Elden Ring’s Huge February 2022 Debut Isn’t Enough to Offset Fourth Straight Month of Declines for U.S. Game Sales

Everyone truly is playing Elden Ring, it seems. At least that’s what the data says!

Still, despite FromSoftware’s latest masterpiece plus a variety of major releases, consumer spending on the U.S. games market declined during February 2022 according to the latest report from The NPD Group. That’s the fourth straight month of lower sales, attributed to supply pressure on the hardware front and slowing mobile momentum in the content segment.

Total consumer spending dipped 6% to $4.4 billion during February. Which checks out and really isn’t as bad as it sounds, considering this same period last year achieved a record result for a February month. A single-digit decline from all-time highs is quite a solid showing in the current environment of uncertainty.

The Video Game Content segment fell 4% since last year. This includes lower mobile spending, the first time mobile device spend has declined in a February since the pandemic started in 2020. There were a slew of newer premium titles charting like the aforementioned Elden Ring alongside Horizon Forbidden West, Dying Light 2 Stay Human and Total War: Warhammer III which all shared the Top 5 with January’s major launch in Pokémon Legends Arceus.

Nintendo Switch returned to its place as top earner within Video Game Hardware, the category with the most pronounced decline in February of nearly 30% year-on-year. Clearly semiconductor shortages and elevated input costs were a factor, which they will be this year and likely even further in to the future.

Content often goes as mobile and premium titles do, so seeing a dip means spending on recent launches couldn’t outpace mobile’s contribution. When it comes to hardware, and to an extent Video Game Accessories as the third major segment, inventory and availability is dictating results and who leads from report to report.

Not only were monthly sales lower than last February, the number for year-to-date is presently trending downward after January followed a similar decline. For the first couple months of the year, consumer spend reached $9.1 billion or 4% lower than the same time frame in 2021.

“Definitely seeing signs of a move away from the pandemic-fueled gaming surge that had been a part of the market since April 2020,” wrote The NPD Group’s Mat Piscatella on Twitter. “[The] question is where things settle in, and how many of the players added over the past 2 years stick around, and how engagement hours/spend change.”

Before I dive deep into the numbers, I want to say I stand with the people of Ukraine in their fight against Russia’s attempted takeover of their country and freedom. Everyone who has been displaced is in my thoughts. If you are interested in donating to relief efforts, here is a pretty robust list of charities.

Also, I hope everyone is safe and well as you start to return to workplaces, conferences and more in-person events. Even if it’s a small semblance of normalcy, it’s a welcome change. You’ll always have these recaps to keep you occupied whether at home or out and about!

It’s time to talk shop. Bring on the charts and figures.

United States Games Industry Sales (January 30th, 2022 – February 26th, 2022)

As I alluded earlier, The NPD Group reported February gaming sales in the States totaled $4.384 billion which is down 6% since last year’s (record) $4.671 billion. This was dragged down the most by hardware, though the other categories also saw notable declines.

Expanding to 2022 so far, total spending reached nearly $9.1 billion. That’s 4% lower than the first two months of last year. It’s a situation many of us expected, given the surge of domestic spending on games we’ve seen over recent history.

Video Game Content contributed 89% of all games industry spending in February, or $3.9 billion in dollar value which represents a 4% decline. Looking at this same category over the year to date, it’s at $8 billion and that’s also 4% off its 2021 highs. Leading all mobile titles by revenue were Candy Crush Saga, Roblox, Coin Master, Genshin Impact and Pokémon GO.

I mentioned briefly how mobile momentum is slowing. This sub-segment dipped almost 3% during February, the first February decline in a couple years. I’d say this is natural given where we are with things slowly opening back up, though I expect it to continue leading the Content category as people have access to mobile devices wherever they go.

When it comes to premium titles, Elden Ring earned the crown for both February and 2022 to date. Bandai Namco and FromSoftware’s latest open world action role-playing game is having the biggest launch in the developer’s storied history. For this domestic report, it had the best start of any game in the past year besides the behemoth that was Call of Duty: Vanguard. It’s already the 5th best-selling title of the last 12 months. And with just two days on sale during this period! Incredible.

Expanding globally, the companies announced just last night how the soulslike sold a staggering 12 million units worldwide since late February. I was way bullish on Elden Ring as one of the most anticipated titles ever across the industry. But I don’t know if anyone expected this, as it’s officially turned into much more of a mainstream success. And has done anything but Tarnish the developer’s rep. (Those playing will know!)

Second place in the month went to another open world title in Horizon Forbidden West, the sequel to 2017’s robo-dinosaur hunt Horizon Zero Dawn. The PlayStation 5 version of this exclusive made by Guerilla Games set a brand new first month record for titles on PlayStation 5 when measured by dollar sales, I believe outpacing Marvel’s Spider-Man: Miles Morales. It’s also the 3rd best-seller of 2022 right now. The original game hit upwards of 20 million copies lifetime, and I’m way optimistic on the prospects here over time. Even if it continues the trend of launching around an all-time great: Elden Ring now and The Legend of Zelda: Breath of the Wild previously.

January’s best-selling game Pokémon Legends Arceus captured the third spot in February, now with a number of weeks on market. Those there pocket monsters selling well, what else is new? Then, Techland’s Dying Light 2 Stay Human fought to #4, which is down compared to the original game that led the January 2015 monthly ranks. Still, it was enough for the zombie parkour experience to reach 6th for year-to-date. It’s worth noting both Pokémon and Dying Light 2 Stay Human do not include digital downloads. I don’t expect that would have made a difference for the latter. Maybe for the former.

Finishing up the Top 5 is Total War: Warhammer III mainly due to its strong PC push and Xbox Game Pass word-of-mouth boost. The strategy tactics game is also currently #8 on 2022’s list. I couldn’t find its predecessor anywhere on the chart during its September 2017 start, though I’m not sure if this is a record for the sub-franchise within the broader Total War saga.

All other games within February’s Top 20 were releases from prior months or even years. One that stood out to me was Grand Theft Auto: The Trilogy – The Definitive Edition, taking the 16th spot overall. That’s up from 57th in January. The now infamous remastered version of three Grand Theft Auto games seemed to have a boost in February at retail, since Take-Two Interactive is another publisher that excludes digital.

See below for premium software rankings for both February 2022 and the year so far.

Top-Selling Games of February 2022, U.S., All Platforms (Physical & Digital Dollar Sales):

  1. Elden Ring
  2. Horizon Forbidden West
  3. Pokémon Legends Arceus*
  4. Dying Light 2: Stay Human*
  5. Total War: Warhammer III
  6. Call of Duty: Vanguard
  7. Madden NFL 22
  8. Mario Kart 8*
  9. FIFA 22
  10. Minecraft
  11. Marvel’s Spider-Man: Miles Morales
  12. Mario Party Superstars*
  13. Animal Crossing: New Horizons*
  14. Super Smash Bros. Ultimate*
  15. Call of Duty: Black Ops Cold War
  16. Grand Theft Auto: The Trilogy – The Definitive Edition*
  17. NBA 2K22*
  18. Pokémon Brilliant Diamond & Shining Pearl*
  19. Far Cry 6
  20. The Legend of Zelda: Breath of the Wild

Top-Selling Games of 2022 To Date, U.S., All Platforms (Physical & Digital Dollar Sales):

  1. Elden Ring
  2. Pokémon Legends Arceus*
  3. Horizon Forbidden West
  4. Call of Duty: Vanguard
  5. Madden NFL 22
  6. Dying Light 2: Stay Human*
  7. Monster Hunter Rise
  8. Total War: Warhammer III
  9. God of War (2018)
  10. Marvel’s Spider-Man: Miles Morales
  11. Mario Kart 8*
  12. FIFA 22
  13. Minecraft
  14. Mario Party Superstars*
  15. Animal Crossing: New Horizons*
  16. Pokémon Brilliant Diamond & Shining Pearl*
  17. Far Cry 6
  18. NBA 2K22*
  19. Super Smash Bros. Ultimate*
  20. Battlefield 2042

Last month, Video Game Hardware saw the most precipitous dip of the three primary categories as it declined 27% to $295 million. For perspective, console spend was above $400 million back in February 2021. The decline for 2022 so far is less severe, down 5% in the first two months to $685 million in aggregate. It certainly reiterates how difficult it is to find hardware, especially the top-end PlayStation 5 and Xbox Series X.

After PlayStation 5 took home January, Nintendo Switch was back as the leading platform by both dollars and units during February 2022. Microsoft’s Xbox Series X|S family of consoles secured the second spot, benefiting from the dual SKU approach since the entry level Xbox Series S is easier to find lately.

This flip-flopping of monthly winners on the console side is going to continue, because it’s all about who can come up with the most stock for a given time frame. Nintendo had a blow out holiday and inventories for Switch seem to be bouncing back after a slow January. Xbox Series S could push Microsoft to a win here and there. I’m still mostly impressed with Nintendo Switch entering its sixth year and still consistently putting up the best stats.

When taking the first two months of 2022 into account, it’s PlayStation 5 that leads all hardware by revenue however Nintendo Switch tops on unit sales. PlayStation 5’s strong post-holiday month was enough to hold off its competitors for the time being on dollar sales, benefiting from that premium price tag.

Really it’s just a matter of how long the supply situation lasts, and which company can secure its pipeline enough to keep consistent product on shelves. Nintendo held that title for February in a down month for domestic hardware spend overall, signaling we still have a long way to go in the everlasting semiconductor shortage.

Similar to its counterparts, the final segment of Video Game Accessories cooled during the month of February. Spending here was 7% lower than February 2021, reaching $180 million. It’s also the only category with a double-digit decline for 2022 to date, off 11% to $365 million.

This again isn’t as bad as it sounds because of where it was last year. At that time, various sub-categories within accessories saw their best February on record. That included Game Pads, Headset/Headphone and Steering Wheels. It’s tough to keep up to the best ever, especially when console sales aren’t picking up.

Out of all accessories sold, Microsoft’s Xbox Elite Series 2 controller topped the month. It’s also the best-selling accessory of 2022 at present.

One thing to keep an eye on here is the pace at which accessory spend is declining is currently worse than hardware. Another bystander of supply, and that’s even more pronounced when people aren’t purchasing many new consoles.

In certain recent reports, The NPD Group has shared some insights into virtual reality which is included in the accessories portion. I didn’t see any this time, likely because that’s more of a story during the holiday season or major product launches.

After a slower than usual start to the year, February welcomed a number of new premium games to market. It was a busy time for gamers looking to spend wisely because of just how many hit within weeks of one another. The biggest of those in Elden Ring is having a historic start, while others are certainly doing well in their own rights especially the Horizon and Total War series.

The unfortunate part is many of those same people also want to buy a fancy new console, yet probably can’t at legitimate retail. Nintendo was able to restock well in February, plus Microsoft’s Xbox Series S is propping up that particular family even if it doesn’t generate as many dollars because of its more affordable pricing. There’s certainly demand that’s going unfulfilled.

