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Katsuhiro Harada recently argued that people should stop judging games purely by their sales figures, saying that's the kind of thinking you'd expect from someone who's never actually developed games.

I understand where he's coming from—but is that really realistic in today's games industry?

Can a game be a masterpiece and still be considered a failure? Should sales be the primary metric for success, or are we overlooking the bigger picture?

What do you think? Should games be judged by sales, critical reception, player satisfaction, or something else? Let me know your thoughts in the comments.

#gaming #gamingnews #tekken #fromsoftware #darksouls #eldenring #gamedevelopment #videogames #gameindustry #rpg #bandainamco #gamedesign #gamingdiscussion #pcgaming

Source: https://www.rockpapershotgun.com/stop-judging-games-by-their-sales-figures-says-tekkens-katsuhiro-harada-thats-exactly-what-youd-expect-from-someone-whos-never-actually-developed-games

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Transcript
00:00I found another interesting topic to talk about, and the basis of it is this article.
00:05It says, stop judging games by their sales figures. And if you read about what Harada
00:10is talking about, I think that he is making a point that's often misunderstood. He is not saying
00:16sales don't matter. He's basically saying sales shouldn't be the only lens through which we
00:22evaluate games or the people who make them. Thing is, the problem is that here are really
00:27two different questions. First one being, was the game commercially successful? And second one being,
00:34was the game creatively or artistically successful? And while these two questions are related,
00:40they are not the same. Take Dark Souls for example. It wasn't an instant blockbuster on the level of
00:46today's biggest releases. It did build an audience over time however, established a new subgenre,
00:52influenced countless developers and ultimately helped pave the way for Elden Ring, which became
00:58a massive commercial hit. So if you would have judged the team solely on early sales, you might
01:04never have gotten Elden Ring. On the other hand, Harada's statement can also be taken too far.
01:10For example, for publishers, investors and studio executives, sales absolutely matter. Games cost
01:17enormous amounts of money to make. And if a game costs let's say 20 million and sells 5 million copies,
01:24that's likely a huge success. However, if the game costs 300 million and sells 5 million copies,
01:30that could actually be disappointing. And those numbers determine whether a studio survives,
01:36whether developers keep their jobs and whether a sequel gets funded. So if you are going to ignore
01:41commercial performance, that's not really realistic. Now, where I think Harada is most correct is when
01:48people use sales as a shortcut for quality. For example, if you pick a random game and that game
01:55sold 20 million copies, automatically it should be objectively better. But that logic doesn't hold up.
02:02There are many reasons why a game can be popular. For example, stronger marketing, brand recognition,
02:08releasing at the right time, platform exclusivity, accessibility, multiplayer appeal for example,
02:15and obviously the most important one, word of mouth. I mean, obviously quality certainly helps,
02:21but it's only one ingredient. And as an example, there are plenty of fantastic games in my opinion
02:27that sold modestly. Stuff like Prey, Titanfall 2, and Okami for example. And you could never say that
02:33any of the games that I've listed were failures from a design perspective just because they didn't
02:39become mega hits. At the same time, we have hugely successful games that receive plenty of criticism,
02:45but continue to sell because they are attached to an established franchise or have exceptional marketing.
02:52So what should we use instead? Well, it's rather simple when you think about it. This is a multi-variable
02:58thing, so you cannot use one metric and the different metrics will answer different questions.
03:04For example, if you're analyzing commercial success, you'll probably check sales, revenue, or profit.
03:09When it comes to player reception, you have user reviews, retention, recommendation rates, stuff like
03:16that. If you are interested in critical success, well, you go for reviews, awards, industry recognition.
03:22And as for creative impact, you might ask questions like, did the game introduce new mechanics?
03:27Did other developers copy that? Or is the game still discussed years later?
03:33And final metric that you could use is obviously studio success. As in, did the project improve
03:38the team skills or did it establish tech that benefits future games? And I think last point
03:44is what Harada is really getting at. One thing, however, that I would push back on is Harada's comment
03:50that people who judge by sales have never actually developed games. That's a bit dismissive because
03:56consumers don't need development experience to discuss whether a game justified its budget or
04:01whether a publisher made a sound business decision. Because those are legitimate conversations too.
04:07However, some of you might say, yeah, it's all nice and fine, but if people don't see the potential
04:12of the game and just look at sales numbers, which again, they should because you don't have an infinite
04:18supply of money to invest into future projects, then what can you do? And I think this is the
04:23uncomfortable reality of game industry. You cannot expect publishers to fund potential forever.
04:29And this is where the developer perspective and the business perspective will naturally diverge.
04:35I mean, when you think about it, Harada is speaking like someone who spent decades making games.
04:39From that perspective, you can see progress that isn't obvious from the outside. Maybe your AI
04:44system is vastly improved and your pipeline is better and your writers are finding their voice.
04:50Or your combat designers finally nailed something special. And those are investments that may not
04:55pay off until the next game. But if you're a publisher, you had to ask questions. For example,
05:02can we afford to wait for the payout? And sometimes the answer is simply no. To illustrate things a bit
05:08better, let's take a hypothetical studio. Game A loses 30 million. Game B loses 20 million but is better
05:16reviewed. And then game C might finally become the breakthrough. So if you're a publisher that's
05:22already down 50 million, would you gamble another 100 million? I mean, maybe, but only if you genuinely
05:30believe game C has a realistic chance of succeeding. Otherwise, you're risking the entire company. And that's
05:37why publishers rely on sales. But they are one of the few objective indicators available. So where I
05:43think people go wrong is assuming poor sales always mean a poor game. You have many reasons why games fail.
05:51And it has nothing to do with the game itself. It could be that you launched at a terrible time.
05:57Maybe your marketing is ineffective. Maybe you released it on the wrong platform. Or maybe you priced it
06:03poorly. Again, similar to launching at a terrible time. Maybe the game was overshadowed by bigger
06:09release. Or simply you didn't find the audience until years later. And then on the other hand,
06:16a game can sell incredibly well because it's part of an established franchise, just like I said before,
06:22even if it's widely considered a weaker entry. A good example that I would single out here is Cyberpunk 2077.
06:29It's launch was heavily criticized, yet it sold extremely well because of the anticipation surrounding
06:35it. And if you judged it only by sales, you'd conclude everything was fine. And in reality,
06:41CDPR spent years rebuilding trust through updates and the Cyberpunk 2077 Phantom Liberty expansion.
06:48So sales alone didn't capture the whole picture. Ultimately, I think Harada is arguing against
06:54reductionism, reducing a game's entire value to a spreadsheet. But if he's arguing that publishers
07:01shouldn't care much about sales, I don't think that's actually realistic. The harsh truth is that
07:07potential is valuable only if someone can afford to invest in it. Every great studio eventually has
07:13to prove that its creative growth translates into commercial sustainability. Otherwise, even talented
07:20teams can run out a runway. And that's not because their work lacked merit, it's because game development
07:26is extraordinarily expensive and no publisher has unlimited resources. It's a harsh reality, but
07:33reality nonetheless. And that's basically my take on this news. Thanks very much for watching, and as
07:39always, like, share, subscribe, comment, all that good stuff. And that's it from me, until the next one.
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