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Presentation material from Kadokawa / Famitsu's online seminary "2021 Autumn Game Industry Status and Outlook: Winners of Game Business 2.0."

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Thanks to @ggx2ac for finding out the original news.

Back in April, Hirokazu Hamamura, senior advisor for Digital Entertainment at Kadokawa, held an online seminary to provide an outlook on the gaming market, with a bigger focus on the Japanese scene: sales, marketshares, etc. For those who originally missed it - https://www.famitsu.com/news/202105/12219228.html

The good news is that it looks like it wasn't a one-off: here's the material from the recently-held online seminary "2021 Autumn Game Industry Status and Outlook: Winners of Game Business 2.0."


Both the seminary title and the extracts reported here are translated via DeepL. The source for the Japanese sales retail numbers (hardware and software) is Famitsu.

General overview on the worldwide gaming market

The global game content market in 2020 will be 5,802.4 billion yen in North America, 3,765.4 billion yen in Europe, and 8,772.3 billion yen in Asia including Japan. The global game content market for 2020 is 5,802.4 billion yen in North America, 3,765.4 billion yen in Europe, and 8,772.3 billion yen in Asia including Japan. This is about 1.3 times the figure for 2019, when the figure was 15,689.8 billion yen.

As expected, this is largely due to the nest egg demand caused by the new coronavirus infection. The three home video game platforms also saw significant year-over-year increases in their earnings.

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So, what about the most recent results of the three companies for the period from April to June 2021? Here, compared to the same period of the previous year, Nintendo, Sony Group, and Microsoft basically maintained their strong performance: 90.1%, 101.6%, and 109.1%, respectively. Nintendo's seemingly sluggish performance is due to the fact that there was no "Atsumare Animal Crossing" level hit in the April-June period of 2021.

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Japanese software sales (retail) across all systems for the first-half of FY3/2022 (from March 30th, 2021 to September 26th, 2021)

What about the domestic sales of game software sold on each hardware? Again, the overall figures are down compared to the previous year.

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[...]

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Titles for Nintendo Switch dominated the list from No. 1 to No. 10. The PlayStation 5 has been selling well, but sales of packaged software have not been good.

Compared to the previous year, hardware sales were strong, but packaged software sales were sluggish due to the lack of blockbuster titles, a situation that is common worldwide. However, this is not simply due to the fact that "game software is not selling well," but also due to changes in business schemes.

A more in-depth look at PS5 software sales in Japan: between retail low figures and the rise of F2P / MTX

So what about the current sales of game software in Japan? The best-selling packaged software for PlayStation 5 in the first half of fiscal year 2021 was "Resident Evil: Village," which sold approximately 69,000 units.

Despite the fact that 1 million units of the console have been sold, the install rate of the best-selling packaged software is less than 7%, which is a very low figure. He added, however, that with PlayStation 5, which allows users to play PlayStation 4 titles without modification, the install rate of exclusive titles will not be of much use.

[...]

F2P billing model dominates PS5 and many other platforms.
Even though the development of high-profile titles has been delayed, the performance of platformers has not suffered. This is due to the aforementioned changes in business schemes. One example of this is the renewed popularity of "Final Fantasy XIV" in the US and Europe.

In 2020, "Final Fantasy XIV" will be free to play with the origin of the story, "New Eorzea" and the first expansion pack, "Ashgard of the Blue Sky". With this, so many new users entered the game that the servers almost ran out of space, and the Steam version was "sold out" even though it was a downloadable title. The Steam version was "sold out" even though it was a downloadable title, and sales had to be temporarily suspended.

In order to enjoy the story beyond "Ischgard of the Blue Sky" and to open up more features, additional individual charges are required. It's a very hybrid billing model that combines package sales, monthly billing, and item billing.

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Other games supported by the PlayStation 5 include many F2P (Free to Play) titles such as "Apex Legends", "Fortnite", "Hara-Kami", and "eFootball 2022".

Checking the download rankings on the PS Store, these F2P titles dominate the top of the list, showing just how popular they are. This is one of the reasons why hardware sales are strong even when packaged software sales are sluggish.

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A breakdown of Sony Group's game software sales shows that "add-ons," which represent additional charges for titles including F2P, have been selling more consistently and at a higher rate than both packaged and digital software sales. This trend has become even stronger with the transition from PlayStation 4 to PlayStation 5.