Even so, seeing single-digit declines from a record high February 2021 isn’t that concerning. In the context of recent years and even going back further, spending on the games industry is healthy.

“The last two years of significant growth have introduced gaming to new and returning audiences, have expanded the ways people engage with gaming, and have solidified gaming as a social gathering place for family & friends,” Piscatella said.

Shifting focus towards March, the last month of first quarter, and we see an equally busy calendar though I would argue less upside on the triple-A segment and spending as a whole. Square Enix boasts a number of titles: Babylon’s Fall, Triangle Strategy and Stranger of Paradise Final Fantasy Origin and I’m hesitant on all of them.

PlayStation’s flagship racing sim Gran Turismo 7 launched a couple weeks back, and has a legitimate chance at a Top 3 finish. Take-Two Interactive sports a heavy load: WWE 2K22, Tiny Tina’s Wonderlands plus yet another version of Grand Theft Auto V, this time for the current console generation.

Nintendo’s big game of the mouth, I mean month, is Kirby and the Forgotten Land. Plus the publisher has downloadable content for Mario Kart 8 Deluxe, both of which will perform well. I expect Kirby in particular to set records within the franchise, benefiting greatly from that Switch Effect.

For my quick set of predictions, I’m actually leaning towards Elden Ring repeating in March based on the number of weeks on sale plus its momentum isn’t going anywhere. I’m thinking Kirby secures Top 4 position, while Mario Kart 8 should move back into the Top 5 somewhere.

What console will lead March? Your guess is as good as mine. I like Nintendo Switch always, so I’ll say it wins March by both dollar and unit metrics. I’ve learned to not bet against Nintendo, even when I’m wholly unsure.

Did anything else stand out to you with February’s report? What do you foresee in March? Do you have any questions or comments? Feel free to reach out on social media. I also highly recommend checking out Piscatella’s thread on Twitter. Be safe and take care!

*Digital Sales Not Included, ^Xbox Digital Sales Not Included

Comparisons are year-over-year unless otherwise noted.

Sources: Bandai Namco, The NPD Group, Xbox Twitter (Image Credit).

-Dom

PlayStation 5 & Pokémon Legends Arceus Headline Third Straight Month of Declines for U.S. Games Industry Sales

In the first monthly sales report for the U.S. games industry in 2022, Sony’s PlayStation 5 and Nintendo’s Pokémon Legends Arceus headlined a month slightly down from the record result of early last year. It was the third straight month of year-on-year declines, after 1% in December and 10% during November before that.

Industry tracking firm The NPD Group shared its January 2022 U.S. games industry spending report, announcing how total consumer spend dipped a modest 2% to $4.68 billion. Compare that to last year’s all-time high of $4.8 billion. While hardware as a category saw double-digit growth even amidst a challenging supply situation, it wasn’t enough to outpace slower content and peripheral spending.

It seems there was a post-holiday hangover within two of those three major categories.

For Video Game Content, weaker mobile spending and fewer new games led to a single-digit monthly decline. Even a major Pokémon launch and PC re-releases of popular franchises like Monster Hunter and God of War couldn’t push the software category over the edge. This also signaled potentially lower ongoing spending on microtransactions (MTX) and additional content.

Video Game Hardware repeated as big gainer from a growth standpoint, boosting more than 20% versus January 2021’s amount. Sony’s PlayStation 5 took center stage, as it often must strictly based on its size, leading January’s console market by both units sold and dollars generated. This is the first time since September 2021 where Nintendo Switch didn’t lead on units sold. In fact, Microsoft’s Xbox Series X|S beat out Switch for second place.

Now, the key is this early in a generation, especially this one because of chip shortages, this is nearly all dictated by supply in the market. Like an animal going into hibernation, Nintendo stocked up during the holidays. It’s clear PlayStation, and to a lesser extend Xbox, recovered in the early part of the new year.

Last month, Hardware actually boasted the single best dollar spending during a January month in over a decade. And there’s a chance it could have been even higher, if only there was enough inventory!

“Hardware availability is still constrained, so we don’t know how high ‘high’ actually is when it comes to the console market,” NPD Group’s Mat Piscatella told GameDaily. “Several factors continue to impact the market that are difficult to predict. Things are still a bit chaotic. But when new titles are released, and when new hardware is available the market is responding positively.”

Note that year-to-date figures currently match the monthly, so January’s report features a smaller data set than usual. Everyone knows I like putting numbers in perspective. There won’t be any annual or trailing 12-month figures until maybe next month.

That said, let’s look into the numbers we do have.

United States Games Industry Sales (January 2nd, 2022 – January 29th, 2022)

In total, consumers spent close to $4.7 billion during the first month of 2022 which is 2% lower than last year. It’s still a quite good result, it just shows a reversion towards more normalized spending after long periods of stay-at-home restrictions. People are certainly still stimulating the games industry economy, mostly by buying new consoles, just not as much as they were during a record time in early 2021.

Within the broadest segment of Video Game Content, which accounts for mobile, software and related sources, sales hit $4.2 billion or 88% of the total. That dollar figure is 4% lower than last year, when it was $4.26 billion. (I’m not sure if that was a record at the time, it’s a possibility.)

The bellwether sub-segment here is mobile, which saw a decline of almost 7% during January. No dollar amount was given. This is expected weakening after the incredible growth of the last two years. It’s showing somewhat of a return to the “before times,” which seem so very far away. Main sales contributors during the month include Candy Crush Saga, Roblox, Coin Master, Genshin Impact plus Garena Free Fire.

Before diving into traditional software, I wanted to point out a relevant statistic. This is via The NPD Group’s Q4 2021 Games Market Dynamics report.

“Downloadable content (DLC), microtransactions and subscriptions accounted for just shy of 60% of non-mobile video game content spending in the U.S. in 2021. In 2016 this figure was well under half.” Piscatella shared on Twitter. What this implies is that 6 out of every 10 dollars spent in the U.S. within the Content category is ongoing purchasing rather than new premium releases. So often we focus on the latest and greatest, it’s actually the old that’s defining Content movement!

It’s still fun to call out new titles, of course. This was a quieter January than usual, bucking the recent trend of publishers kicking off the season with a leading release.

The early year’s flagship game launch was Pokémon Legends Arceus on Nintendo Switch. Even without digital sales, because Nintendo doesn’t report them. Other than its launch month spending not being a record, there’s not much historical context available in the report. So I looked back to see where each Pokémon Switch game ranked during their respective first months. Warning: It’s confusing.

During 2018, Let’s Go Pikachu and Let’s Go Eevee released during a much more hectic schedule in November and took 5th and 6th place, respectively. At the time, Let’s Go Pickachu recorded the second best launch month in series history for a single release behind only 2000’s Pokémon Stadium.

Sword & Shield debuted a year later in November 2019, with the former hitting #3 and latter at #5. Not only that, its double-pack was smack in the middle at fourth place. Combined together, Sword & Shield had the best U.S. launch ever for Pokémon, above 2016’s Sun & Moon.

Then there was Brilliant Diamond & Shining Pearl which launched only two months ago in November 2021 when it started at third place. It also landed just outside the Top 10 in this January, at #11. All this to say that it’s difficult to compare historically, and sounds like Sword & Shield still maintain the crown on Switch.

Back to last month, Activision Blizzard’s Call of Duty: Vanguard fell to number two ahead of its second season. Monster Hunter Rise from Capcom bounced way back to third place after a very lucrative PC launch.

Similarly, God of War (2018) received the PC boost as well with its fifth place finish, up from 146th in December. Yes, it does in fact pay to release games on multiple platforms! Elsewhere in the Sony camp, Marvel’s Spider-Man Miles Morales was up next in sixth place. With this latest finish, it’s now third in lifetime spending within Sony-published titles behind only 2018’s Marvel’s Spider-Man and the aforementioned God of War (2018).

The only new game to chart besides Pokémon Legends Arceus was Ubisoft’s Tom Clancy’s Rainbow Six Extraction, sneaking into the Top 10 at number nine. As a reminder, this first-person tactical co-op shooter also launched into Xbox Game Pass. The NPD Group didn’t provide any historical context for Rainbow Six titles. Tom Clancy’s Rainbow Six Siege started at #7 back in December 2015, competing against the year’s biggest hitters during a holiday season. So it sounds like Extraction didn’t fare as well.

In terms of other storylines, I’d say the absence of Grand Theft Auto The Trilogy – The Definitive Edition is worth noting though not without good reason. Its physical release was mid-December, except for Nintendo Switch which is actually out today. Just like how NBA 2K could be higher plus Grand Theft Auto and Red Dead Redemption no longer appear much on the charts, I attribute this to Take-Two Interactive not sharing any digital data. It’s difficult to infer anything in this context.

Here’s a look at the Top 20 premium software sellers for January 2022.

Top-Selling Games of January 2022, U.S., All Platforms (Physical & Digital Dollar Sales):

  1. Pokémon Legends Arceus*
  2. Call of Duty: Vanguard
  3. Monster Hunter Rise
  4. Madden NFL 22
  5. God of War (2018)
  6. Marvel’s Spider-Man Miles Morales
  7. FIFA 22
  8. Mario Kart 8*
  9. Tom Clancy’s Rainbow Six Extraction
  10. Battlefield 2042
  11. Pokémon Brilliant Diamond & Shining Pearl*
  12. Far Cry 6
  13. Minecraft
  14. NBA 2K22*
  15. Mario Party Superstars*
  16. Animal Crossing: New Horizons*
  17. Forza Horizon 5
  18. Halo Infinite
  19. Super Smash Bros. Ultimate*
  20. Call of Duty: Black Ops Cold War

Turning to Video Game Hardware, this segment experienced the only increase during January 2022. And it was a solid increase. Monthly consumer spend on consoles rose 22% to $390 million, compared to under $320 million last year. That’s the best January hardware dollar sales since $447 million earned in January 2009.

Naturally on the growth trajectory, because of where the industry is at from a generational standpoint. Nintendo Switch is still going strong five years later, plus PlayStation 5 and Xbox Series X|S are only in their 15th month on market.

Though I was genuinely surprised by the rankings last month.

Namely how PlayStation 5 took home the top spot by both units and dollar sales. A definite upset! The last time it led was before the holidays, in September. It’s not that I don’t believe in Sony’s latest console, it’s just I underestimated how many they could produce. (I wasn’t the only one.)

In fairness, it’s difficult to gauge where supply shifts from month to month right now. I expected Nintendo Switch to keep inventories going post holiday, and Sony’s recent report of slowing PlayStation 5 global shipments had me nervous.

Another unexpected outcome was Xbox Series X|S being runner-up. Which means Switch is third place. Maybe Nintendo shipped too many in the holiday quarter so Switch could pass Wii lifetime numbers, huh?

