Could it be,
this time just like last time, that you didn't bother to read what I said before you rushed to regurgitate sales information at me as if I was too stupid to check what PS4 sales were before commenting on Sony's PR about PS4 sales?
I did think it was weird you hadn't learned.
But sure, explain to me what you meant with:
"[...] they have released
sales data since the PS4 launched and
outside of holiday periods
it has never been anywhere near the like for like comparison Sony
pretends it is.
"
In terms of sales/shipment, it is at the same pace as the PS2
so far while being higher priced at the same period, with the addition that the other consoles are selling better than the ones during PS2 era. Quarterly, not just "holiday periods".
But the italicized above are probably the reasons why PS4 won't reach its (PS2) lifetime sales. Stronger concurrents and slower cost reductions.
But again, explain to me what you meant.
Are you suggesting adopting a business model that ignores/excludes a distinctive majority of your installed user base is the way to go?
No, it's just that with current costs, retaining players and generating revenue is very important.
And while you can do with just online support like DLCs and updates, multiplayer/social structures are better at that. And the minority (in this case a 25mi minority) is more likely to expend time and money in your product.
So you sell a game for 60mi, but you cater for the 25mi.
After 4 fiscal years PS4 has shipped 60M units worldwide. In the same timeframe PS2 reached
71,3M. Almost 20% more.
Tornado is correct.
This is like providing evidence of football fan activity by online polling people who attend the games. Until you come up with accurate figures for onlone activity, hours played offline etc., the stats are meaningless for comparison purposes. No one is denying online activity is huge but without comparitive stats for offline play we can't say for sure how the two types of users stack up. Based on the number of players that don't have access to online it's undeniable that they are still a major gaming segment and that any dev ignores them at his/her own peril. This is especially true in the car racing genreally which has always possessed a large offline component with one niche exception.
1) As you've read in the content posted, the majority of users do have
online access, they just don't pay for
online services such as multiplayer servers.
So when you see those analytics, they do account for ""offline"/single player".
2) That's the thing, and I may be proven wrong in the near future, but I've repeated this more than a couple times, online multiplayers need good matchmaking, it is what attracts and keeps the whole gamut of players other than those already previously interested in MP. And that's what racing genre has ignored for this past decade movement.
By the way, your first paragraph could basically serve as a laundry list of reasons why online hasn't quite taken over the entire gaming market just yet.
If they are spread between platforms, are outpriced, or are under age, that still means they are potential consumers for this single platform (PS+).