A Sales Story | E13 | Tales of Series
Brief introduction
The Tales series is a JRPG series owned, developed and published by Bandai-Namco that started in 1995 on SFC with Tales of Phantasia, its main feature was to support a real time battle system on a separate plane which also allows multiplayer, pretty similar to a fighting game, unlike other JRPG who mostly used turn based battle systems. It remained a series staple for a long time, called “Linear Motion Battle System” due to the characters sticking to a single linear line to move at first (almost all 2D titles up to Hearts), then evolving to multiple lines (Rebirth, Tempest), 3D with as many lines as there are enemies (Symphonia), enabling free movement but with limitations (Abyss, Vesperia, Graces), free movement without any limitation but still linear movement as default (Xillia, Zestiria) until Berseria where complete free movement became the default moveset, a design choice that was kept on… Tales of Arise.
Otherwise the series sticked to what made classical JRPG at the end of the XXth century
Plenty of area and dungeons to explore
A colourful cast of playable characters designed by famous mangaka (Kosuke Fujishima, Mutsumi Inomata mainly) featured in multiple animation cutscenes made by Studio IG first and then Ufotable
An opening cinematic with a jpop song
A lengthy scenario often dealing with religion, racism, ecology and various moral dilemma with notable amount of side quests
Soundtrack composed by the renowned Motoi Sakuraba* (Valkyrie Profile, Golden Sun, Baten Kaitos, Dark Souls…)
etc.
While there are around** 17 main titles released in approximately 25 years, almost each entry is entirely separate from the others as they all are different stories with different characters set up in different worlds, like Final Fantasy or Dragon Quest they only share a common “backbone” described before and various common gimmicks such as items used, secondary NPC, the cooking system, victory quotes, skit dialogues, vague common mythology references, cameo battles, each character having one/multiple super attack, some gameplay systems like the signature move 魔神剣 / Majinken / Demon Fang, characters from different episodes do happen to meet on crossover titles up to this day (1 2 3 4)
As such every new entry is mostly a clean slate, recognizable by its name and strong visual identity that made it stand out amongst others titles released at the same period
Development process
Historically the development process at the inception of the series wasn’t a smooth affair at all, developed by Wolfteam, a subsidiary of Telenet Japan, Tales of Phantasia wasn’t intended to be the first episode of a series at all, it was also scheduled one year earlier than its original release and was to be named Tale Phantasia.
However due to strong disagreements between the developers and Telenet Japan, the game went through notable shifts in development and ended up pitched to different publishers, including Enix, before being picked up by Namco whose conditions ended up delaying the game release by a year as well as being the cause of the departure of a big part of the Wolfteam staff that left to create Tri-Ace (which went on to create Star Ocean, a brother game of sort to Tales of Phantasia).
From there on though, it’s a bit easier to follow :
Wolfteam became a dedicated team that made Tales of titles
Until 2003 where Namco became the majority owner of the studio and officially renamed it “Tales studio”
Namco then became the sole owner a few years later
And chose to merge the Tales Studio with its main Bandai Namco Studios in 2012 ending up nearly 15y of a rather strong independence for the team making Tales of games
Finally a last (recent) development that we learned about is how Bandai Namco Studios itself is structured in multiple sub studios with Tales of being the prerogative of Studio 3 (alongside IP such as Blue Protocol, Idolm@ster or Scarlet Nexus) how long that structure has been there is unclear but it likely emerged in the last few years and doesn’t necessary mean any developer from one Bandai Namco Studio wouldn’t be able to move to another one.