It seems there’s a sign of life within next generation console supply. Or perhaps it’s temporary? That’s the big question! Whichever company has its suppliers making more consoles, that’s the one winning here in the domestic report. Demand is certainly here, and consistently.

Our final segment is Video Game Accessories, which saw the most substantial decline during last month’s announcement.

Buyer spending declined 15% on Accessories to $185 million. It was $218 million in January 2021, which was a record January at the time. Not only that, all of its sub-segments established all-time January month highs this time last year. It’s the true definition of a difficult comparable. A decline like this is exacerbated by a strong prior period.

Leading the pack within accessories was Microsoft’s Xbox Elite Series 2 Wireless Controller as the best-seller. No doubt bolstered by that second place hardware finish for the Xbox Series X|S, plus I’d wager demand on the PC side. A hefty price tag doesn’t hurt, since these are based on dollars generated.

That’s the end of a quickie U.S. games industry sales article, focused strictly on the single month of January rather than expanding to 12-month figures. My apologies!

There’s still plenty to learn from an early year report like this. Content spending is ever so slightly down, which I see more as a movement impacted by mobile weakness than anything alarming on the premium side. If anything, a major Nintendo release like Pokémon props it up. Combine that with the large ongoing sales portion with DLC, add-on content and the like, the software category is holding pace.

February 2022 is a much busier time for releases, two months before many fiscal year ends. Dying Light 2 Stay Human already has 3 million players according to Techland. PlayStation exclusive Horizon Forbidden West and FromSoftware’s Elden Ring are launching as two of the most-anticipated games of the year.

I expect significant carry-on sales during the second month of Pokémon Legends Arceus. There’s also a good chance Destiny 2 pops back onto the list after launching its big Witch Queen expansion. I’m leaning towards Pokémon retaining the top spot, yet both Dying Light 2 Stay Human and Horizon Forbidden West have a legitimate chance. These three should make up the Top 3.

Hardware will be supply and supply will be Hardware, a segment at the mercy of chip manufacturers and parts suppliers in this inflationary situation. Piscatella seems to agree.

“We continue to be in a supply constrained environment,” Piscatella said to GameDaily. “The question is when that might change, and predictions are all over the place on that one. Is it later this year? Will it be 2023? Who knows? We’ve got a ways to go before anyone should expect to walk into a store and pick up a console of their choice off the shelf.”

Well, I will try to predict as best I can. I’m leaning towards PlayStation 5 repeating, then Nintendo Switch in second and Xbox Series X|S in third by a slim margin. It’s anyone’s guess!

Please check out Piscatella’s detailed thread here on Twitter and give it a like. See you next time in February, it’s sure to be a wild one.

*Digital Sales Not Included, ^Xbox Digital Sales Not Included

Comparisons are year-over-year unless otherwise noted.

Sources: GameDaily.biz, The NPD Group, Tom’s Guide (Image Credit).

-Dom

Nintendo Switch Ships Over 100 Million Lifetime Units, Passing Wii & PlayStation During Nintendo’s Best Holiday Quarter Since 2009

While it didn’t announce any blockbuster deals or major investments like certain industry peers, Nintendo did just have a heck of a holiday.

That’s based on its fiscal third quarter announcement shared today out of Japan, where it passed a major milestone for its Switch hybrid console plus achieved its best Q3 results in over a decade.

A couple quick reminders. Nintendo’s filing is for the nine months between April and December 2021. Though I’ll dig into quarterly and trailing annual figures later in this piece. Then there’s the difference between sell-in versus sell-thru metrics. The former is shipment to retailers, while the latter is how many consumers ended up buying. Most of the talk here is shipments, unless specifically noted.

With those ground rules established, the big headline is how Nintendo Switch has officially passed 100 million units sold-in lifetime, now totaling 103.54 million. Fewer than five years after launch, this figure already exceeds the lifetime sales of both Nintendo Wii at 101.63 million and the 102.49 million of the original Sony PlayStation. Which is above all but the most bullish of analyst predictions, including mine. As upbeat as I was on Switch in 2017, I didn’t think it could attain Wii status.

Well, it has. Which means Switch is now Nintendo’s best-selling home console of all time. (Even if it’s also a handheld. Is that cheating?)

Considering this environment, moving 10.67 million Switch in the holiday quarter is an accomplishment and reflects demand for the latest OLED iteration. Still, Nintendo did revise its annual hardware forecast downward a bit. The company now expects 23 million in the year ending March 2022, off from 24 million last quarter which was already lower than original guidance of 25.5 million. Certainly reflects where production is at from an input availability and pricing angle. This guidance implies just over 4 million will ship in this current quarter.

On the first party software side, Nintendo had three major software releases with early success especially in a historical context.

Starting in early October, Metroid Dread has.. rocketed to 2.74 million units in just under three months. This is an incredible mark within the franchise, traditionally more a critical darling than commercial mover. For context, that’s almost equivalent to lifetime sales of the best-selling Metroid game in 2002’s Metroid Prime, at last count hit 2.84 million. It’s already above the original, which debuted on Nintendo Entertainment System in 1986 and accumulated 2.73 million lifetime.

Infamous party game and relationship killer Mario Party Superstars released in late October, reaching 5.34 million copies in its debut quarter. That’s slightly above Super Mario Party, which started at 5.3 million back in 2018. Prior to that, 2012’s mainline Mario Party 9 on Nintendo Wii hit 2.24 million in a couple quarters.

The biggest seller of Nintendo’s holiday period was, predictably, Pokémon Brilliant Diamond & Shining Pearl. The latest remake in the popular monster catching series amassed shipments of 13.97 million since November, immediately becoming the 9th best-selling title on Switch to date. Its launch quarter fell between two other Pokémon titles on Switch: Sword & Shield at 16.06 million in 2019 and the 10 million of 2018’s Let’s Go Pikachu & Eevee.

For a quick financial overview, Nintendo reported single-digit sales and operating income declines since the highs of last year’s same nine-month time frame. Net sales in the last three quarters dipped 6% to $11.89 billion, while operating profit lowered 9% to $4.26 billion. For perspective, that first number is actually the third best Q3 reported in company history from a sales standpoint.

Alongside this, the company upped annual net sales guidance 3% and operating profit by almost 8% for the year ending March 2022. That positivity reflects this stellar holiday quarter plus a more optimistic software forecast, both of which I’ll recap soon.

“Switch is just in the middle of its lifecycle and the momentum going into this year is good,” said Nintendo President Shuntaro Furukawa on the firm’s conference call. “The Switch is ready to break a pattern of our past consoles that saw momentum weakening in their sixth year on the market and grow further.”

I’ve got a lot to cover. Get cozy and read on!

Based on Nintendo’s reporting of the year so far, we can back into quarterly figures. During the three months ending December 2021, revenue reached $6.27 billion or 10% higher than prior year. Quarterly operating profit grew 10% as well, to $2.27 billion. One of the charts above shows these tracked over time. This was the best quarterly sales since $6.3 billion in 2009. Operating profit hasn’t been this high since the $2.66 billion back in 2008. We’re talking exceptional figures during the holiday period, all the more impressive given input scarcity on the hardware side.

The other two charts above show trailing 12-months i.e. the year ending in December going back in time. As of this latest update, Nintendo’s annual revenue closed in on $15.1 billion. That’s down less than a percent. Taking expenses into account, operating profit for the last year declined 3% to $5.33 billion. This is really more indicative of strength earlier during 2020 when Animal Crossing: New Horizons was everywhere rather than recent weakness.

In terms of regional split, Nintendo’s figures showed 43% from The Americas which was up from 41%. Europe accounted for almost 27% and Japan contributed 21%, versus last year when these were 26% and 22% respectively.

On the product category front, Hardware contributed more than half of sales at 53% of the total. Retail software was up next at 29%, while digital software comprised 9% of the pie. Subscriptions and Add-on Content then Mobile and IP Licensing filled in the remainder, at 7% and 2% respectively. Really this shows the continued importance of retail, both hardware and software, for Nintendo in particular as digital remains a much lower portion of its business than certain peers.

Speaking of, now that all of the “big three” have reported this season, it’s time for a final comparison. This time around, we’re also throwing in Tencent in recognition of its massive significance as the world’s largest gaming firm by revenue. As a reminder, Nintendo’s latest annual sales totaled $15 billion. This is very close to Microsoft at $16.28 billion, which was a record for Xbox. (Note this increases drastically when accounting for a $8.8 billion contribution from the pending Activision Blizzard acquisition.) Sony’s PlayStation division generated $26.66 billion and Tencent’s latest number, albeit back from September, was the highest at $27.3 billion. And it will be higher soon. Essentially, Nintendo’s annual sales are still the lowest of these however it’s actually much more profitable than PlayStation at least. Unfortunately, Microsoft doesn’t disclose profit from gaming.

Focusing on Nintendo’s major hardware segment, shipments were down 21% in the nine months ending December to 18.95 million. Within that, 11.79 million were base Switch while 3.17 million were Switch Lite. The new Switch OLED Model racked up 3.99 million sales in its debut quarter. Compare that to base model in 2017 of 2.74 million and Switch Lite’s 2 million in 2019. Technically both the original and Lite launched later in the quarter, so it’s not a perfect alignment. What this does indicate is the impact of newer iterations on ongoing sales, and buyers doubling up with multiple Switches per household.

As shown in one of the gallery slides above, Nintendo also shared statistics around sell-thru to consumers with Nintendo Switch moving past 100 million to date. Which means most of its shipments are going to buyers. This fiscal year is shaping up to be its second best ever, down only from the highs of last year during more restrictive quarantines.

“The outlook for semiconductors and other components has remained uncertain since the start of this fiscal year and distribution delays remain unresolved, so production and logistics continue to be impacted.” said Furukawa. “But even though product shortages in North America have continued, particularly since Black Friday, total global sell-through for April through December reached its second-highest level ever.”

This consistency of hardware purchasing is reflected in Nintendo Switch being the best-selling console of 2021 in the United States, United Kingdom and Japan according to local industry tracking firms. That’s during a battle with the initial year of a new console lineup for its competitors in Xbox and PlayStation, which are certainly feeling the sting of supply plus have higher price points on average.

Flipping over to Switch software, which made up that 38% of Nintendo’s dollar sales, the company said units shipped in the nine months ending December grew 2% since last year to 179.29 million. 85.41 million of that happened in the holiday quarter alone. Lifetime, software for Switch is at 766.41 million. Comments from the earnings call imply around half of software sales right now are catalog titles from prior periods.

From a shipment standpoint, there’s currently 29 “million-selling” software titles on Switch during this current fiscal year. That’s the number of titles shipping more than a million copies in this time frame. 22 of those are Nintendo first party, while 7 are from third party publishers. This time last year had the same number overall at 29, with 20 of them from Nintendo and the rest by external teams.