Although not as prominent as PlayStation 5, F2P titles are also increasing their presence on the Nintendo Switch, and "Pokémon Unite," which is being developed simultaneously with smartphones, was cited as a title with the potential to gain even more popularity in the future.

What about eSports?

The next topic was e-sports. Due to the spread of the new coronavirus infection, it has been impossible to hold real events in the eSports market, but the accumulation of online know-how has been observed, and the market scale is expected to increase again in the future.

However, with the accumulation of online know-how, the market is expected to grow again in the future. There are high hopes for the creation of economic effects and social significance from e-sports, such as the sale of e-sports related goods and products, the opening of facilities, and the establishment of schools to train professional players.

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Stadiums for eSports practice have been opened in various parts of the country, but the games that can be played here are currently limited to titles that can be played on PCs. This is due to the fact that home video game consoles are subject to regulations under the Entertainment Business Law.

This is due to the fact that home video game consoles are regulated by the Entertainment Control Law, and popular titles such as Splatoon and Super Smash Bros. cannot be played at the eSports Stadium.

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In order to change this situation, the Japan e-Sports Union (JeSU) is planning to start a demonstration experiment under the guidance of the National Police Agency to establish e-Sports practice facilities where home video game consoles can be used without obtaining a license under the Entertainment Establishments Control Law.

With the expectation that the size of the e-sports market will continue to increase in the future, a variety of companies are moving to make a full-scale entry into the e-sports market.

Closing summary

To summarize, we will review the platform business, which is a major shift in business scheme.

The Nintendo Switch business is still centered on packaged titles with strong IP, but freemium titles are also on the rise.
Freemium is becoming the mainstay of PlayStation 5, with subscription services such as PlayStation Now and PlayStation Plus. and PlayStation Plus.
The Xbox Series X|S has both packaged and freemium services, but the big draw is Xbox Game Pass, a monthly subscription service.
In addition to Steam, which has the largest share of the PC market, Amazon and Netflix are also about to enter the gaming industry in earnest.

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These are not the only gaming platforms: Apple is focusing on freemium app games, but has introduced a monthly subscription system with Apple Arcade; Google is also focusing on app games, but is exploring packaged games and a monthly subscription system with Stadia. Google, while focusing on app games, is also exploring the possibility of packages and monthly subscriptions with Stadia.

Facebook is working on VR, and GREE is developing a metaverse for smartphones. Epic Games, home of Fortnite, is strong in both freemium and packaged games, and is beginning to develop its own metaverse.

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The core of each platform's customer attraction is as follows. The "set-top box" in the PlayStation 5 section refers to the fact that the PlayStation 5 will be in front of the TV, making it useful for other purposes besides gaming, such as watching videos.

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After looking at the strategies of the various companies so far, you can clearly see that a great variety of business schemes have been created with the shift to online services for games. Mr. Hamamura referred to this as "Game Business 2.0.
 
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If the PS5 has shifted almost entirely to live service games that's kind of mixed news at best... because the majority of JP developers aren't making those games.

I think it will have an effect but that seems optimistic.
 
Attempt to.
True. For example, The Legend of Neverland came and went. Companies have to put real money behind these attempts in terms of marketing and differentiation or else they'll suffer a similar fate.
 
Although they could very well be correct about most PS5 owners primarily using the systems for free-to-play games, I doubt the validity of their claim, at least based on this translation. The only justification they provide for the idea is that F2P frequently tops the download charts. That doesn't mean much. F2P has a huge advantage over premium games in those charts. Even if we assume that the digital rate is a bit higher on PS5 (say 30-35%) because of the disc-less SKU, the majority of sales for premium games would be at retail. Considering RE8's 69k sales at retail, if digital was 30%, then download numbers would be around 30k. A F2P game which is downloaded between 31-69k times would rank above RE8 in downloads, but it would actually be played by less people than RE8. This effect bloats the ranking of all F2P games. And that's not even accounting for the fact that tons of people download F2P games even if they never really intend to play them much since they are, well... free to download.
 