It should be also be noted that for a decade or so Namco tried to diversify the IP and studio output, making unofficially two Tales team within the Tales studio, one lead by historical figures and unofficially named “Team Destiny” (which made all 2D titles as well as Tales of Graces) and another called “Team Symphonia” lead by Namco game designers (which made Symphonia, Abyss and Vesperia), the two teams having their own identity :
Fujishima’s character design for Team Symphonia, Inomata’s for Team Destiny, 2D games for Team Destiny, 3D for Team Symphonia and having their own strong points (battle gameplay for Team Destiny, story and writing for team Symphonia***)
Two main titles were also made almost entirely outside the Tales studio : Tales of Legendia from an internal team at Namco and Tales of Innocence from regular external partner Alfa System.
It all ended up with Tales of Xillia in the late 2000's where only a single team remained to make Tales of titles once again.
Release strategies and sales
While the series initially had its debut on Super Famicom in late 1995 in Japan only, the reception sales wise wasn’t anything special, selling somewhere above 200 000 copies. But like most other third parties in Japan back then, Namco commissioned a second entry for the series due to release on PS1 in late 1997 : Tales of Destiny which mostly followed in its predecessor footsteps by retaining what made the core identity of Tales of Phantasia.
And it was a resounding success as the game got close to 1M lifetime in Japan only which is still to this day the best selling title in the country, thanks to North American (1999) and Asian releases it also crossed the 1M threshold but worldwide sales were a footnote in the overall picture.
Following that PS1 and PS2 got almost all following entries : first a japanese exclusive extended port of Tales of Phantasia (1998) got near 700 000 copies, then Tales of Eternia (2000) ended up around there as well with a North American release (2001)**** pushing its numbers by 100-200k, Tales of Destiny 2 (2002) followed on PS2 selling around 800 000 copies in Japan and close to 1M with its Asian SKU (with full Korean localization) and then came Tales of Symphonia (2003).
By most accounts it was a peculiar title :
First full 3D game in the series
First Tales of title not being directed by Wolfteam veterans (but instead a former Tekken/Soulcalibur developer : Yoshito Higuchi)
First time character designer Kosuke Fujishima returned after Tales of Phantasia
And… a game planned as a GC exclusive.
The same way Nintendo lost a fair amount of third party support during the transition from SFC to N64, it tried to build back up a lot of it going from N64 to GC, this is an entirely different story (whose most famous episode is the Capcom Five) so we won’t go into too much details but Tales of Symphonia was really treated as well as a first party title could on the console and that involved a console bundle, most likely financial incentives and, above all, a full localization/publishing/marketing effort led by Nintendo outside Japan.
As Namco publishing arm was rather weak in NA and non existing in other regions it meant that for a good part of the world Tales of Symphonia was the first experience many would get of the series (a lingering effect that is still felt to this day… although getting smaller as time passed) and that’s what led to the foundations of the western audience of the IP.
The match between Tales of and the GC ended up as pretty mixed overall, while western sales exploded due to the strong push of Nintendo (somewhere between 600 000 and 700 000 copies), japanese sales turned out to be lackluster, barely surpassing 300 000 copies sold when at the same time, as we saw before, PS1 and PS2 titles were selling double to triple that amount.
Still, with more than 1M copies sold worldwide it was still remarkable numbers and it remained the best selling entry outside Japan, by far, for more than a decade after that.
Nevertheless Namco first concern was its home market, and Symphonia GC proved to be an anomaly that they quickly course corrected with a PS2 port (2004) that got around 400 000 copies followed by further games on the Sony console with Tales of Rebirth (2004) 600 000 copies, the weird experiment that was Tales of Legendia (2005) at 350 000 sales, Tales of the Abyss (2005) 700 000 copies too and finally Tales of Destiny Remake (2006) 400 000 copies.
Of all these games only Tales of Legendia & Tales of the Abyss left Japan and were released in North America (2006), both had negligible sales (<100 000) and the latter only at a budget price late into the PS2 lifecycle, 2D games back then being considered as unappealing for western audiences all 2D titles in the series stayed as Japan exclusive after Tales of Eternia on PS1 in 2001 (minus an EMEA only release for the PSP port of… Tales of Eternia (2006))
This is where things started getting confusing as far as support went for the Tales series.