At the top end, Mario Kart 8 Deluxe is still the best-selling Switch title ever by a wide margin and driving those catalog stats. It actually just had its best holiday, shipping 4.61 million units towards a staggering lifetime figure of 43.35 million. This is a game that originally launched on Wii U almost eight years ago! With this sort of momentum, and still being bundled with Switch, unfortunately I don’t see a new Mario Kart until the next full-blown Nintendo console.

Animal Crossing: New Horizons maintains second place for Switch best-sellers at 37.62 million. That’s literally more than every prior Animal Crossing game has done combined. Nintendo said this includes 10 million units in Japan alone, beating out the 6.81 million units of the classic Super Mario Bros. to take the crown as the country’s top-selling video game to date.

Rounding out the Top 3 is The Legend of Zelda: Breath of the Wild selling 4.37 million this past holiday to pass 28.5 million. Another mover and shaker included Ring Fit Adventure stepping firmly into the Top 10 on Switch at 13.53 million units, flexing its muscle by shipping 1.32 million in the quarter.

Luigi’s Mansion 3 has now surpassed the 11 million threshold, settling at 11.04 million. Both September’s WarioWare: Get it Together! and Big Brain Academy: Brain vs Brain, a remake released in December, passed the million mark at 1.24 million and 1.28 million respectively. Finally, June’s Game Builder Garage snuck onto the million sellers list at 1.01 million to date.

As for copies getting to consumers, Nintendo said October to December 2021 was the single best quarter for first party global sell-thru since 2017’s Switch launch. Putting it plainly, both new titles like Pokémon and evergreen experiences like Mario Kart and Animal Crossing tag-teamed Switch’s best software holiday in its five years on market. Sounds like a happy holiday for the publisher and its employees, indeed.

Before I go, I’ll clean up some additional flavor text and chat about the near-term future in the context of Nintendo’s latest filing.

Within software, Nintendo said digital sales were effectively flat year-over-year at roughly $230 million during the first nine months of this fiscal year. Digital accounted for just over 40% of software sales for its dedicated platforms. For the holiday quarter, digital actually rose 31% to $100 million. This was attributed to an increase in downloadable versions of its titles, naturally!

One area Nintendo doesn’t share a lot is engagement statistics, skewing more towards the traditional unit sales metric. That said, it’s intriguing to see the figure of 98 million “annual playing users” for Switch in the calendar year 2021. That’s up from 80 million in 2020. Executives said the goal is to expand past 100 million users in the upcoming fiscal year.

This represents the number of users who play Switch software at least once during the calendar year, using data from Nintendo accounts. It’s certainly trending alongside the hardware trajectory, though it does show that the people buying them are at least turning them on. I’d like to know how many hours they are playing, and even further what the average revenue is per user. (Wishful thinking.)

There was minimal mention of its Nintendo Switch Online service, which at last count had 32 million paying subscribers. While it didn’t reveal a new user base figure, executives did say the following alluding to some sort of digital record:

“Sales grew steadily for Nintendo Switch Online, which launched a new paid membership service last October, add-on content like Animal Crossing: New Horizons Happy Home Paradise and download-only titles, with digital sales for the same period reaching a record quarterly high.”

Peeking ahead into this January to March 2022 quarter, the final period of Nintendo’s fiscal year, the company is upbeat on its dollar sales, profitability and software momentum as it increased guidance for all of these.

The most aggressive forecast raise was a 10% upward revision for Switch software unit sales. In stark contrast to its lower hardware forecast, Nintendo thinks Switch unit sales will end at 220 million for the year, up from 200 million.

Part of that is Pokémon Legends Arceus, which launched in late January to solid critical acclaim. And, even more importantly for the bottom line, early commercial success. Even if that’s based on somewhat vague language from executives on the conference call. I mean, it’s a brand new Pokémon game with a fresh take on the formula. It’s going to do extremely well. The only wildcard is how it’s a single title as opposed to the dual release model used often by the franchise.

Rounding out the fiscal year for first party will be Kirby and the Forgotten Land in late March. While it won’t be the commercial juggernaut of Nintendo’s more popular brands, I could see it following Animal Crossing: New Horizons as a breakout seller in its respective series. Just not nearly to the magnitude of New Horizons, of course.

Nintendo’s only area of bearish guidance was Switch hardware, down that 4% to 23 million units. My prior estimate was 25 million, which I’m formally reducing to 23.5 million after monitoring the impact of both part availability and input cost. I really do see the firm beating on all counts here, especially operating profit above $5 billion which I believe would be its second best annual figure outside of last year’s high.

When asked about industry consolidation and potential acquisitions, Nintendo gave the answer one would expect given that it’s not nearly as aggressive as competitors. “Our brand was built upon products crafted with dedication by our employees,” said Furukawa. “And having a large number of people who don’t possess Nintendo DNA in our group would not be a plus.”

Intriguingly, management’s reply to a query around the Metaverse left open the possibility for Nintendo to be more forward-thinking than usual. According to a report collated by VGC, executives have interest and see potential however wonder what kind of “joy” Nintendo can provide.

Well, I’d say Nintendo’s solid holiday quarter results are indicative of where it’s at within the broader industry in how there’s uncertainty around hardware that’s being offset by growth in software and legacy titles. Generating its best fiscal Q3 in a number of years while facing headwinds from supply proves the resilience of its formula combining memorable experiences and high-quality IP.

What Nintendo lacks in online capability and ongoing service it makes up for with games that never go out of style and appeal to a huge audience of all ages. Throw in content here and there for Animal Crossing. Toss Mario Kart in every bundle. Launch collections of Mario Party and WarioWare mini-games. Remix the same Pokémon that people have always loved. Sprinkle in the fastest-selling Metroid of all time.

This, along with innovative hardware that supports multiple ways to play especially on the go and prompts people to purchase more than one version, is a recipe for Nintendo’s incredible success during the Switch generation. Which, apparently, is far from over.

What stood out for you in Nintendo’s latest report? Anything I might have missed? Any questions on the numbers? Give me a shout here or social media.

Until next time, thanks very much for reading and be safe all!

Note: Comparisons are year-over-year unless otherwise mentioned. Exchange rate is based on reported conversion: US $1 to ¥111.06.

Sources: Company Investor Relations Website, Famitsu, GSD, The NPD Group, Video Game Chronicle.

-Dom

PlayStation 5 Shipments Reach 17.3 Million as Sony Reports Best Third Quarter PlayStation Operating Profit Ever & Lowers Hardware Forecast

In what’s continuing as the busiest year in gaming news ever, Sony is back after announcing its $3.6 billion acquisition of Bungie to this time reporting its fiscal year 2021 Q3 earnings results.

An eventful one, it was.

In addition to providing updated figures on PlayStation hardware, software and engagement, Sony’s results showed that the gaming division recorded its second best quarter ever for top-line sales. Quarterly revenue exceeded $7.15 billion, which is second only to last year’s $7.77 billion.

Even further, operating profit rose 15% to $817 million in PlayStation’s single best operating profit for a third fiscal quarter. This is the coveted holiday period between October and December, which is most significant for consumer tech companies because of peak demand in various parts of the world. This record profit result and strong growth happened against a high comparable last year around the launch of PlayStation 5.

Right now, and in the immediate future, we know it’s availability dictating a lot of where the business is going. So these results are wholly impressive given this environment, which is continuously supply-constrained and facing delays on the software front. Behind the resilience is add-on content, an expansion in PlayStation Plus memberships plus a shift towards digital software.

On the hardware side, lifetime PlayStation 5 console shipments since launch are now 17.3 million after moving 3.9 million in this latest quarter. When compared to PlayStation 4, the brand’s fastest-selling console, that was at 20.2 million by this point. Its second holiday quarter was a strong 6.4 million, which is 2.5 million above PlayStation 5. It’s clear the current generation is starting to lag in a historical sense, facing various outward pressures amidst the semi-conductor crisis.

Oh, I guess this also means PlayStation 5 has officially passed the 13.56 million units that Nintendo’s Wii U reached across its lifetime. Add it to the list.

Because of supply concerns, Sony reduced its full year annual hardware guidance for PlayStation 5 to 11.5 million units. Previously it expected in-line with PlayStation 4 at upwards of 14.8 million. This implies only 2 million more PlayStation 5’s shipped in this quarter ending March 2022, which would also be below PlayStation 4’s 2.3 million in the corresponding period.

“Limitations on the supply of components are expected to continue going forward, but we are continuing to exert every effort to meet the strong demand for PlayStation 5,” said Sony’s Chief Financial Officer (CFO) Hiroki Totoki.

Here’s a full breakdown of the overall results plus PlayStation business segment, then the various supplementary statistics Sony shared. There’s even more color around the Bungie acquisition later in the article. Numbers, charts and more below!

For the company as a whole, both sales and profit metrics experienced double-digit gains and set new all-time highs for a fiscal third quarter.

Revenue increased 13% to $26.66 billion, while operating profit rose an impressive 32% to nearly $4.1 billion. Major growth in Pictures and Imaging & Sensing Solutions business segments boosted these historic results.

Drilling into Game & Network Services (G&NS), aka the PlayStation business, this is still Sony’s leading category by revenue at nearly twice as much as the next contributor in Financial Services. The PlayStation brand accounts for 27% of Sony’s sales and 20% of aggregate profit.

I’ve already mentioned the $7.15 billion in revenue, down 8% since last year, and $817 million in operating income during third quarter for G&NS. Slides from the company’s presentation cite declines in hardware, peripherals, first and third party software overtaking the impact of exchange rates on the sales side. Alternatively, lower expenses and better margins for PlayStation 5 spurred profit growth.

Those that have read my recap articles know what’s coming. Let’s frame these quarterly figures in context. There’s charts in the above gallery displaying trailing 12-month time frames for each of these.

Over the last four fiscal quarters, which is also calendar year 2021, PlayStation sits at almost exactly $24 billion in revenue. While down from the all-time high of $24.67 billion three months ago, it’s still the second best on record. Not too shabby. For operating profit, the most recent annual number is $2.56 billion and a slight increase over last quarter’s $2.45 billion.

The dip in trailing revenue makes sense, given the slowdown in hardware units and nearly every sub-category within the gaming business. The profitability bounce-back is more noteworthy, in my opinion. It reflects that amidst slowing production of hardware, there’s lower costs bumping up margins giving good impact to PlayStation’s bottom line.

The last of my charts in the gallery shows every product category within the gaming unit and where it’s been in recent quarters. My main observations are it’s the best time for digital software, the second best quarter for add-on content and even hardware, the latter two previously set during holiday 2020. There’s also the slow and steady upward trajectory of Network Services, proving that online play and the related software perks of PlayStation plus are keeping players in the ecosystem. The rumors around a potential combination of services into code-name “PlayStation Spartacus” would bolster this particular slice. I expect this trend-line to continue.