Although they could very well be correct about most PS5 owners primarily using the systems for free-to-play games, I doubt the validity of their claim, at least based on this translation. The only justification they provide for the idea is that F2P frequently tops the download charts. That doesn't mean much. F2P has a huge advantage over premium games in those charts. Even if we assume that the digital rate is a bit higher on PS5 (say 30-35%) because of the disc-less SKU, the majority of sales for premium games would be at retail. Considering RE8's 69k sales at retail, if digital was 30%, then download numbers would be around 30k. A F2P game which is downloaded between 31-69k times would rank above RE8 in downloads, but it would actually be played by less people than RE8. This effect bloats the ranking of all F2P games. And that's not even accounting for the fact that tons of people download F2P games even if they never really intend to play them much since they are, well... free to download.
Those games are also just as big outside of Japan where SW sales haven't absolutely tanked. I don't really buy that explanation as a realistic one.
 
Despite the fact that 1 million units of the console have been sold, the install rate of the best-selling packaged software is less than 7%, which is a very low figure. He added, however, that with PlayStation 5, which allows users to play PlayStation 4 titles without modification, the install rate of exclusive titles will not be of much use.

Seems like they're stretching here with the PS4 backwards compatibility excuse for PS5's lower software sales, since we have seen PS4 software decline further at retail this year as well.
 
F2P billing model dominates PS5 and many other platforms.
This needs a good amount of stretching. Japanese sales have a good amount of Digital games. But in the digital realm, Ps5 doesn´t have the same result. F2P doesn´t dominate at all in another dedicated videogame. It´s not only stretching but denial. You don´t have a good amount of package software, and seems don´t have a good amount of digital software games either.
 
Seems like they're stretching here with the PS4 backwards compatibility excuse for PS5's lower software sales, since we have seen PS4 software decline further at retail this year as well.
And the last White book the used package software for ps4 follow this trend.
 
Those games are also just as big outside of Japan where SW sales haven't absolutely tanked. I don't really buy that explanation as a realistic one.
I agree. And while it could be possible for Japan to be different, that would likely result in the same effect showing up on other consoles. But it's not.
And it really doesn't make sense why the F2P audience would rush to PS5. All of the main games are also on PS4, and that audience likely already had a PS4. The only reason to get the PS5 would be to play with upgraded graphics. That seems to be the case in the West. But in Japan, the boxed game market clearly has stuck with PS4 over moving to PS5. There would have to be some reason why Japanese people who are into F2P games overwhelming want to rush to get a new system to play the same game with better graphics, but Japanese people into AAA retail games don't care about upgrading. That sounds incredibly far-fetched.
 
This needs a good amount of stretching. Japanese sales have a good amount of Digital games. But in the digital realm, Ps5 doesn´t have the same result. F2P doesn´t dominate at all in another dedicated videogame. It´s not only stretching but denial. You don´t have a good amount of package software, and seems don´t have a good amount of digital software games either.

And the last White book the used package software for ps4 follow this tre


You can buy 5000 games Day 1 , ever heard of catalougue ? yeah....
Seems like they're stretching here with the PS4 backwards compatibility excuse for PS5's lower software sales, since we have seen PS4 software decline further at retail this year as well.

Top 30 doesnt represent the entire picture
 
Top 30 doesnt represent the entire picture
The Top 30 does not, but this Famitsu report discloses the complete software sales numbers for April through September, including the sales outside the Top 30. PS4 game sales in that period dropped from 4.1 million games in 2020 to only 1.8 million in 2021. If PS5 owners were buying PS4 games en masse, then PS4 game sales wouldn't have plummeted by 56% after the release of the PS5.
 
The Top 30 does not, but this Famitsu report discloses the complete software sales numbers for April through September, including the sales outside the Top 30. PS4 game sales in that period dropped from 4.1 million games in 2020 to only 1.8 million in 2021. If PS5 owners were buying PS4 games en masse, then PS4 game sales wouldn't have plummeted by 56% after the release of the PS5.

Sure but it's sales digital share of new games and catalogue sales which are heavy digital
Earning reports from publishers give an idea on them
 
A -56% year-over-year decline in PS4 software from April 2020-September 2020 to April 2021-September 2021 is huge.

Another crazy statistic here is that PS5 software in April 2021-September 2021 comprised just 4% of overall total software sales.

