Some Numbers That Illustrate Nintendo Switch's Massive Success

Jason Schreier reporting for Kotaku:

Nintendo today reported its earnings for the 2017 fiscal year, which means a whole bunch of interesting new sales numbers to look at. They’re all impressive, and they all show the massive appeal of Nintendo Switch.

Here are a few numbers that, taken together, make for some good perspective on just how successful Nintendo’s latest console has been throughout its first year on the market.

Wild numbers to the Switch’s set-top predecessor, the Wii U.

The Switch is more or less tracking the same sales pace as PS4. It took a little over one year for the PS4 to reach 18.5 worldwide hardware sell-through units — November 22, 2013 - January 4, 2015.

Microsoft has been mum on sales figures, but in 2016 slipped that the Xbox One had sold “around 18 to 19 million” units, two years after launch.


[Update]: Here’s a sales trajectory visual. Data source: Wikipedia.

[Update 10/30/18]: Nintendo announces 22.86 million Switch unit sales since launch. Updated sales chart below.

Console units sold, Switch vs PS4 vs Xbox One as of October, 30 2018

Griffin and Justin McElroy Depart Polygon

Griffin McElroy, Polygon:

With that sage wisdom in mind, it’s time for us — Griffin and Justin, who have, for the purposes of this introduction, fused into a singular, fraternal hivemind — to announce some big and bittersweet news: This Friday will be our last day as full-time employees at Polygon.

We’ve written our own individual letters below, but understand that everyone’s attention span might not sustain them through both; especially now that you know we’re leaving, and our relevance to you slips away like so many grains of sand through the hourglass. So, here’s a TL;DR, as the kids say: We’re leaving to focus on our other projects, and to have more time to live functional human lives. We’re gonna keep doing Monster Factory on some kind of recurring basis, as well as a couple other of our pre-existing Polygon projects. Our departure is completely amicable — so, SORRY, beef-hunters. No beef to be found here. This exit is strictly vegetarian.

Now that we’ve spoiled all the big surprises, here’s our individual takes. Thank you all so much.

This one hurts.

When my wife and I moved to San Francisco for my job, I felt alone when outside of her company. On my commute or wandering the city, I’d listen to Polygon’s The Besties with Griffin and Justin McElroy, Russ Frushtick, and Chris Plante. Their humor and camaraderie comforted me. On one episode, I caught wind that Griffin and Justin had another podcast: My Brother, My Brother, and Me. It was a treasure trove of wit and goofs; things that helped me through my days.

Even with their plethora of amazing and innovative endeavors outside of games journalism, I will always associate Griffin and Justin with Polygon. They’re perspectives and writing are exceptional. I always looked forward to their articles.

But the writing was on the wall. Their bylines on Polygon.com appeared with decreasing frequency, while their amount of “side-projects” began to seemingly multiply.

In their departure letters, they both reflect on Polygon’s editor-in-chief Chris Grant’s friendship — how he helped kick off their games journalism journey. It’s amazing to see how much adoration is paid to Grant for his support and willingness to allow them to balance their dream job while pursuing other endeavors.

The piece of this news that hits the hardest comes from Justin’s letter. It speaks to the heart and humanity I believe the folks behind Polygon harbor. It also speaks to why I write Zero Counts and the countless other blogs I left in its wake:

So for years, I wrote for myself. I created and maintained no fewer than three different blogs with a readership of, statistically speaking, nobody. I pitched myself to every major gaming site and magazine and was ignored by all of them. But I kept applying, kept pitching, and was eventually ignored by almost all of them. After a few years, I was able to cobble something that looked like a resume in dim light, and things got a bit easier.

The call that changed my life though came from Chris Grant, the EIC of Joystiq who remembered liking my submissions when I had applied for a job (six months prior, didn’t get it, natch). He was reminded of my existence after I emailed him trying to get Joystiq to post about some videos I had made about a laserdisc lightgun game featuring prop comedian Gallagher. I owe Gallagher so much that I’ll never be able to repay.

I’m happy for Griffin and Justin and look forward to supporting their other adventures. But this one hurts.

Godspeed, boys.