Now that Sony has reported, let’s quickly compare to industry peers. Pulled from my recent article on Microsoft’s results, here’s how it plays out. Sony’s trailing 12-month revenue of $24 billion still comes in below that of Tencent’s gaming businesses, generating $27.3 billion as of September 2021. Microsoft’s record $16.28 billion from annual Xbox sales is up next. If combined with Activision Blizzard, it would be $25.33 billion and actually could exceed Sony’s latest figure. Nintendo reports tomorrow, so I anticipate this figure to rise, however its latest for now is $14.7 billion. Keep in mind there’s impact from exchange rates of course plus Tencent won’t report until next month, though I like to show how each stacks up on a relative basis.

Beyond the fancy financials, Sony provided various updates on players, software and services within its PlayStation ecosystem.

Its online service PlayStation Plus tallied up 48 million subscribers as of December, slightly higher than the 47.4 million at end of 2020. On the flip side, Monthly Active Users (MAUs) across all PlayStation Network declined to 111 million from 114 million last holiday.

This implies that while paid users for PlayStation Plus are consistent, people are spending less time playing. No doubt impacted by last year being the launch of a brand new console, higher availability of vaccines recently plus more open economies. Gaming is still a go-to entertainment, of course. It’s just that folks are spending time on different media.

On the conference call, Totoki echoed this sentiment on engagement. “Total gameplay time of PlayStation users in December 2021 was 20% lower than the same month of the previous year, which was immediately after the release of the PlayStation 5,” he said. “But gameplay time increased approximately 7% from December 2019. For a quarter in which there were only a few major titles released, we think this was solid performance.”

I tend to agree, primarily because Sony is monetizing its base even as they spent less time gaming.

Full-game software sales also showed a downward trend year-on-year, declining to 92.7 million from the recent high of 104.2 million in fiscal 2020 Q3. First party title unit sales were 11.3 million, or 12% of the total, compared to 19 million and 18% of the total prior year. Partially reflective of the limited holiday lineup on the exclusive side, while major seller Marvel’s Spider-Man: Miles Morales hit market last year.

Consistent with digital software being its highest ever from a product category revenue standpoint, the split of digital full game sales is increasing. 62% of all software was digital download, compared to 53% last year. All three quarters this fiscal year have been at or above this same 62% figure. Basically, between 6 to 7 out of every 10 software units sold are now downloaded.

Because of known limitations on the PlayStation 5 production side, Sony is still chugging along manufacturing PlayStation 4 consoles. It shipped 200K of its prior generation box during the quarter ending December, resulting in lifetime sales of 116.9 million. At this rate, it might someday pass Game Boy’s 118.69 million. In a few years, hah.

Projecting into the future, it’s a challenging environment for the PlayStation from a hardware perspective though there are plenty of opportunities on the software and services side.

We’ve talked to death about high demand, low supply. My economics professors would be so proud!

Production and inventories aren’t getting better, as clearly displayed by PlayStation 5’s vast under-performance during a holiday quarter when unit sales have historically been much higher. Consistent with Sony’s formal guidance reduction, I’m lowering my estimate for PlayStation 5 shipments in the year ending this March. Last quarter, I was ambitious at 15 million. Even then I said confidence was waning. Now, I’m down to 12 million which would mean January to March has to reach 2.5 million.

Intriguingly, Sony lowered its fiscal year revenue outlook for the G&NS segment to $24 billion from $25.5 billion yet decided to boost its operating profit target from $2.86 billion to over $3 billion. This is a telling turn of events, signaling further cost reductions that will outpace lower dollar sales for PlayStation. Manufacturing less consoles does have the benefit of lower expenses, I suppose!

The last fiscal quarter ending next month will ramp up on the first party software side, as both Horizon Forbidden West and Gran Turismo 7 are slated to launch. There’s also third party console exclusives like Sifu and now Ghostwire Tokyo, announced today for March 25th. While releases like this won’t drive console sales as much as in the past because of inventories, it will benefit software sales, notably that digital content segment, plus player time investment.

Finally on the topic of acquisitions, Sony’s executives naturally did not comment much when asked about Microsoft’s industry-changing $68.7 billion purchase of Activision Blizzard and if they had plans to snatch up any large publishers.

They did, of course, talk about their major purchase in Bungie. While I didn’t dedicate an entire piece to it, I did want to mention Sony providing additional flavor around the deal, the resulting relationship and how it fits with the future of PlayStation as a brand.

Bungie, creators of Halo and makers of my beloved Destiny, was one of the largest private independent studios in the industry at over 900 employees. To me the main reason to me why it made a deal with Sony, as opposed to a traditional publisher or a software and cloud company like Microsoft, is the trans-media potential of crossover with film and television plus the opportunity to remain mostly independent.

On Sony’s side of the bargain, the upside is huge. One glaring weakness in PlayStation’s portfolio is a lack of live service and ongoing game expertise, which is crucial in 2022 going forward. Bungie provides that, both from a business model and technology standpoint. Along these lines, execs claims global revenue in the games industry from live services have been growing at an annualized rate of 15% since 2014 or the year Destiny launched.

“We intend to utilize these strengths when developing game IP at the PlayStation studios as we expand into the live game services area,” Totoki pointed out. “Through close collaboration between Bungie and the PlayStation Studios, we aim to launch more than 10 diverse Service Games by the fiscal year ending March 31, 2026.”

Alongside this movement towards games-as-a-service, Totoki also discussed the mid-term plan to grow first party software dollar sales to double its current amount by fiscal 2025. Between this internal acceleration of exclusive IP, pushing more into ongoing games with the help of Bungie’s knowledge plus the potential for a Xbox Game Pass-like service in PlayStation Spartacus, Sony’s gaming approach is looking more balanced than it’s ever been.

It does seem to be a good compromise and united.. destiny for both companies.

That’s a wrap on a mostly successful quarter for Sony, especially as a whole with those record results, even considering the lag in PlayStation 5 shipments and downward revision for certain items in the PlayStation division. Other areas are picking up the slack, proven by the record profitability exhibited within its gaming business. While its forecast is lighter for hardware and gaming sales, that operating income guidance increase is reassuring.

Did anything stand out to you in the report? What was the most surprising part? Do you agree with my forecast for hardware or are you more conservative like Sony’s management team? Feel free to drop a comment here or on social media.

Be safe and well. Thanks for reading!

Note: Comparisons are year-over-year unless otherwise mentioned. Exchange rate is based on the reported conversion: US $1 to ¥113.7.

Sources: Company Investor Relations Websites, LEGDAY on Twitter (Image Credit).

-Dom

Xbox’s Best Holiday Sales Result Pushes Microsoft’s Annual Gaming Revenue to Record $16 Billion

As I reported back in October, Microsoft’s Gaming division at the time saw its healthiest first fiscal quarter ever.

Now, it’s going one step further. On the strength of its first party lineup and growing subscription base, Xbox has just achieved its best holiday on record and blasted past a new milestone for annual sales, establishing a record 12-month figure.

Mere days after announcing the biggest acquisition in industry history in its purchase of Activision Blizzard, Microsoft is showing off why it’s pumping dollars so much into the space. Because it’s seeing great returns. During its 2nd quarter of 2022 financial report, Microsoft said Gaming revenue reached $5.44 billion during the holiday quarter.

That’s the single best October to December ever reported, 8% higher than last year which was the previous record holder of $5 billion. The main contributor to this record output was Xbox Content & Services, especially strong during the holiday season bolstered by flagship titles in the Halo and Forza series.

This performance also means annual Xbox sales for the Washington-based tech giant pushed passed the $16 billion milestone for the first time.

Combining the last four quarters of sales for Xbox reaches upwards of $16.28 billion. That’s 18% higher than December 2020 and 3% more than even last quarter, both of which included the launch of Xbox Series X|S. The fact that the rolling annual figure was this high shows payoffs in first party game development and key investments in partnerships for Xbox Game Pass’s extensive library.

According to Chief Executive Officer (CEO) Satya Nadella on the company’s conference call, the Xbox division saw both record engagement and revenue during the quarter. While he didn’t share specifics on the actual level of engagement or revenue, he did cite certain juicy tidbits I’ll dig into later.

Unfortunately, there was no appearance from newly-minted CEO of Microsoft Gaming Phil Spencer on the call or questions from analysts on anything related to the acquisition of Activision Blizzard. In fact, the only mention of the deal was reiterating what we already knew about its cost and closing during the fiscal year ending June 2023.

No worries. It’s time to move into the underlying numbers and corresponding reaction!

The above slides provided by Microsoft give a rundown of growth rates for Gaming and its sub-segments of Xbox Content and Services plus Xbox Hardware during the quarter ending December 2021. Namely, that 8% growth for Gaming leading to $5.44 billion in quarterly revenue which was in-line with the company’s expectations of high single digits.

Underlying this all-time number was double-digit growth in Xbox Content & Services, the sub-segment that includes software and subscription sales, which rose 10% in the quarter to around $3.86 billion or 71% of the total. Yet another record! Boosted by first-party launches like Halo Infinite and Forza Horizon 5 plus Xbox Game Pass expansion, this figure was especially impressive given its consistency around this time in late 2020.

On the conference call, Chief Financial Officer (CFO) Amy Hood mentioned there was “significant” growth for Xbox Game Pass subscriptions and first party software sales in the holiday quarter.

Why? According to Nadella, Halo Infinite has now attracted 20 million players since its staggered launch beginning back in November. It’s the largest start ever in the series that dates back to the original Xbox. Another thing that, hm, drove sales is how Forza Horizon 5 is now up to 18 million players after hitting the 10 million threshold within a week of launch in early November. These games also attracted subscription growth, the other key revenue contributor, as Xbox Game Pass now has 25 million members up from the last official figure of 18 million (with the latest rumor being around 22 million).

To me, this dispels a false notion that Xbox Game Pass isn’t properly monetizing its user base. Even those buyers that get in at a discount are sticking around, which generates ongoing revenue once the rate resets. The numbers back this up. I’d love to know more on the profit side, of course, but I work with what’s available.

Intriguingly, the 10% Content & Services growth was technically below Microsoft’s guidance of “mid-teens.” That’s because of weakness on the third party side. This signals under-performance of AAA multi-platform releases like Call of Duty: Vanguard and Battlefield 2042. Perhaps even Madden NFL 22 and other annualized sports titles. So while Call of Duty and Battlefield both were among the best-selling premium titles in the U.S. during 2021 as I wrote about here, this missed estimate implies a lower contribution to the bottom line of platform holders.

Taking a look at the above chart I’ve compiled, this is 12-month revenue going back over time for the gaming business. It helps to provide context in a couple of areas, and smooths out short-term fluctuations. The main thing it shows is the overall level of Xbox revenue over time. That’s the record $16.28 billion as of this latest period, compared to $15.86 billion last quarter then going back from there. Clearly the trend-line is on that upward trajectory since bottoming out in Q3 of FY 2020.

