I don't have more specific data handy (out of town right now), but here is a breakdown of UK sales across all platforms:
1 - NEED FOR SPEED: UNDERGROUND 2 - GRAND THEFT AUTO: DOUBLE PACK 3 - THE SIMPSONS: HIT & RUN 4 - FIFA 2004 5 - LORD OF THE RINGS: RETURN OF THE KING 6 - NORTON INTERNET SECURITY 2004 7 - THE SIMS: BUSTIN' 8 - MEDAL OF HONOR: RISING SUN 9 - TONY HAWK'S UNDERGROUND 10 - TIGER WOODS PGA TOUR 2004 Note that EA has 6 of the top 10 slots. Hey I love big boxes too and can make lots of comments about game quality, but it isn't hurting EA's sales in the least. Sorry to be the messenger...don't shoot me. No argument here that the console business is doing much better than the PC business right now. There are always exceptions (Sims, Blizzard games, etc.), but it will likely stay this way until closer to the end of this console cycle, and may never end. Hugh -----Original Message----- From: Marco Thorek <[EMAIL PROTECTED]> Sent: Jan 21, 2004 11:09 AM To: [EMAIL PROTECTED] Subject: Re: [SWCollect] "Modern" classics (Darn, my reply first landed at Hugh's personal address, sorry about that) IMHO opinion that's because of console sales. Look at the numbers the PC version of a game sells. It is because of this that PC development is becoming a mere afterthought. Marco [EMAIL PROTECTED] schrieb: > > EA is doing better every year financially (including Europe). If DVD cases are a > mistake, there is no evidence yet. > > Hugh > > -----Original Message----- > From: Marco Thorek <[EMAIL PROTECTED]> > Sent: Jan 20, 2004 5:21 PM > To: [EMAIL PROTECTED] > Subject: Re: [SWCollect] "Modern" classics > > Jim Leonard schrieb: > > > > It's not the calculators: It's what makes money. You shouldn't be scared > > that accountants and suits are ruining the industry; instead, you should be > > scared that the core sales of most computer and console gaming are the way > > they are. It is a hard pill to swallow that adventure games simply don't sell > > enough units to make a profit. > > True. It's only that once upon a time the profit didn't matter as much. > You could singlehandedly or in a duo write a game and find a publisher > easy enough, even if your game was totally obscure. Nowadays profit is > the prime directive and who knows better about profits than the suits? > > Those managers sure know a thing about finances, but apparently not much > about how the creative side of this industry works. For example, whoever > adviced EA to ship games in DVD cases immediately cut down production > costs, but failed to realize it'll lower the number of units sold, as > there won't be much left that distinguishes a bought game from a warez > version. > > It is the same as with the music industry: Some managers found that > instead of expensive talent scouting and sponsoring bands that might > fail, they should simply manufacture boy- and girlgroups, who > specifically cater to the target audience that spends the most money on > its idols and music: teenagers. Now the music industry blames P2P for > the slump in music sales, instead of realizing we had one too many > Boyzone, Westlife, Backstreet Boys, N'Sync et. al., and no real talent > in the charts for some time. Imagine Meat Loaf trying to get a record > contract these days. > > > There are a *few* sequels, maybe 5 a year, that are indeed worth playing. I > > just recently finished Ratchet and Clank: Going Commando, and it was a > > surprisingly deep game with a lot of replay value. But that is the exception. > > True again. What also irks me as a PC gamer these days is that we are > mostly given gruesome console ports. Most recent example there being > "Deux Ex: Invisible War." The game may be perfect for the Xbox and its > audience, on the PC the graphics, the simplified story and character > generation, the idiotic UI and the lack of any depth is horrifying. > > Marco > > ---------------------------------------------------------------------- > This message was sent to you because you are currently subscribed to > the swcollect mailing list. 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