First, due to a strong push for japanese support by Microsoft, the first HD title Tales of Vesperia (2008) ended up an Xbox 360 exclusive with near simultaneous JP+NA release (EMEA being left in a limbo for a year as Namco was in the process of buying Atari's publishing arm for these markets). It was one of the best selling title on the console in Japan***** but due to a limited install base it only meant somewhere above 200 000 copies which was nowhere near enough for the series especially as the western release fell short of Symphonia success only reaching around 300 000 sales.
At the same time spin off were still being released on PS2, PSP, while DS got main entries with Tales of Innocence (2007) / Tales of Hearts (2008), both selling 300 000 copies, and Wii was supported too with a spin-off sequel of Tales of Symphonia, Ratatroskr no Kishi/Dawn of the New World (2008), 250 000, and a completely original new title Tales of Graces (2009) at… 250 000 as well.
If you followed things well thus far (which isn’t an easy task by all means, so let me praise you if so) you would notice that almost all of those later numbers are clearly lower than what the series was used to on PS1 and PS2.
It was made worse by nearly all of them staying in Japan as well, except the Symphonia sequel which sold respectably in others markets, around 300 000, mostly riding on its predecessor popularity in western countries.
Namco then did the same thing that they did with Tales of Symphonia : recoup the costs by porting it to a more desirable hardware owned by their audience in Japan, that is to say the PS3.
Tales of Vesperia (2009) was first, it started stronger than on X360 and kept selling for years eventually surpassing 520 000 copies, it never left Japan.
Tales of Graces F (2010) came next, with the same outcome, ending up north of 400 000 copies, it had a, at first unplanned, rather late western release (2012) whose sales numbers are assumed to be in the usual 300 000 range
And came the turn of the first PS3 exclusive title, the grand return of Tales of in its home turf to celebrate the series 15th anniversary.
Featuring:
For the first time the collaboration of its two main character designers
A switch to Ufotable for its animated cutscenes following the studio growing popularity and its lauded anime adaptation of Tales of Symphonia (coincidentally, Haruo Sotozaki’s directorial debut before he, and others, worked on… Demon’s Slayer)
Dual protagonists with separate storylines (reminiscent of what was done with Tales of Destiny’s Director's Cut) and more…
Tales of Xillia (2011) had an explosive debut sales wise with ~500 000 copies sold first week****** before it petered off a bit, barely surpassing 700 000 copies in the end due to a middling reception, an overall lack of content, visually being unimpressive for a PS3 exclusive, the beginning of the end for the series multiplayer feature and a battle system that lacked “punch” coming after the super fast and stylish Tales of Graces.
Still, it was an incredible return to form for the series in Japan, back to where it was on PS2, the late (2013) worldwide localization didn’t set the charts on fire as much but sold in the same ballpark most previous attempts did, north of 400 000 copies, final shipment numbers seemingly ending up at 1.33M making it the best selling title worldwide to date.
Only one year later the game received a direct sequel, Tales of Xillia 2 (2012), an incredibly fast turnaround for a new entry due to its heavy reuse of assets and systems from its predecessor, it also featured a fair amount of new contents originally planned for the first game, plenty of improvements left and right and especially for the battle system (possibly due to the presence of Tales of Graces battle designer, Tatsuro Udo) but being a direct sequel to a slightly unpopular entry released so quickly meant that expectations and potential were lower, it ended up north of 450 000 copies in Japan and sales outside Japan (2014) were also lower, due to being a sequel but also the series hitting some kind of saturation with 3 titles in a 1 year span (Xillia, the Symphonia remasters and Xillia 2), data are getting less accurate but it sold notably less than Xillia, less than Graces F and WW shipment numbers didn’t reach 1M
It took a bit more than two years for a full new entry to come to PS3 once again, with Tales of Zestiria (2015) this time celebrating the series 20th anniversary.