There’s also the split between Xbox Content and Services and Xbox Hardware categories. The green portion is for Xbox Content and Services, which most recently contributed $12.58 billion to the annual amount. The red portion is Xbox Hardware which is all physical gaming consoles under the brand. $3.7 billion this time. Both of those are also all-time highs.

Next up is Xbox Hardware. This sub-segment contributed the remaining portion of the record holiday quarter, growing 4% to almost $1.59 billion in revenue on the back of steady demand. It’s actually one of the few things in this report that wasn’t a record. That happened back in fiscal 2018’s second quarter, when hardware accounted for $1.78 billion. This year’s was still second best, so I’d say it’s doing alright.

To put it another way, the second holiday quarter for Xbox Series X|S generated almost $70 million more in dollar sales than its launch quarter did.

On the call, Hood shared how Microsoft is seeing continued buyer interest for both console models. Additionally she saw “better than expected” supply, which is a good sign considering the doom and gloom of the modern semiconductor situation.

This commentary and performance is mostly consistent with Spencer’s recent comments around Xbox Series X|S being the fastest-selling ever for the brand. Xbox Hardware is performing well during this early part of the generational cycle even in the fact of shortages, with Xbox Series S as the highlight because of higher availability. While we don’t have exact figures from Microsoft on hardware shipments globally, we do have an estimate from my friend Daniel Ahmad, Senior Analyst at Niko Partners, that it’s above the 12 million of Xbox One’s first year.

Here’s a telling experiment: What would Microsoft’s gaming revenue look like if Activision Blizzard earnings were considered? The latter hasn’t reported its last quarter yet, so I’ll use historical figures for a baseline in this thought experiment.

The most recent October to December revenue for Activision Blizzard was $2.41 billion. That means the holiday quarter for the combined entity would have been over $7.58 billion! For the full 12-month period, Activision Blizzard’s latest is $9 billion.

Which means, in aggregate, Xbox and Activision Blizzard annual revenue right now would be $25.33 billion. How does that compare to its major competitors? Well, it’s pretty impressive and much closer to the top-end than ever before, naturally.

I usually pull in figures for Sony and Nintendo as the three main console manufacturers. There’s also Tencent, the largest gaming company in the world, which is an absolute behemoth notably in mobile and the Asia Pacific region. So let’s see them all!

This is using annual and the caveat is Microsoft is the only one that’s reported this season so far. It’s still helpful to illustrate. Tencent’s latest strictly from its games business was $27.3 billion. Sony’s Game & Network Services segment hit $25.5 billion while Nintendo’s total sums to $14.7 billion, both using the exchange rates at their last reports. Which means Microsoft alone sits closer to Nintendo, while combined with Activision Blizzard it nearly surpasses Sony’s total and might even some day approach the untouchable realm of Tencent.

And that’s part of why Microsoft is willing to pay almost $70 billion for it.

As is tradition, I’ll quickly run down Microsoft’s overall results for the three months ending December before closing up.

Total revenue for the company rose 20% to $51.7 billion. It’s the first time quarterly sales topped $50 billion, pushed by an all-time high $18.3 billion revenue from its Intelligent Cloud segment. Operating profit moved up 24% to $22.2 billion.

Its results beat analyst consensus on both top-line revenue and earnings-per-share. Microsoft Cloud product revenue was a major highlight, increasing 32% to over $22 billion for only the second time ever.

We can learn a bit on gaming profitability from the More Personal Computing business unit margin movement and operating dynamics. This experienced 15% revenue growth to $17.5 billion. At $5.44 billion, gaming makes up around 31% of More Personal Computing. Operating income rose 22% to $6.36 billion, while expenses rose at a lower 17% rate partially as a result of gaming. It’s not perfect, but this can indicate sales contribution is outpacing costs.

It’s hard to overstate just how much the record revenue stats keep piling up for the Xbox business, reflective of Microsoft’s general strategy of user engagement and ecosystem establishment. This time it was first party software moving the needle, with major internal studios like 343 Industries and Playground Games leading the charge by pushing quality within key brands. The result is Xbox Game Pass literally paying off, thus generating opportunities for more future investment both organic and external.

Moving into the new calendar year, Xbox’s early 2022 exclusive slate is light during a quiet quarter for first parties. CrossfireX is a third party console exclusive from Smilegate and Remedy Entertainment launching in February, plus there’s indie partnerships hitting the platform throughout the coming months.

It is, however, quite the busy period for third party games with select titles like Rainbow Six Extraction available simultaneously on Xbox Game Pass. Dying Light 2, Elden Ring and Destiny 2’s The Witch Queen expansion all debut in February. There’s always the long tails from late year launches of Call of Duty, Madden, NBA 2K, Battlefield then other major ongoing games with seasonal updates like Fortnite and Apex Legends.

On the hardware side, Xbox Series X|S availability will continue to set the narrative. I don’t expect the higher end Xbox Series X to pick up stock any time soon, though I’m turning optimistic on Xbox Series S inventories based on recent trends and anecdotal evidence. Microsoft executives themselves said that hardware will continue to be impacted by supply limitations and didn’t provide guidance on growth expectations.

For the quarter ending March 2022, Microsoft expects gaming sales growth in “mid single digits” range. Assuming it’s exactly 5%, that’s $3.7 billion. For Xbox Content & Services, strong engagement and continued momentum will lead to increases in the “mid to high single digits.” Putting it around 7% then, this would generate $3.1 billion.

Guess what? Both would be fiscal third quarter records. The latter would even be the first time it’s passed $3 billion in a Q3.

“The other area obviously we’re seeing strength is in gaming,” Nadella highlighted during the analyst question portion of Microsoft’s earnings call. “We see the intensity of usage and the business model diversity around games, that increasingly the economics of gaming franchises is also radically becoming much more software-like.”

That certainly is the case, considering the multi-faceted approach where now, because of ongoing financial support in both areas, main contributors are actual first party software and Xbox Game Pass as a catalog of titles plus cloud experience.

Thus ends this quarter’s deep dive into Microsoft’s financials. I look forward to recapping other companies very soon! Be safe all, and stay healthy.

Note: Comparisons are year-over-year unless otherwise noted.

Sources: Daniel Ahmad, Microsoft, The NPD Group.

-Dom

Switch, Call of Duty & Mobile Boost U.S. Games Industry Spending to Record $60B in 2021

Anything going on lately in gaming?

Joking, of course. It’s been a busy time in what’s proving to be a most rambunctious year already for industry news. Last week Take-Two Interactive announced its $12.7 billion purchase of Zynga in what was, at the time, the biggest deal ever for gaming. Not to be outdone, Microsoft dropped a megaton this past week on how it’s going to pay a whopping $68.7 billion in cold hard cash to buy Activision Blizzard.

Oh. Consumers also spent a record amount of money on video games in the U.S. during 2021. No biggie!

While I’ll cover the Microsoft and Activision Blizzard news more in the future starting with the former’s earnings report next week, this here article is my recap of the final monthly report of 2021 from industry tracking firm The NPD Group.

And a standout report, it was. December’s over $7.5 billion in consumer spending on games during the holiday season resulted in an all-time annual high of $60 billion. Backing into the global share using recent data from Newzoo, the U.S. was almost exactly one-third of global games industry dollar spending.

Underlying this 8% domestic spending growth for the full year was consistency in mobile, subscription growth, hardware acceleration during this latest generation plus major software franchises at the top like Call of Duty, Madden NFL and the ever-present Pokémon.

As a quick reminder, there are three categories tracked broadly by The NPD Group: Content, Hardware and Accessories. Content as the largest includes game sales plus mobile spend, downloadable content (DLC), in-game transactions and subscriptions. Hardware measures console sales while Accessories comprises all the physical peripheral items. All three saw some level of growth during 2021.

The Content category rose 7% year-on-year and comprised over 85% of annual games industry sales. Like its trend globally, mobile had a significant impact as the report mentioned December was the best month ever for mobile spend. Content also benefited from two Call of Duty titles atop the yearly software chart, new sports game launches, various catalog releases in the top ranks and ongoing subscription momentum.

Hardware was the only mega category with double-digit gains in 2021, led by Nintendo Switch as its top seller and bolstered of course by PlayStation 5 and Xbox Series X|S production, the latter of which has edged up slightly for its Xbox Series S model during the holiday push. Demand is thriving, and supply is doing its best to catch up.

The smallest category of Accessories also saw the lowest annual growth at 2%, showing some resilience even as it’s harder to make both consoles and devices lately due to chip production limitations. Game pads from PlayStation and Xbox led the charge.

Briefly focused on the December month alone, overall spending fell ever so slightly at 1%. Content was essentially flat, Hardware moved 3% lower while Accessories took the biggest hit with nearly a double-digit dip. Premium game sales declined to the point where subscriptions and recurring revenue weren’t enough to offset during the month. Hardware was trying its best to match holiday demand, no doubt pressured by shortages.

“Hardware revenues in December across the three lead platforms [were] very close,” wrote The NPD Group’s Mat Piscatella on Twitter. “All are finding great success and strong demand. Switch [was] off its peak, but still leading.”

It’s a lot to take in between annual and monthly figures. No time like the present!

United States Games Industry Sales (November 28th, 2021 – January 1st, 2022)

For December, total spend on the domestic games market hit that $7.54 billion figure which was a slight decline from the highs of last year’s $7.63 billion. Expanding to full-year 2021, the impressive record $60.4 billion level was 8% higher than 2020.

First, I’ll address the leading segment of Content spending. Content reached $5.73 billion, or 76% of the whole, the same dollar amount as December 2020. Across all twelve months of 2021, Content produced $51.7 billion compared to $48.1 billion prior year.

Mobile, subscriptions, micro-transactions and downloadable content bolstered the growth. While there are select brand new titles atop the charts, legacy titles from prior years remain and people are spending a lot for new stuff in their favorite older experiences.

The report prominently highlights mobile as a catalyst, increasing 14% for the full year after an excellent December for the sub-category. The best December ever, actually. It was also the 10th straight month where mobile eclipsed $2 billion in spending, which happened every month in 2021 except February. While the report doesn’t provide mobile game rankings, it cited Candy Crush Saga, Roblox, Coin Master, Garena Free Fire plus Pokémon Go among the year’s top earners.

Swapping over to results for more traditional software releases. Call of Duty: Vanguard topped December’s overall chart. That and 2020’s Call of Duty: Black Ops Cold War tag-teamed the year’s Top 2 spots, like last year with Black Ops Cold War and 2019’s Call of Duty: Modern Warfare. Activision Blizzard’s military multiplayer shooter series has now led annual software spending for 13 years in a row.

Looking back based on my research, the last time a non-Call of Duty title led the annual software chart was 2009 when Wii Play landed at number one. Note that back it was measured by unit sales as opposed to dollar revenue. At the time, all three best-sellers launched on Nintendo’s Wii console. Those were the days!

