Re: 360 price cut sees sales double in Europe

Holley-shit defecated:
But you're forgetting a few things (what else is new, right?) in that
the original Xbox played all it's cards early with constant prices
through out the first few years. The X360 is only $50 cheaper than
what it launched at almost 2.5 years ago. It was able to sell 1.5
million more units in the US in the same time span (~29 months) as the
original Xbox, despite being priced more than twice as much.

Not only that but you always seem to gloss over the fact that the X360
has the highest attach rate in the history of consoles after 29 months
at almost 9:1. Not even the mightly PS2 had attach rates that high
after 29 month. How do you explain that?

Holley-shit, your memory is getting faulty as you enter old age. The
XFLop started having price cuts in its third year, just like the xflop
3-shitty now, and that didn't help the XFLop. Sales still flatlined in
its fourth year. It was the XFLop that tried to make a big issue out
of this "attach rate" market-speak and that didn't help it either.
Next, you will be claiming the XFLop wasn't a flop but that is what
brainwashed xflop fanbitches have to do. These ancient articles below
will jog your early Alzheimer condition memory:
Microsoft touts Xbox `attach rate'
February, 2003

Microsoft reported that with January sales results in, Xbox has
increased its cumulative software-to-hardware "attach rate" to 4.9
units, the highest for any next-generation console after 15 months on
the market. According to NPD Group/NPD Funworld, Xbox maintained a 24
percent next-generation market share in ...

Attach Rate for Xbox Launch Is Highest Ever; Weekly Shipments of Xbox
Systems Ensures Strong Sales Through Holiday Season

Dec. 4, 2001 - The Xbox™ video game system from Microsoft Corp. had
the best-selling video game console launch on record after two weeks
of sales, according to The NPD Group Inc., the definitive source for
sales and market data on the video game industry.

"The data clearly show that Xbox is off to a torrid start," said
Robbie Bach, chief Xbox officer at Microsoft. "Xbox sold out as soon
as we launched, and we're selling systems as fast as we can produce
them. More than 100,000 units a week are being delivered to retailers,
so game players are likely to find Xbox systems throughout the holiday
season. With one of the best launch lineups ever, I understand why
Xbox is the most sought-after gift for the holiday."

Most importantly, Xbox purchasers can't get enough of the Xbox launch
games. According to The NPD Group, gamers are buying 2.4 Xbox games
with every Xbox, resulting in the highest game attach rate ever
recorded for a console at launch. Sony Computer Entertainment America
Inc. sold 1.9 games with every PlayStation 2 during the first two
weeks of its launch last year, and Nintendo Company Ltd. has sold 1.9
games with every GameCube to date.

Microsoft's "Halo™" was the best-selling launch title according to
actual NPD data, beating "Luigi's Mansion," the top-selling GameCube
game. "Halo," the critically acclaimed sci-fi action game, also
recently received a 10 out of 10 rating from the editors at Electronic
Gaming Monthly magazine. Sales are also very strong for Microsoft
"Project Gotham Racing™," "NFL™ Fever 2002," and third-party games
such as "Dead or Alive 3™" from Tecmo, "Madden NFL™ 2002" from
Electronic Arts and "Tony Hawk's Pro Skater™ 2x" from Activision Inc.

"There's no doubt that Xbox has some of the most popular games for the
holiday," said Ed Fries, vice president of Microsoft Game Studios.
"Whether you crave action, sports, racing or fighting games, Xbox has
killer games in every category."
The dark side of console attach rates
November 22, 2006

In the latest Video Game Journal, published by the Susquehanna
Financial Group, there is an interesting article about game attach
rates and how a higher rate may not necessarily be a good indicator of
a console's health. The game attach rate is defined as the average
number of games purchased per game system, calculated by simply
dividing the total number of games sold by the total number of
consoles sold.

The conventional wisdom has always been that for a game console, the
higher the attach rate (the average number of games purchased per
system) the better. Console manufacturing companies like Microsoft and
Sony often point to their particular brand's attach rate as a positive
marketing point. The idea that consumers are buying more games on
average for Console A rather than Console B is supposed to get game
publishers more excited about producing games for Console A.

However, the story can get a little more complicated than that. When
the Xbox 360 launched, Microsoft touted a higher-than-average attach
rate of roughly four games per console. More recently the company
announced that the attach rate had passed five games. Video Game
Journal took data from various sources, including Microsoft's own
sales figures, and showed that the 360's attach rate tended to jump
whenever hot new games came out, such as Oblivion in March (attach
rate jumped from 4.5 to 8.5 games) and NCAA Football in July (attach
rate jumped to 6.3 from 4.4). Rather than reflecting a healthy
software market as the figures would immediately suggest, VG Journal
suggested that it was in fact an indication that only hard-core gamers
were buying Xbox 360s.

Video game enthusiasts tend to buy many more games than the average
consumer, and will almost always pick up the latest hotly-anticipated
titles. However, catering to the hard-core gaming market exclusively
is not a recipe for commercial success. Game development is getting
more and more expensive, and publishers want to see returns on their

VG Journal suggests that the Xbox 360's climbing attach rate should be
a concern for game companies, but also predicts that the PlayStation 3
could have an even higher attach rate in its initial year. The high
attach rate, rather than a cause for celebration, is a symptom of
hardware shortages (something the PS3 is already suffering from) and a
small installed base. Ultimately, a console with an attach rate of 8
and an installed base of 50 million would be a better bet for game
publishers than a console with an attach rate of 12 but an installed
base of only 20 million owners.

Part of the problem facing next-gen console manufacturers has been
related to difficulties in manufacturing (with the Xbox 360, it was
apparently due to issues with memory modules, and the PS3 has been
hampered by shortages of Blu-ray diodes) but there may be another
factor at work. The 360 and PS3 really require a HDTV set to shine,
and the installed base of HDTV sets is still fairly low. Could
Nintendo, widely criticized for not supporting HD resolutions with the
Wii, have had the right idea all along?