The Verge: 'My Xbox One S is now a meaningfully different console to my PS4'

Sam Byford, The Verge:

It’s also something that Sony simply isn’t able to offer, given the complexity of the PlayStation 3 hardware and consequent difficulty of emulating its software. And to be clear, Sony doesn’t really need to do it — the PS4 library is more than strong enough to make the console worth buying. If I only owned an Xbox and had the choice of being able to play the likes of Nier Automata, Uncharted, and Horizon Zero Dawn instead of a bunch of games from the last decade, I’d take it. It’s the paucity of Xbox One-exclusive content that is forcing Microsoft to find other ways to get people to use the platform.

That’s actually fine with me. I like that my Xbox One S is now a meaningfully different console to my PS4 Pro, with different use cases and functionality. It’s the box I go to for 4K Blu-rays, Forza Horizon 3 in HDR, or Ninja Gaiden Black with a usable controller. It’s the box I switch on to browse through when I’m not sure what I feel like doing, or when I’d rather play Cuphead on the couch than at my desk.

As I said, I think Microsoft has turned a story-telling corner.

Video Game Music’s Tremendous Power

Voice actor David W. Collins digging into the Super Mario Bros. ‘Ground Theme’ on his recently debuted Soundtrack Show podcast:

As a general concept, game music is very often written to loop back around, seamlessly. This composition is meant to loop endlessly into itself so you can play for hours and hours and hours. But the actual composition that we just listened to was only 80 seconds long. 80 seconds! And there’s repetition within that 80 seconds; there are repeating parts.

There are other pieces of music in this game — the underground music, the underwater music, the castle music, a series of music fanfares, etc. — but in total, the amount of music written for this game adds up to less than 5 minutes. 5 minutes of music. 40 hours of gameplay, give or take on average. 40 million copies.

Now we’re starting to get a picture of the power of video game music. The amount of times that we heard that 80 seconds. That’s what I mean about video game music’s tremendous power. It’s why we have to talk about it.

Don’t take repetition for granted. When done poorly, repetitious music can become jarring — quickly. When done well, a great loop can increase the feeling of immersion in the game’s world. When done well, a standalone soundtrack’s standard of two loops per song feels wrong.

Nintendo has a knack for this. Koji Kondo — composer of many first-party Nintendo titles, including Super Mario Bros. — is without a doubt a master at this. But even Kazumi Tokata painted his masterful stroke with the Wii’s heavily repeatable ‘Mii Plaza’ and ‘Wii Shop Channel’ themes, both of which continue to live on in today’s mainstream.

While today’s AAA titles can incorporate orchestral arrangements through to procedurally generated soundscapes, repetition in video game music was born with the medium and will continue to live on. For those of us who grew of up listening to 8-bit repetitions to orchestral repetitions, we’ve had the great fortune of experiencing the evolution of a music technology, medium, and experience, as I touched on in my piece 1985: Burst and Bloom:

The sounds, visuals, and interactivity provided a pool of imagination. The limitations of early consoles could not provide orchestral arrangements. Instead, repetitious patterns were drilled into our heads. They not only encapsulated the game we were playing, but they opened the world outside to a new soundtrack, creating a wealth of memories that could be tapped into from a few simple chirps. Hearing these primitive arrangements evolve felt like experiencing the birth of music. As hardware progressed, so did the complexity if the music. Repetitive pieces turned into grand and iconic themes, each game re-shaping the idea and importance of video game music.

Final Fantasy X, Kingdom Hearts, Mega Man 2, Super Mario World, Super Mario 64, T&C Surf Designs: Wood & Water Rage, Vectorman — these are some of my favorites.

Most Video Games Are Too Long

Patrick Klepek for Vice’s Waypoint:

Minit knew what it wanted to accomplish, and how long it took to accomplish it. Done. But it also left me wanting more. If they announce a sequel—may I propose Another Minit?—I’ll be there with bells on. Too many games leave me exhausted, as if my dozens of hours have only made a small dent. (This is especially true for open world games.)

I recently played and completed Florence on iOS in 40 minutes. In that short stint, it hooked me, filled me with hope, sadness, and nostalgia, much like Disney’s Paperman short. It left a lasting impression on me.

I understand the feeling of immersion, but even with The Legend of Zelda: Breath of the Wild — as focused on in the previous post — I was yearning to finish. Many of the most impactful gaming experiences I’ve had have been shy of four hours; Journey — again, mentioned in Lewis Gordon’s ‘The Rise of the Ambient Video Game’ previously linked to — has been the most impactful of all. Another being Dear Esther.

Speaking of both Journey and Dear Esther, see also ‘Why the Two-hour Game is the Future’.