Nintendo Switch 2 Talk
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- Dieses Thema hat 653 Antworten, 21 Teilnehmer, und wurde zuletzt von
Fuffelpups vor vor 9 Stunden, 6 Minuten aktualisiert.
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13. Juni 2025 um 5:03 #1803281
Bort1978
TeilnehmerSind die Zahlen eigentlich „nur“ aus dem stationären Handel oder sind da auch auch schon die Zahlen vom Onlinehandel durch die Vorbestellungen enthalten?
Dass die Zahlen von MK sehr hoch ausfallen, müsste dank des Bundles logisch sein.
Zumindest hat Nintendo ordentlich viele Konsolen vorproduziert, um die ganzen Bestellungen abdecken zu können. Für dieses Geschäftsjahr gehen sie von 15 Mio. verkauften Switch 2 aus.13. Juni 2025 um 8:10 #1803282Fuffelpups
TeilnehmerDie Daten sind aus den weekly Famitsu charts.
13. Juni 2025 um 10:10 #1803310Bort1978
TeilnehmerAha. Und welche Zahlen beinhalten die genau? 🙃
13. Juni 2025 um 10:47 #1803311Fuffelpups
TeilnehmerSwitch 2 Gyro ist super cool.
13. Juni 2025 um 13:05 #1803358Supermario6819
TeilnehmerEs steht ja bei den Zahlen dabei das der Onlinehandel nicht berücksichtigt wurde.Die wirklichen Zahlen sind also noch einiges höher.
Ich bin auch mal auf die nachfolgenden Wochen gespannt wie sich das ganze entwickelt und ob es auch genug Nachschub gibt.13. Juni 2025 um 13:17 #1803370Bort1978
TeilnehmerDass die Switch 2 in Japan abgehen wird wie Schmitz Katze war doch vorher eigentlich schon klar. Spannend wird es doch vor allem, wie es sich im Rest der Welt verhält.
13. Juni 2025 um 14:16 #1803416captain carot
TeilnehmerStichwort Spieler und Verkaufszahlen:
Auch da gibt es wieder eine Reihe Punkte. Hardware läuft lange, es kommen immer noch PS4 Spiele und die Kiste ist fast 12, gleichzeitig braucht es für viele halt keine reine Gaming Hardware mehr, viele zocken halt an Tablet, Handy…
Die Switch 2 Zahlen sind erstmal wirklich gut. Aber wie immer gilt dab, abwarten wie es weitergeht.
13. Juni 2025 um 14:24 #1803424Fuffelpups
Teilnehmer“Question: Some investors are concerned that the improved specs of Switch 2 and Nintendo’s improved relationships with third party publishers will lead to tougher competition for PlayStation in the next few years. What do you think of those concerns?
Hideaki Nishino: We closely monitor the overall gaming industry, including the action of other market participants. Additionally, a catalyst in the market is great for the industry as a whole. As they invigorate excitement they demand more product, so it’s great to have people launching new things.
As I mentioned previously, we have a different strategy. PlayStation 5 is designed for immersive gaming experiences, and this includes the innovative DualSense controller features as well. We believe PS5-level performance is required to achieve a great experience on big screens, and in this way we have provided a unique offering for players and creators in this current console generation.
Publisher strategies are increasingly shifting towards being multi-platform, so more platforms can run the same game, which is great from a creator’s perspective. Among those platformers, our mission is that we will continue to be the best place to play and publish. As such, we have empowered our creators to leverage our offering and the services to create amazing, unique experiences for players with high engagement and great monetization opportunities. We have done this consistently as the industry and competitive dynamics have evolved.
PlayStation Studio and our franchises have a special role in showcasing the PlayStation experience and then strengthening the player’s relationship with us.
Question: Some investors are also concerned that Nintendo’s appeal to the younger generation could lead to market share declines for PlayStation if those younger users choose not to graduate to PlayStation as they age. What is Sony Interactive doing to increase its addressable market among younger users and its overall mix of users?
Hideaki Nishino: The PlayStation brand and offering has resonated with a wide range of players over 3 decades now. The number of users engaged on our platform continues to grow. By supporting such a large number of creators, we are able to provide the largest range of content available, catering to all demographics, geographics and play styles, ect..
We believe that by constantly investing in players’ relationship with the brand and our relationship with creators, we will ensure we stay close to all players’ hearts through their lifetime.
Herman Hulst: On the first party content side, we’re also reaching to a greater range of audiences more directly, including younger players with our first party lineup in addition to our franchises with more multi-generational fan bases such as Marvel Spider-Man. We also have franchises that appeal to a range of different player segments. Horizon’s a good example, it’s very popular with female players. Astro Bot…has been a hit with children and adults alike.
We continue to drive engagement to PlayStation’s ecosystem and brand by bringing franchises to new formats; film, television and anime. Anime in particular is appealing to key younger audiences, so that’s going to be very helpful for us.”
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