These are emblematic of rapid declines of the PlayStation ecosystem within Japan, even accounting for additional digital conversion.
 
A -56% year-over-year decline in PS4 software from April 2020-September 2020 to April 2021-September 2021 is huge.

Another crazy statistic here is that PS5 software in April 2021-September 2021 comprised just 4% of overall total software sales.

These are emblematic of rapid declines of the PlayStation ecosystem within Japan, even accounting for additional digital conversion.
A shame that we can't do Y-O-Y comparisons for the calendar year as well, but yeah. For PS4, this is a big drop. And overall the PlayStation ecosystem (PS4 + PS5) dropped 45.66% for the period.
 
Sure but it's sales digital share of new games and catalogue sales which are heavy digital
Earning reports from publishers give an idea on them
Digital sales existed in 2020 as well. The 2021 number would indeed be higher than 1.8 million if digital were included, but the 2020 number would also be similarly increased. The YoY drop would remain similar. And since the period in 2020 was post-covid, any theoretical digital increase from the outbreak would have spiked the 2020 numbers as well.

Most company's earnings reports don't separate out digital rates for Japan specifically, so it's not necessarily safe to assume the global digital rate mentioned in them applies to Japan.
 
Digital sales existed in 2020 as well. The 2021 number would indeed be higher than 1.8 million if digital were included, but the 2020 number would also be similarly increased. The YoY drop would remain similar. And since the period in 2020 was post-covid, any theoretical digital increase from the outbreak would have spiked the 2020 numbers as well.

Most company's earnings reports don't separate out digital rates for Japan specifically, so it's not necessarily safe to assume the global digital rate mentioned in them applies to Japan.

Seems my point mixed from earlier. I was just making that point to tell famitsu doesn't give entire picture because it didnt had these data . But had misread your post earlier but I agree the same ratio would apply to both the year and decline is definitely big when compared.

(on a side note - we do get Japanese overall unit share - revenue share , sometime digital separately for Japan so i disagree with your last point, i never add global ratios to digital ones.

Anyways on comparison between PS 2020 vs 2021 while there is a big decline and yes I agree that PS decline is a worry point nature and doing worse however the software release were much stronger last year vs this year imo.

FF 7 Remake FW alone outsell the top the top selling FW of PS4 2021 of top 7-10 games this year. Though release were a factor imo butt definitely agree its still a big decline
 
Seems my point mixed from earlier. I was just making that point to tell famitsu doesn't give entire picture because it didnt had these data . But had misread your post earlier but I agree the same ratio would apply to both the year and decline is definitely big when compared.

(on a side note - we do get Japanese overall unit share - revenue share , sometime digital separately for Japan so i disagree with your last point, i never add global ratios to digital ones.

Anyways on comparison between PS 2020 vs 2021 while there is a big decline and yes I agree that PS decline is a worry point nature and doing worse however the software release were much stronger last year vs this year imo.

FF 7 Remake FW alone outsell the top the top selling FW of PS4 2021 of top 7-10 games this year. Though release were a factor imo butt definitely agree its still a big decline
Thanks for clarifying your stance. Sorry if I said anything that wasn't clear. I agree that Famitsu doesn't show the whole picture.

I didn't realize Sony disclosed the Japan-specific digital share. Do you happen to have those numbers? I checked your summary of their fiscal report, and it only mentioned a 62% global digital rate. I know Famitsu/Media Create sometimes give industry-wide (not platform specific) digital percentages for Japan, but those numbers have always been very low relative to Sony's global number.

FF7 + Ghost of Tsushima were definitely bigger than the games this year. That's always the difficulty in these comparisons. It's normal for there to be fluctuations from year to year due to major game releases being sporadic. At the same time, not having big selling games is part of the problem. To me, I think the key factor is whether there is reason to believe the year's performance is a one-off. Was the lack of killer apps a fluke in timing, or a case of the platforms not bringing in those games or having the audience to buy those games in large volume. I personally suspect PS5 will have better years than the current one since it will inevitably get Monster Hunter 6 and Dragon Quest XII. But I think the peaks will be lower than prior peak years and the valleys lower than prior valley years.
 
Thanks for clarifying your stance. Sorry if I said anything that wasn't clear. I agree that Famitsu doesn't show the whole picture.

