sure, certain things might be -easier- to do on Vita than on 3DS or PS3/360/Wii U, but that isn’t the only factor that leads to support. You still want to sell as many copies of a game as possible and reach as wide an audience as possible. On Vita, at present, this is not going to happen. 

            Something else to consider is that the Wii was incredibly easy to develop for, given that developers already had several years of experience with Gamecube architecture. That didn’t help in the least when it came to third-party support.

          • PoweredByHentai

            @Ishaan:disqus :
            For one thing, the Vita uses an ARM CPU.

            For another thing, reusing PS3 assets and converting them into Vita assets is apparently really easy.  When the Vita was first announced as the NGP, you had a parade of developers coming up on stage and showing off their demo ports on the Vita.  Most of the developers were 

            For yet another thing, the Vita is now compatible with third part development tools.  Most likely support for Visual Studios in some capacity was finally added considering that PS Suite uses C# in its entirety, and C# only exists on MS Visual Studios.

            And then you have statements like these:
            http://www.develop-online.net/news/38183/Sony-PS-Vita-our-most-dev-friendly-platform-yet 

            And interviews like these:
            http://gamasutra.com/view/news/39842/PSN_dev_Drinkbox_Studios_on_porting_code_to_miniPS3_quality_Vita_hardware.php 

            http://andriasang.com/comzh0/ridge_racer_spring/ 
            The Ridge Racer guys took 8 months to develop the game, which kind of shows.

            I guess I would say that “ease of development” consists of the ability to use existing standard libraries from a development environment like Visual Studios and simply be able to call on functions instead of having to program the same functions yourself.  For example, at my workplace, we have a system that was developed back in the 1980s, before the whole TCP/IP protocol was popularized.  Nowadays, the same functions on that system could be done with a simple call to a Java EE library.

            Regarding the Wii example that you mentioned:
            Third party support basically died on the Wii.  Sure, the Wii was easy to develop for being based on the GameCube architecture, but at the same time, developers were simply not seeing the sort of return on investment that they were putting into it.  This is partly because the Wii had alienated the demographic that repeatedly spends money on video games and partly because Nintendo didn’t bother to help market those games.

            As for sales and whatnot, yes, you generally want to sell as many units as you can.  Thing is, we don’t know what the sales are like on the digital side of things.  If you are referring to the Vita hardware sales, then yes, those numbers could be better.  Then again, does Media Create and whatnot track sales from online retailers like Amazon.jp, CDJapan and AmiAmi?

          • http://www.siliconera.com Ishaan

            In reply to your first point about asset re-use: Your argument is that games are easy to develop on Vita because it’s easy to re-use assets that exist on other consoles already, or that it’s easy to port games over. Not all games will be able to do this, and not all games will benefit from it.

            As for ease of development, of course Sony’s going to say their platform is easy to develop for. And I’m sure it is. But my point is, it’s not THAT much easier to develop for Vita that developers are going to drop everything else they have in the works and come running to support this one platform that is currently in dire straits.

            Ridge Racer is a bad example, too, because that was clearly an incomplete product. These kinds of games aren’t going to sell the Vita. You either need ingenuity (sorely lacking at most companies) or high budgets (a scary prospect) to create games that get the kind of momentum needed to become breakout hits. 

            As for digital sales… we have plenty of reason to believe that digital sales in Japan are negligible. Until this is proven otherwise, digital download sales are a non-factor.

          • PoweredByHentai

            @Ishaan:disqus :
            No, my argument wasn’t just about reusing existing assets.  My argument is about making use of a set of tools that are industry standard and using that to make new games; that process being much easier than before.  I brought up Microsoft Visual Studios exactly for this reason because it is one of the best development tools in the industry, especially if your workstation runs Windows.  If you have existing game code and assets, hey, more power to you.  If you are starting from scratch, the tools are now much easier to use especially considering that PS Suite uses C#, which is a proprietary language that only exists on Microsoft Visual Studios environment.

            This isn’t just about how easy it is to port existing game code.  This is about a development environment that is now more in line with what the rest of the software industry uses.

            As for the Ridge Racer example, of course Ridge Racer is a bad game.  I brought it up exactly because the turnaround time on that stupid project was ridiculous fast for something that was cooked up at the last minute.  That said, the Ridge Racer example does not change my argument at all.

            What I am more curious about is how long Gust has been working on Ciel no Surge, especially for the Vita.  That and how long Gravity Daze has been in development.  I know that Toyama mentioned that he had been thinking about Gravity Daze’s concept for roughly 10 years, but it would be nice to know when exactly the project entered formal development.