Microsoft’s Xbox exclusive Halo Infinite reached the second spot during its debut month of December, proving once again that Xbox Game Pass launches supplement premium sales as opposed to cannibalize them. It was the month’s best-selling title on both Xbox and PC platforms. There’s no word yet on player counts or engagement for Halo Infinite, and it’s difficult to compare directly to prior debuts because of its staggered roll out on the subscription service. Just for the sake of documenting it, Halo 5 Guardians led its launch month of October 2015 while Halo 4 on Xbox 360 started at #2 in November 2012. All very similar ranks.

Next up was Pokémon Brilliant Diamond & Shining Pearl, which captured the third spot for the second consecutive month after launching in November. Not only that, but it also ended the year as 2021’s fourth best-selling game. All of these without even considering its digital portion since Nintendo still doesn’t share it. Pokémon franchise retail software dollar revenue had its best year in over two decades, since 2000! Incredible.

During the latter part of the National Football League (NFL) season here in the States, Madden NFL 22 ranked fourth on the December chart and third for 2021. Electronic Arts’ football sim named for the late great John Madden (Rest in Peace) was the best-selling sports title of the year in the U.S. for a second straight year.

One major trend within the 2021 best-sellers was older games that many people kept on buying. Especially alongside new purchases of a Nintendo Switch console. There are several repeats from last year. Seven games among the Top 20 to be exact. Three of these in Mario Kart 8, Mortal Kombat 11 and Super Smash Bros. Ultimate also charted during 2019. Talk about evergreen, as in ever making a lot of green for publishers.

Check below for full lists for December and 2021 plus more commentary on the additional categories.

Top-Selling Games of December 2021, U.S., All Platforms (Physical & Digital Dollar Sales):

  1. Call of Duty: Vanguard
  2. Halo Infinite
  3. Pokémon Brilliant Diamond & Shining Pearl*
  4. Madden NFL 22
  5. Battlefield 2042
  6. Mario Kart 8*
  7. Marvel’s Spider-Man Miles Morales
  8. Mario Party Superstars*
  9. NBA 2K22*
  10. Animal Crossing: New Horizons*
  11. FIFA 22
  12. Super Smash Bros. Ultimate*
  13. Minecraft
  14. Far Cry 6
  15. Just Dance 2022
  16. Forza Horizon 5
  17. Marvel’s Guardians of the Galaxy
  18. Ghost of Tsushima
  19. Super Mario 3D World + Bowser’s Fury*
  20. The Legend of Zelda: Breath of the Wild*

Top-Selling Games of 2021, U.S., All Platforms (Physical & Digital Dollar Sales):

  1. Call of Duty: Vanguard
  2. Call of Duty: Black Ops Cold War
  3. Madden NFL 22
  4. Pokémon Brilliant Diamond & Shining Pearl*
  5. Battlefield 2042
  6. Marvel’s Spider-Man Miles Morales
  7. Mario Kart 8*
  8. Resident Evil Village
  9. MLB The Show 21^
  10. Super Mario 3D World + Bowser’s Fury*
  11. Far Cry 6
  12. FIFA 22
  13. Minecraft
  14. Animal Crossing: New Horizons*
  15. NBA 2K22*
  16. Assassin’s Creed Valhalla
  17. Super Smash Bros. Ultimate*
  18. Back 4 Blood
  19. Mortal Kombat 11
  20. Forza Horizon 5

As seen in my many monthly report recaps including those starting around the holiday season, Hardware movement is the story as that new generation cycle continues. While December was a down month, 2021 more broadly saw a double-digit boost for console revenue.

Strictly speaking on December, Hardware dollar sales lowered 3% to $1.32 billion. Spending on consoles pushed past $6 billion for full year 2021, rising 14% and exhibiting the best growth across all three major categories.

Fitting the trend of recent years, Nintendo Switch topped December console sales when measured by units sold. As it’s done for 36 of the last 37 months on record, with September 2021 being the only time over that period when it lost to Sony’s PlayStation 5.

Speaking of PlayStation and looking at dollar sales instead during the holiday month, The NPD Group said Switch effectively tied with PlayStation 5. Which makes sense given the latter’s more premium price point and lower unit volume.

“Hardware revenues in December across the three lead platforms [were] very close,” Piscatella wrote. “All [are] finding great success and strong demand. Switch off its peak, but still leading.”

As I had predicted what feels like many years ago back in January 2021, Switch ended the year as the best-selling console domestically by both unit sales and dollar sales. The resilience is spectacular as Nintendo uses the multiple model approach to attract new buyers and entice existing owners to snatch up another hybrid console for their household. That’s one of the company’s ultimate goals: Multiple Switches in a single home. And it’s working.

There wasn’t much color around PlayStation 5 and Xbox Series X|S on an annual basis. Based on monthly trajectory and broader dynamics, I assume PlayStation 5 was second place and Xbox platforms took third. Right now, it’s solely dependent on who can produce more boxes.

Though the gap isn’t as wide as last generation. Global shipments for PlayStation 5 totaled 13.4 million at Sony’s last earnings call. Xbox’s recently-promoted CEO of Microsoft Gaming Phil Spencer told The New York Times that Xbox Series X|S is the fastest-selling Xbox ever, which prompted trusted friend and Niko Partners Senior Analyst Daniel Ahmad to estimate 12 million units shipped worldwide. Console competition is healthy!

For our final category of Accessories which includes things like controllers and headsets etc, a weaker December wasn’t enough to offset earlier year gains.

December monthly spending reached $493 million, which was 9%$ lower than $540 million generated this time last year. However, the segment gained 2% to $2.65 billion when looking at the year overall compared to the $2.61 billion of 2020. While the annual rise wasn’t as pronounced as its counterparts of Content and Hardware, it certainly benefited from that growth as buyers grabbed additional items to use with their new consoles.

Microsoft’s fancy Xbox Elite Series 2 wireless controller was the best-selling accessory in December, seemingly a hot holiday gift item for core gamers. On the year, Sony’s PlayStation DualSense white game pad was the strongest seller no doubt bolstered by that hardware expansion.

One area I don’t often cover in these reaction articles is virtual and augmented reality (VR/AR). Sales of this hardware sub-category and related accessories more than doubled in the time between Thanksgiving (November 21st) and Christmas (December 25th). That’s based on both units and dollars, which rose 180% and 153% respectively.

2021 sales for VR/AR products in the U.S. moved up 163% in unit sales and 137% on revenue generated. Piscatella noted specifically how Meta’s Oculus Quest had a “big” month to close out 2021.

So. That’s the scoop on U.S. games industry spending in the year that was 2021. Even if the holiday period softened year-on-year, even with supply constraints on hardware, even given several delays for software, earlier months picked up the slack to achieve that record spending amount. Demand was way high. Spending reflected that.

Mobile, subscriptions, Call of Duty and Nintendo Switch told the story domestically last year as services grew in popularity and people kept spending on entertainment’s most lucrative segment that is gaming.

If the current slate of premium releases holds and hardware expectations continue, 2022 is going to be a tricky one with major upside especially for mobile, subscription revenue and ongoing sales. Flagship titles from PlayStation and Nintendo plus Microsoft’s non-stop investment moves alongside other huge publishers like Tencent expanding globally, I’m seeing a lot of potential for premium game spending. It’s hardware supply that will continue to be a major question mark.

“The pool will continue to grow as the industry offers more options in what to play, where to play and even the ways in which to engage, Piscatella said. “Getting to growth is no small feat after 2020, [the] future remains incredibly bright for the market.”

I’m very much looking forward to more monthly recaps in 2022. In the meantime, please check out my predictions piece to read more about the future of gaming and what trends we’ll see in these spending reports in the next twelve months.

Be safe and well, all!

*Digital Sales Not Included, ^Xbox Digital Sales Not Included

Comparisons are year-over-year unless otherwise noted.

Sources: Daniel Ahmad, Getty Images (Photo Credit), The NPD Group, Sony Corp.

-Dom

U.S. Game Sales Decline Double-Digits in November in Difficult Hardware Supply Environment

The super important November month and Black Friday shopping seasons have come to a close, and United States sales numbers are in from The NPD Group for the video game industry!

And it was a mixed one, for a variety of reasons. That can happen when the prior year was a record, I suppose.

Last month had consumer spending down double-digits overall with declines experienced across all three major categories of Content, Hardware and Accessories. Which is understandable, considering how last year was a best-ever November and the global semiconductor shortage continues to dampen all sectors of consumer technology.

Hardware took the biggest hit with gaming console sales down nearly 40% to the lowest November level since this time in 2016. Nintendo Switch is still the standout, with the company sharing how its hybrid system sold over a million console units in the month alone. That combines all devices in the family, including the latest OLED iteration. Which, fitting with the month’s general trend, is still lower than the 1.35 million achieved in November 2020.

There’s just limited inventories across the board within Hardware, especially for new generation Microsoft Xbox Series X premium model plus Sony’s PlayStation 5 family. One bright spot is the aggressively-priced Xbox Series S version has been available at various retailers, resulting in Xbox Series X|S reaching second place in the Hardware ranks for the first time in a while.

Speaking of software, services and subscription sales as part of the bigger Content category, spending focused on mobile, military first-person shooters, Pokémon remakes and the latest Forza car game from Xbox Game Studios.

Brand new titles occupied four of the top five spots on the general software ranking: Call of Duty: Vanguard led, Battlefield 2042 up next, Pokémon Brilliant Diamond & Shining Pearl snatched up #3 then Forza Horizon 5 finished in fourth. The first three of these entered the year’s best-sellers list with just the single month on record.

Mobile, consistent as ever, generated over $2 billion in spending for the ninth consecutive month. There’s only two months in 2021 where this particular source hasn’t reached that threshold.

The last broad category of Accessories saw similar declines in November dollar sales, about 20% lower than a year ago. Steering Wheels at least showed great upside, their popularity driven mainly by a Forza release. Read on for more puns later in the piece!

“It is much harder to find a console to buy this holiday,” said The NPD Group’s Mat Piscatella. “Hardware sales [are] limited by supply, and the console with the most units in market is going to lead in sales, perhaps for a while.”

I hope those here in the States that celebrated had a safe, happy Thanksgiving. Then, everyone both domestically and overseas had a good month despite confronting the challenges of COVID-19’s Omicron variant and likely still having to attend those Zoom meetings from home while juggling that precious work-life balance. For those that can, take advantage of vaccinations for teens and kids plus booster shots for adults! It’s for the benefit of all.

Read on below for a look at spending data plus software charts, then see who can spot the worst “jokes” of all.

United States Games Industry Sales (October 31st, 2021 – November 27th, 2021):

Within The NPD Group’s monthly report, the firm said spending across the U.S. games industry last month reached just under $6.3 billion or a decline of 10% since the record high of almost $7 billion in November 2020.