I didn't realize Sony disclosed the Japan-specific digital share. Do you happen to have those numbers? I checked your summary of their fiscal report, and it only mentioned a 62% global digital rate. I know Famitsu/Media Create sometimes give industry-wide (not platform specific) digital percentages for Japan, but those numbers have always been very low relative to Sony's global number.

FF7 + Ghost of Tsushima were definitely bigger than the games this year. That's always the difficulty in these comparisons. It's normal for there to be fluctuations from year to year due to major game releases being sporadic. At the same time, not having big selling games is part of the problem. To me, I think the key factor is whether there is reason to believe the year's performance is a one-off. Was the lack of killer apps a fluke in timing, or a case of the platforms not bringing in those games or having the audience to buy those games in large volume. I personally suspect PS5 will have better years than the current one since it will inevitably get Monster Hunter 6 and Dragon Quest XII. But I think the peaks will be lower than prior peak years and the valleys lower than prior valley years.

I think we are on the same page
When I was talking about digital my point was something else but digital is not much relevent for doing 2020-2021 comparison.
I missed read your point hence accidentally mentioned digital

(On a side - I meant digital figures from third party publishers earning , PlayStation digital in Japan is low vs global however benchmark in New vs catalogue is different)

You can ignore digital point as it was misreading your sentence.

In regards to your other points I agree and will see how it does.
I think the dull year is also got to do with covid with several titles delayed , hw of ps4 dusted

Though the ps5 software doesn't give me any confidence
 
A shame that we can't do Y-O-Y comparisons for the calendar year as well, but yeah. For PS4, this is a big drop. And overall the PlayStation ecosystem (PS4 + PS5) dropped 45.66% for the period.
Final Fantasy 7 Remake launched in April 2020, the exact start of the comparison and the summer also had the very successful Ghost of Tsushima. I actually would have thought there'd be a bigger drop considering how poor the sales for Playstation software has been this year in Japan.
 
If the PS5 has shifted almost entirely to live service games that's kind of mixed news at best... because the majority of JP developers aren't making those games.

I think it will have an effect but that seems optimistic.
Could this not signal mobile developers to release their games on PS, given the success of Genshin Impact and miHoYo in general.
 
Could this not signal mobile developers to release their games on PS, given the success of Genshin Impact and miHoYo in general.

Maybe but it's going to depend on the game. A lot of the appeal of Genshin is that it looks and plays like a console game.

It will be more interesting in general to see how much the opposite happens with publishers taking what would usually be a AA/soft-AAA game and making it F2P across mobile and console.
 
It will be more interesting in general to see how much the opposite happens with publishers taking what would usually be a AA/soft-AAA game and making it F2P across mobile and console.
with the increase in budget, I'd go so far to say that the line between mobile and console is already gone. like Final Fantasy First Solder, it's using assets from FF7 remake straight up! the fact this isn't on consoles show that some publishers are moving a bit too slow

 
with the increase in budget, I'd go so far to say that the line between mobile and console is already gone. like Final Fantasy First Solder, it's using assets from FF7 remake straight up! the fact this isn't on consoles show that some publishers are moving a bit too slow



Yeah, no idea why this isn't on PS to begin with, they have a significant BR fanbase and it's not like you need to look far for titles to prove that.
 
with the increase in budget, I'd go so far to say that the line between mobile and console is already gone. like Final Fantasy First Solder, it's using assets from FF7 remake straight up! the fact this isn't on consoles show that some publishers are moving a bit too slow


At first I was like why do we need even MORE FF7 spin-offs, then dat music kicked in...
 
with the increase in budget, I'd go so far to say that the line between mobile and console is already gone. like Final Fantasy First Solder, it's using assets from FF7 remake straight up! the fact this isn't on consoles show that some publishers are moving a bit too slow



That's nothing new for SE to be fair. Mevius FF and Star Ocean Anamnesis both used assets from their console counterparts.
 
Maybe but it's going to depend on the game. A lot of the appeal of Genshin is that it looks and plays like a console game.

It will be more interesting in general to see how much the opposite happens with publishers taking what would usually be a AA/soft-AAA game and making it F2P across mobile and console.
Yeah, not too many companies have capitalized on the formula thus far, but miHoYo is picking up the slack themselves with Honkai Star Rail.
 