          • http://www.siliconera.com Ishaan

            Gravity Daze has been in development for four years. It was pitched as a PlayStation 3 game concept in 2008 and development began on PS3, after which it was moved to Vita.

            I see your point about developer tools, but there has been nothing to suggest that developing PSP or DS or 3DS games was ever difficult or technologically challenging, so I still feel like this is a moot point when it comes to Vita. 

          • PoweredByHentai

            @Ishaan:disqus :
            Ah, 4 years for Gravity Daze?  When did they decide to move the game to PS Vita?

          • http://www.siliconera.com Ishaan

            In 2010 or 2011. Here, give this a read: http://bit.ly/xVfD7A

          • PoweredByHentai

            @Ishaan:disqus :
            Thanks!  That helps a lot!

            I just got my Japanese copy of Gravity Daze in the afternoon and am loving it thus far.  :D

            http://i39.tinypic.com/243oifc.jpg

      • epy

        True, but man I would be fine with Suikoden VI being on the PSP with these production values. I don’t need HD graphics, just the continuation to one of the most elaborated and fascinating worlds in any videogame.

        • SalomeHarras

          You know, the Suikoden series was one of my favorite series during the PS1 and PS2 era, and more then anything, I’d love to see at least one final effort in that universe to at least “tie up loose ends”, but as each year passes that’s becoming less and less viable.  If we were going to get a PSP Suikoden VI, we would have gotten it instead of this, so I think this cements where Konami wants to take the series and it may be time for the original fans to accept it and move on, or embrace the new universe.

          • epy

            I would love a AT LEAST a final Suikoden in Harmonia to tie loose ends as you said but I don’t think its impossible yet. I’m sure most of the people that bought and will buy this game are Suikoden fans. I’m still hoping Konami was testing the waters with this title and they find it profitable to give the numbered series another go.

      • JustThisOne

        I know it’s probably true, but this is the one series that I’ll have some ridiculous undying faith for.

        Maybe they’ll be looking at their DLCs and other merch for demand as well. It doesn’t seem like they intend to drop this series, at least, considering some of the recent shout outs from the older series.

        • SalomeHarras

          As I mentioned in a reply below, more then anything, I’d love to see at least one final effort by Konami to develop a Suikoden game in the original universe, but if that were to happen, we would have probably gotten Suikoden VI instead of this offering (which may or may not even be that bad, who knows).  As a fan, I loved the Suikoden series and the interconnected and continuous worlds, but as each year passes, the odds of such a revival grows dimmer and dimmer.

      • http://thrust-the-sky.deviantart.com/ WildArms

        But 60k is good for a RPG on the psp, even if its japan, and this also means the series are still loved there, also, i already considered that doing ps3 games is expensive so it could be more probably vita, this might assure at least that the series can continue, not being over as rumors used to say. And the new universe is not that different, it juse feels less… politic and more fantasy lol.

        And im just celebrating it sold so well despite being a while since the last game, growlanser IV reloaded didnt do well, so i was kinda scared the RPGs that used to be awesome were starting to dissapear, since it has been a while since the last new game from known rpg brands (without counting FF or DQ), i hope i see a new breath of fire someday too… i wonder if i will ever see again a wild arms…

        • SalomeHarras

          60k is good, I will give you that, but it’s not “great”, and that’s the problem.  60k might have even already made the project profitable, that’s great and all, but to move it to a more expensive platform will take more than just that.  If it exceeded the DS game’s sales (which it did not) and was in the range of 100-120k, ok, things are definitely looking up, but as is, I remain skeptical.

          What this may do is ensure that another game in the series appears on the PSP, or a lower cost development effort on the Vita may appear years down the line when the system base is more mature (hopefully it gets to that point…) where they can re-use assets from a previous project to reduce costs.

          To be totally fair, I never completed the DS version (I believe I hit a wall where I literally did not know what to do next and didn’t care enough to find out what to do), but that’s actually a fairly major difference.  The DS game might have ended up solid, and the PSP game might be better, but in my eyes, it isn’t “Suikoden” anymore, and really, should have just been named something else, which I would have been fine with.  That’s myself as a fan speaking there.

          • icecoffemix

            *read your last paragraph*

            Wow, are you me? oO

          • http://thrust-the-sky.deviantart.com/ WildArms

            I see your point, yeah, it really doesnt feels much like the main series, personally, it does feels different, but what i feel different is more the atmosphere than anything, it still feels that this is a suikoden game, at least they didnt put numbers on the series, so they are conscious that they arent really part of the main series xD.

  • 27CansOfTuna

    Well at least it shows that people with Vita’s are buying software, I imagine the average Vita user to have quite a few games, and I guess we have no idea about digital sales.