It was pegged as the IP first foray into an “open world” design of sort with wider area and seamless transitions between exploration and battles. Due to fan requests, on top of the collaboration between multiple character designers continuing, the soundtrack also featured both Motooi Sakuraba and Go Shiina's works, the latter who was linked to Tales through Tales of Legendia mostly but who gained popularity due to its unusual sounding themes on God Eater and others Bandai-Namco IP featuring vocals like Idolm@ster.
Remember how things went a bit wrong between expectations and reality for Tales of Xillia? For Zestiria it was worse, much much worse.
While its opening week was decent, close to Xillia 2, for a title coming at the tail end of PS3 lifecycle, its sales absolutely cratered beyond anything the series ever knew before, merely selling 50 to 60 000 copies after a 340 000 opening week.
Why is that? A complete clash between ambition and execution:
The “open worldish” aspect was oversold (and mostly consisted of wide empty area that took a while to traverse)
The seamless transition lead to multiple technical and gameplay problems like framerate being cut to an unstable 30fps in battle, a first for the series whose main appeal was its dynamic battle system and a locked 60fps
The camera was catastrophically bad frequently due to that seamless aspects and poorly adapted level design, sometimes being stuck into the wall or background elements with the player barely seeing a thing
Multiplayer was even more an afterthought than before, its core gameplay mechanic, character fusion, entirely removing control from a potential player...
If you add a, japanese centric, huge controversy surrounding the identity of the main female protagonist and confusing marketing with the aforementioned characters which lead to a voice actress doing an extreme form of apology with a public dogeza in front of a crowd and, more likely than not, the series producer to leave Bandai-Namco*******, a “collaboration” of composers that was really about each one of them working on their end and Shiina providing 14 spectacular tracks in its own CD for the OST (the third that is) that didn’t blend with Sakuraba’s at all
You end up with an unfinished messy product that not only underperforms but also risks damaging your IP reputation long term.
The irony however is that Zestiria was a big moment for the series worldwide, not due to the game itself but due to timing and platform strategy as it was the first time Tales of adopted a day 1 multiplatform release of sort outside Japan.
The game debuted on PS3, as you’d expect, but also got a decent up port on PS4 and a satisfying Steam release for the series platform debut.
Following an often noticed pattern of “First game of a series on Steam getting explosive sales” it was a big performer in both Europe and North America, official Bandai-Namco sales numbers at the end of 2020 putting it as the best selling title for the former at 481 000 sales and best selling single release of the series for the latter at 600.000 sales bringing its total WW number somewhere between 1.5M and 1.7M mark in 2020 (including the 400 000 copies of the PS3 SKU in Japan and later 20 000 copies of PS4 SKU + every sales it got in Asia and other regions, making it for a time the best selling Tales of worldwide)
18 months later came Tales of Berseria (2016) on PS3/PS4, its job was simple : fix everything that went wrong with Zestiria and build on what worked in its systems and lore. The extra development time it got compared to Xillia 2 allowed the game to feel much more “unique”, something necessary for what was story wise a distant 1000y prequel of Zestiria. It built back up some good will, had cross promotion with the currently airing Tales of Zestiria the X anime with a special Berseria episode and both game and anime featuring an opening by popular group Flow, they removed the seamless transition between exploration and battles, allowing 60fps gameplay once again, and featured an “anti hero” type of story that resonated well overall with the audience which meant that despite disappointing first week numbers in Japan, ~250 000, it was able to finish close to 400 000 copies sold in the end.
Its fate in others markets was similar to Zestiria, an added Steam SKU, better reviews (79 to 72 for Zestiria on metacritic) meant that it mirrored Zestiria sales outcome, only being slightly behind in total worldwide sales in 2020 before, thanks to digital discounts, reaching 2M in September 2021 (while no further data was given for Zestiria it’s unlikely that it didn’t reach 2M at some point too), officially the first single release of a Tales of to do so, a milestone that was soon gonna be surpassed but that's another story, another tales to write down about...