That's nothing new for SE to be fair. Mevius FF and Star Ocean Anamnesis both used assets from their console counterparts.
it's not new, but they're drawing from much higher resolution sources now and have to scale them much lower. I'm curious to see what the low setting will look like
 
If the PS5 has shifted almost entirely to live service games that's kind of mixed news at best... because the majority of JP developers aren't making those games.
Well, that and even among the games that are in the Top 5 F2P titles across that 6-month stretch, there are only 4 Japanese games, and only one of them (PSO2 New Genesis) stayed in the game for more than a single month. The other 3 (Eternal, MS Gundam Battle Operation 2, and eFootball) all fell off, while the big players of Apex Legends, Genshin, and Fortnite stayed up there all 6 months.
 
I have yet to go through the original Japanese presentation, but it's interesting that Hamamura points at F2P games as one possible explanation for PS5 software sales being sluggish. He does not really confirm this theory though. The slide shows the monthly top 5 rankings of the "基本プレイ無料" list. As far as I understand from the monthly top rankings published at the Japanese Playstation Blog paid and free titles are ranked separately. We also have no idea how many of those who download F2P games are playing on PS4 or PS5. In other words, there is no way for us to gauge in how far these titles are being played specifically by Japanese PS5 users, or to estimate how popular these downloads are compared to paid titles.

While we do know that Sony gets a lot of revenue from MTX/DLC, I'm not sure if there is public regional data on this. I don't doubt that a significant part of the Japanese PlayStation owners play and spend on F2P games - the model is after all very similar to how Japanese mobile gamers spend. It would be interesting to find out in how far this is an actual explanation for the low uptake on PS5 software sales specifically. I'd imagine that most F2P gamers wouldn't invest in a new platform just to play more Genshin or Apex, but maybe I am wrong.

One thing Hamamura did not touch upon was the point that a significant part of PS5 Hardware sales in Japan seem to be exported, like Daniel Ahmad has mentioned before.

Also interesting to see that Fortnite and Apex Legends are doing well in Japan, I wasn't that aware of this.
 
I have yet to go through the original Japanese presentation, but it's interesting that Hamamura points at F2P games as one possible explanation for PS5 software sales being sluggish. He does not really confirm this theory though. The slide shows the monthly top 5 rankings of the "基本プレイ無料" list. As far as I understand from the monthly top rankings published at the Japanese Playstation Blog paid and free titles are ranked separately. We also have no idea how many of those who download F2P games are playing on PS4 or PS5. In other words, there is no way for us to gauge in how far these titles are being played specifically by Japanese PS5 users, or to estimate how popular these downloads are compared to paid titles.

While we do know that Sony gets a lot of revenue from MTX/DLC, I'm not sure if there is public regional data on this. I don't doubt that a significant part of the Japanese PlayStation owners play and spend on F2P games - the model is after all very similar to how Japanese mobile gamers spend. It would be interesting to find out in how far this is an actual explanation for the low uptake on PS5 software sales specifically. I'd imagine that most F2P gamers wouldn't invest in a new platform just to play more Genshin or Apex, but maybe I am wrong.

One thing Hamamura did not touch upon was the point that a significant part of PS5 Hardware sales in Japan seem to be exported, like Daniel Ahmad has mentioned before.

Also interesting to see that Fortnite and Apex Legends are doing well in Japan, I wasn't that aware of this.
I don't know about Apex, but Fortnite is doing great also on the Switch both in Japan and ww
 
I have yet to go through the original Japanese presentation, but it's interesting that Hamamura points at F2P games as one possible explanation for PS5 software sales being sluggish. He does not really confirm this theory though. The slide shows the monthly top 5 rankings of the "基本プレイ無料" list. As far as I understand from the monthly top rankings published at the Japanese Playstation Blog paid and free titles are ranked separately. We also have no idea how many of those who download F2P games are playing on PS4 or PS5. In other words, there is no way for us to gauge in how far these titles are being played specifically by Japanese PS5 users, or to estimate how popular these downloads are compared to paid titles.