  • Göran Isacson

    Oh man am I glad Gravity Rush is at least getting out into peoples hands… fight on, bold little title! I will believe in you!

  • skymap

    I wish I could budget Suikoden.

  • http://twitter.com/FaithlessMr Bruno Silva

    I am so so so glad that Suikoden went off to a great start. For some weird reason I thought this was released last week, and was awfully disappointed to see it didn’t even chart last week (go figure! lol), so I’m glad I was wrong.

    I knew Japan still had a soft spot for Suikoden. See Konami? The world is prepared for a new Suikoden. I’m glad you invested in rpgs lately (Frontier Gate, Beyond the Labyrinth and this). Even tho this was by far the most sucessful of the bunch, or so it seems.

  • Solomon_Kano

    Gravity Rush and Suikoden were successful? Terrific. Too bad I’ll only get to play one of them…

  • http://www.cubiz.co.cc/ Chris Thomas

    Nice to see two beautiful titles in the top slots. :D If Suikoden PSP comes to the US I would but it and I can’t wait for Gravity Rush.

  • Jirin

    I’ll wait and see the world of mouth for Suikoden.  I have trouble treating something as a sequel if it doesn’t have developers in common with the original.

    I guess with all the comic book movies and repeatedly reinvented franchises like Terminator we’ve been trained not to make the distinction between a sequel and a completely different thing that happens to have some character names in common.

  • http://www.facebook.com/people/Joachim-Varne/1640586412 Joachim Varne

    Gravity Rush on 2nd place surprised me. I didn’t think it would sell at all, as most otaku wants panty shots or gal games if a game have Anime visuals

    • theworldofnoboundries

      Umm, i believe gravity daze also had some eyecandy there.

  • http://twitter.com/SoulCalFan Pierce

     Maybe the VITA will do better if it slashes its price a bit…

    • theworldofnoboundries

      Lol, they can’t slashes the price anymore. After all they are selling at loss atm.

  • theworldofnoboundries

    Hmmm it seems Konami Rpg is not having a good time atm. Well if only they release the game here, i believe many of JRPG fans on the west will support them…… O.o it is on PSP T_T. There goes my hope.

    While for Vita, i am quite suprised that Gravity Daze is unable to become the console seller. Man i hope Vita sells quickly pick up as i believe, competition will make gaming industry to keep growing.

  • Yamaneko22

    Not outstanding numbers, but still glad that both Suikoden and Gravity Daze are at the top of list… We need more artistic games like that >_<

  • TheMysticalNinja

    So much for Gravity Rush being the killer app :/

  • Jayson Napolitano

    Maybe an indication that they’ll take it outside of Japan, although I doubt it. I really wish they’d made another title in the core series, as Suikoden V was one of the best in the series.

  • PoweredByHentai

    http://i39.tinypic.com/243oifc.jpg

    Image taken from my Vita.  :P

    • ロークロライ

       Congratz mate =)
      Sorry for late comment, been busy wrapping up my semester finals -_-

      Did you receive the booklet from amiami?
      I pre-ordered at amiami as well and didn’t receive anything but the game. Fortunately I also ordered at yesasia and got my booklet from them. Now I’ve got a spare sealed copy of the game, though, thus I’d like to ask you whether there’s also some extra stuff inside the game case or is the art booklet the only pre-order bonus.
      In that case I’d like to keep the spare copy sealed.

      By the way, are you interested in hooking up on PSN? None of my friends have Vita (or plan to get one anytime soon) and you seem like a nice fella ;)

      Thanks for your reply in advance.

      • PoweredByHentai

        The art booklet is the only pre-order bonus around.  There is a code/website or something that you can go to fill out a survey and the reward is a set of Gravity Daze wallpapers in different resolutions.

        • ロークロライ

          Thanks mate, didn’t pay attention to the vouchers, free Wallpapers I ain’t gonna make a pass on. I reckon you’re not interested in hooking up on PSN then ^^

          • PoweredByHentai

            Huh?  Oh, I totally missed that.  My PSN is PsychoMacross.  My company’s going through crunch time to prepare for factory acceptance testing, which is in two months or something.

          • ロークロライ

            Thanks for the PSN, I’m certain you’ll know my PSN-nick immediately once I try to add you. Hint: it might be the same as my Disqus nick in roumaji ^^.

            Good luck with the crunch time mate, I hate my “crunch times” at university. Gosh, I wanna work already -_-.

            edit:// Besides having a lovely nick you also chose the best PSN-panel ;). The only other one appealing to me is the second GD one.

  • ShadowWolf

    Rejoice Fellow Suikoden fans!

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