In blue the Original SKU sales in Japan, in red sales of late ports in Japan (not inc remasters), in yellow sales outside Japan
By order of appearance for each color besides yellow (sales outside Japan again) : SFC, PS1, PS2, GC, DS, X360, PS3, Wii, PS4
Despite some hiccups here and there you can clearly see the long term trend of sales in the country
The numbers mainly reflect which entry was localized and in which context, naturally Symphonia and Zestiria stand out
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Notes/Bibliography of sort
* Shinji Tamura/Hibiki Aoyama was co-composer for a few titles up to Tales of Vesperia, his works included famous battle themes such as Fighting of the Spirit, Fatalize or Fury Sparks, in Tales of the Abyss a couple tracks were also done by Motoo Fujiwara, leader of music group Bump of Chicken, like Meaning of Birth or Finish the Promise, finally Tales of Innocence soundtrack was made by Kazuhiro Nakamura and Tales of Legendia by Go Shiina.
** The exact number is up to debate, as it’s not clear whether the full blown remake of Tales of Destiny on PS2 should count, or whether Tales of the Tempest is a main title (it was, until it wasn’t, and recently was reconsidered as being one…) and the status of others various others games that used to be considered as escort titles before.
To be clear these 17 include, by order of release in Japan : Phantasia, Destiny, Eternia, Destiny 2, Symphonia, Rebirth, Legendia, Abyss, Innocence, Vesperia, Hearts, Graces, Xillia, Xillia 2, Zestiria, Berseria and Arise
*** Ironically though the scenario often had to be “protected” by her writer Takumi Miyajima and producer Makoto Yoshizumi against the will of a notable part of the development staff
**** The game was also called Tales of Destiny II in order to show clear continuity despite not being related to Tales of Destiny story wise at all
***** Only below Blue Dragon and marginally beaten afterwards by a long old rival : Star Ocean IV and long after by the MMO Monster Hunter Frontier as well as the long tail of Ace Combat 6 due to its budget reprints
****** At the time its FW was awfully close to another major JRPG released close to it two months later, Final Fantasy XIII-2, from a series considered to be clearly one or two steps above Tales of sales wise
******* Hideo Baba that is, he tried to bounce back at Square-Enix with his own studio that closed less than 2y after being established and, while never made official, he supposedly went on to work as executive producer of the rather unsuccessful Sakura Kakumei at Delightworks afterwards.
As for Tales of Zestiria it should be added that Alisha being “sidelined” of sort was even directly addressed and changed in the anime adaptation Tales of Zestiria the X by having Alisha and Rose being of equal importance (1 - 2 - 3)
Disclaimer :
- All sales numbers are rounded up, for simplicity sake but also because some of them aren’t as accurate on top of never being made public. Still all of them were retrieved through trackers (Famitsu, Media Create in Japan, NPD GFK for other markets) official shipment numbers from the publisher (10M milestone of the series from Namco that detailed every SKU, milestones for a couple titles) or CESA.
- Spin off titles (like the World subseries), remasters (Symphonia, Vesperia...), handheld late ports (Eternia, Destiny 2 & Rebirth PSP, Abyss 3DS) or... Reimagined entries (Innocence and Hearts on Vita) aren't discussed there because the focus was on the series main entries. Tales of Destiny Remake is a particular case as well but I chose not to mention it either, data for it is available so feel free to ask if curious
- Some of those numbers sometimes also contradict each other a bit so accuracy isn’t 100%, it’s still more than good enough and the margin of error is slim enough that nothing would change the tone or analysis made towards the series sales numbers
https://blog.tales-ch.jp/?_ga=2.9430581.1644708003.1560127813-96726022.1544788796&paged=10 Tales of blog
Source for Studio 3 headcount https://www.bandainamcostudios.com/recruit/career/interview/12235