While we do know that Sony gets a lot of revenue from MTX/DLC, I'm not sure if there is public regional data on this. I don't doubt that a significant part of the Japanese PlayStation owners play and spend on F2P games - the model is after all very similar to how Japanese mobile gamers spend. It would be interesting to find out in how far this is an actual explanation for the low uptake on PS5 software sales specifically. I'd imagine that most F2P gamers wouldn't invest in a new platform just to play more Genshin or Apex, but maybe I am wrong.

One thing Hamamura did not touch upon was the point that a significant part of PS5 Hardware sales in Japan seem to be exported, like Daniel Ahmad has mentioned before.

Also interesting to see that Fortnite and Apex Legends are doing well in Japan, I wasn't that aware of this.
the funny thing, the Fortine physical version sells better on Nintendo Switch.

I see this argumentation, Ps5 goes crazy on the F2P game, on lame excuse for bad physical sales. Try to spin the bad history for sony side, "look... if you launch a F2P game on the Japanese market go Ps5 exclusive". Where is the local data for support this claim?
 
Yikes at the Playstation software sales. We see it each week in the weekly sales threads, but to see the year-on-year decline is staggering.
 
the funny thing, the Fortine physical version sells better on Nintendo Switch.

I see this argumentation, Ps5 goes crazy on the F2P game, on lame excuse for bad physical sales. Try to spin the bad history for sony side, "look... if you launch a F2P game on the Japanese market go Ps5 exclusive". Where is the local data for support this claim?
Physical version of switch has no bearing to the analysis here ( it sell more on uk as well)


I doubt the analyst is making this report to spin anything just discussing possible areas where users are engaging

Free to play is a big market on PlayStation.
 
I think people should take middle ground there. Not everything is going with absolute.

Like PS5 software very bad performance in Japan can come to multiple factors:

1. F2P game share has been growing
2. PS5 being scalped out of Japan
3. Lack of big game that scream must have for JP audience
4. Much stronger competition which is Switch that people simply purchased more games on that platform rendering less purchase on PS5.

All those factor should combined each other which lead to PS5 current dire situation for their software.
 
I think people should take middle ground there. Not everything is going with absolute.

Like PS5 software very bad performance in Japan can come to multiple factors:

1. F2P game share has been growing
2. PS5 being scalped out of Japan
3. Lack of big game that scream must have for JP audience
4. Much stronger competition which is Switch that people simply purchased more games on that platform rendering less purchase on PS5.

All those factor should combined each other which lead to PS5 current dire situation for their software.
This is a rational take, not saying F2P flourish and because of this, PS5 has bad performance on package games. Because 3 and 4 you have data, 2 can assume because of bad physical games performance.
 
I think people should take middle ground there. Not everything is going with absolute.

Like PS5 software very bad performance in Japan can come to multiple factors:

1. F2P game share has been growing
2. PS5 being scalped out of Japan
3. Lack of big game that scream must have for JP audience
4. Much stronger competition which is Switch that people simply purchased more games on that platform rendering less purchase on PS5.

All those factor should combined each other which lead to PS5 current dire situation for their software.
5. Train ridership continues to grow in Japan as the preferred method of commuting because of continued migration to metropolitan areas, from 22 billion rides yearly ten years ago to more than 25 billion rides today. Additionally, it has become more socially acceptable to game on trains with your headphones on. Switch and mobile facilitate this growth but PS5 remains behind the times.

These shifting market dynamics definitely play a role here.
 
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Its not only an assumption, Zhuge confirmed on Twitter that this is the case with systems being sold in China, and many other players from different Asian markets said they are getting Japanese systems.

Edit: @Aquamarine done.
Asia and South America ( some Ps5 arrived in Brazil)
 
The lack of compelling software is the only real factor besides availability.
If that is indeed a major reason (and I don't believe for a second it is, given the performance of all games on PS5 until now), if I were a game publisher I wouldn't bother with a PS version for Japan, not now and not 5 years from now.

Edit: Oops, you were being sarcastic
 
I'm not being sarcastic at all with that comment. PS5 has no games that compel the market to buy them. Granted there also aren't many PS5s to buy in Japan (nor anywhere else in the world) which is the main problem.

PS5 could be well stocked around the country and that wouldn't change the software sales that much until it starts getting games that the market cares for. They'd just be used for GAAS titles and some cross platform games.
 
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