While Content sales are mostly showing resilience, hardware was mainly behind the dip as this time last year both Microsoft and PlayStation launched their latest consoles. Positive areas like subscription and mobile spending weren’t enough to offset lower results in console hardware and accessories, the former certainly restricted by input part scarcity. Plainly, the biggest manufacturers weren’t able to make enough consoles to satiate buyer demand.

Good news is 2021 taken as a whole is still ahead of last year. Year-to-date approached $53 billion in November, which is 9% growth against the $48.5 billion of the same 11-month period in 2020. Basically, despite a more supply-constrained and softer software holiday quarter so far, the year is in high single-digit growth territory and moving towards another potential record result.

The Content category, software and the like, accounted for $5.14 billion in consumer spending. That’s 82% of November’s total, and a slight decline of 1% versus a year back. When expanding to 2021 so far, Content sales have risen 8% to breach past the $46 billion threshold. Which is 87% of the year’s overall spend.

A main contributor here continues to be mobile, which grew 11% in November and accounted for that “at least $2 billion” figure I referenced earlier. Smartphone titles Candy Crush Saga, Coin Master and Roblox among others propelled revenue. Though The NPD Group, in collaboration with Sensor Tower, doesn’t publish full mobile charts.

For console and PC gaming, some of the biggest blockbusters of the year launched last month and occupied the highest spots on the overall software chart.

Unsurprisingly, Call of Duty: Vanguard tops the list. As a game within the Activision Blizzard-published military shooter series has done during its launch month for a whopping 14 years straight since Call of Duty 4: Modern Warfare started the trend in November 2007.

Even considering the single month on market, Vanguard is already the year’s second best-selling game on the combined chart. Behind only last year’s Call of Duty: Black Ops Cold War. It’s unclear how Vanguard compares to prior titles on dollar sales. I have a question out to The NPD Group for context, I imagine they may not be able to answer publicly.

Oh. More importantly, Activision Blizzard management fostered and even participated in workplace toxicity plus various forms of harassment, employs a torture apologist on its board of directors and is now trying to stifle employees from collective action. CEO Bobby Kotick, among others, should be ashamed. And fired.

Back to the rankings, Battlefield 2042 landed at the second spot during its initial month on market, That’s one above where Battlefield V began in November 2018, and one below where October 2016’s Battlefield 1 launched at the top position. (No, there weren’t three other games in the war epic shooter between those. It’s just Electronic Arts with its confusing naming convention.) The title developed by DICE secured the second spot on both Xbox and PlayStation respectively and is already the sixth best-seller for 2021 as a whole. Again, no comparison details to prior titles available that I could find.

Switch exclusive Pokémon Brilliant Diamond & Shining Pearl secured third place, and that’s excluding digital sales since Nintendo doesn’t participate in that portion of reporting. The Generation IV remakes in the long-running brand immediately became the 8th best-seller on 2021’s list, and of course led Switch platform ranks.

One of the biggest success stories remains Forza Horizon 5, ranking fourth on the total software chart and third on Xbox behind only Call of Duty and Battlefield. Importantly, this didn’t include Xbox Game Pass subscriptions. Which supports the notion that services can enhance sales rather than cannibalize them. The excellent open world driving title from Playground Games zoomed off the starting line, attracting 10 million players during its first week alone in the largest first-party launch for Xbox in its 20-year history.

Familiar titles like Madden NFL 22, Mario Party Superstars and Marvel’s Guardians of the Galaxy helped round out the Top 10. Ubisoft’s Just Dance 2022 was the next new release at #11, while Japanese role-playing game Shin Megami Tensei V from Atlus debuted at #16. Note that the latter does not include downloads, which means its upside was even greater.

With just one month left in 2021, Call of Duty: Black Ops Cold War is currently in pole position with Call of Duty: Vanguard on its heels and Madden NFL 22 in third place. Will Vanguard shoot past its predecessor? Well it certainly should, taking into account holiday sales, however it’s far from guaranteed. Which would be an anomaly in recent memory, telling a clear narrative of diminishing full game sales for the series this year.

For now, here’s November’s full results.

Top-Selling Games of November 2021, U.S., All Platforms (Physical & Digital Dollar Sales):

  1. Call of Duty: Vanguard
  2. Battlefield 2042
  3. Pokémon Brilliant Diamond & Shining Pearl*
  4. Forza Horizon 5
  5. Madden NFL 22
  6. Mario Party Superstars*
  7. Marvel’s Guardians of the Galaxy
  8. FIFA 22
  9. Far Cry 6
  10. NBA 2K22*
  11. Just Dance 22
  12. Mario Kart 8*
  13. Marvel’s Spider-Man Miles Morales
  14. Animal Crossing: New Horizons*
  15. Back 4 Blood
  16. Shin Megami Tensei V*
  17. Minecraft
  18. The Legend of Zelda: Breath of the Wild*
  19. Super Smash Bros. Ultimate*
  20. Ghost of Tsushima

Top-Selling Games, 2021 To Date, U.S., All Platforms (Physical & Digital Dollar Sales):

  1. Call of Duty: Black Ops Cold War
  2. Call of Duty: Vanguard
  3. Madden NFL 22
  4. MLB: The Show 21^
  5. Resident Evil: Village
  6. Battlefield 2042
  7. Super Mario 3D World + Bowser’s Fury*
  8. Pokémon Brilliant Diamond & Shining Pearl*
  9. Marvel’s Spider-Man Miles Morales
  10. Far Cry 6

The most newsworthy of categories lately is Hardware, and November’s numbers showed a heightened impact from tough supply situation.

“It’s all about stock. The console with the most units in market will lead the charts,” Piscatella said. “[This] will likely be the case for a long while.”

In what was the most pronounced monthly decline of the three segments, Hardware sales declined 38% to $883 million. That’s the lightest November outcome since 2016’s $759 million. Last year’s figure was over $1.4 billion in the corresponding month, an all-time high established as both PlayStation 5 and Xbox Series X|S began their life cycles plus Nintendo Switch carried major software momentum into the holiday quarter.

Speaking of Switch, it was the top-selling gaming console in November as measured by both unit sales and dollars earned. (Basically, my prediction last month was half correct. Or half wrong, depending on one’s outlook. I’ll try to stay positive!)

Nintendo announced Switch sold 1.13 million units in November, 550K of which happened during Black Friday week. Note that last year’s November monthly unit sales figure was 1.35 million, which implies a decline of 16%. Still, Switch has now led on unit sales during 35 of the last 36 months, losing only September 2021 to a push from Sony’s PlayStation 5.

“As we head into 2022 and the sixth year of Nintendo Switch, the system continues to see strong demand,” said Nintendo of America President Doug Bowser in the company’s press release.

Now that there’s a full year of data on the new consoles, it’s clear that supply is dictating performance more than ever. Essentially, whichever console manufacturer produces more boxes is winning right now as Piscatella alluded. Nintendo’s November win was no doubt driven by OLED model production as its premier product, its first full month on market since launching in October. This phasing of the original model is enticing owners to upgrade or purchase an additional system.

Another noteworthy topic from last month’s report is how Microsoft’s Xbox Series X|S platform landed in second place within hardware by units and dollars. Recently it’s been lower than competitors, and I am pretty sure the last time it actually led was June 2021 when it set a record for the brand. This time, it’s a combination of higher Xbox Series S availability and the attraction of Forza Horizon 5.

Now the details are fuzzy, from I gather it’s a substantial away from Switch mainly based on comments from Niko Partners analyst Daniel Ahmad. His claim is combining Xbox Series X|S and PlayStation 5 sales for November are barely equivalent to what Switch generated alone. Which is a bit surprising to me, given how all are based on similar components and existing within a consumer tech space that’s reliant on part sourcing.

Even further, Ahmad points out a quite intriguing historical statistic in how PlayStation 4, Xbox One and Nintendo Wii U sold more in November 2014 than the current three corresponding consoles did last month. I think that drives home the limited stock right now better than any quote or commentary.

So, in a rare occurrence, PlayStation 5 brings up the rear during one of the calendar’s most intense months of commercial competition. Hardware overall was down against a record high in November 2020, still it’s lower than it probably should be a year into a brand new console generation. Bad news is the chip environment isn’t expected to change any time soon, so we should brace for further distribution limitations.

Last category to cover for November is Accessories, which also dipped almost in lockstep with its Hardware counterpart. It’s still approaching record territory for 2021 as a whole, plus one sub-segment in particular saw a substantial improvement.

Consumer spending on Accessories contracted 20% to $258 million, down from $324 million last year. It’s the lowest November month figure since back in November 2017, when segment spend was $243 million.

On the bright side, revenue for the first 11 months of the year is certainly more positive and actually currently at a record $2.18 billion. Which is an upward trend of 4% compared to this time in 2020, the prior record holder.

Clearly November was, hm.. fueled by the start of Forza Horizon 5. Steering Wheels in particular drove a substantial boost. Consumer purchasing on this sub-category more than doubled, with the Logitech G920 Driving Force Racing Wheel for PC and Xbox platforms leading the pack.

Could I possibly squeeze any more racing terms into a single section? Perhaps. I clearly peeled out and road the momentum this far!

Alright. Enough of that.

All in all, November is always an eventful time for the commercial side of gaming, the biggest publishers and data nerds covering the industry. This year paints a slightly different story than most monthly reports this year, which have been overwhelmingly positive. It’s a comparison against a massive, record-breaking month in November 2020 amidst a most challenging hardware situation, which explains the difference.

This hardware availability impacts everything from new software buyers, spenders on ongoing games over time plus especially the purchasing upside of accessories. When someone scoops up a fancy new generation console, they often buy a headset or additional controller at the same time. Without a box to find, there’s less incentive to spend on the latest peripherals.

That said, I’m very much looking forward to the finale of 2021 in December’s data. The biggest exclusive title is Xbox’s Halo Infinite, as both Sony and Nintendo aren’t pushing any massive budget first-party projects other than those that are already on sale.

I’m wildly bullish on Halo Infinite’s engagement prospects, sharing on social media how I expect at least 15 million players around launch which should drive the science-fiction shooter to one of the top spots on December’s combined software list behind the likes of at least Call of Duty: Vanguard and a sports game or two that find popularity during the holidays.

On the multi-platform side, Take-Two Interactive has the physical release of Grand Theft Auto: The Trilogy – The Definitive Edition (yes, that’s a real title and way too long to type more than once) since it was only out in digital form during November. Otherwise, it’s a relatively light end-of-year calendar for triple-A studios.

December’s report will have 2021’s annual data, which is trending towards a year of growth, especially for hardware’s performance before the supply constraints worsened. During 2020, consumers spent a record $57 billion across the games industry. 2021 is already at $53 billion, growing almost 10% as of November like I mentioned earlier in the piece. Last year’s December was $7.7 billion, which means next month only needs $4 billion to set a new record. I’m saying the potential for over $59 billion in annual spend is in sight!

So, this is the final NPD wrap up I’ll write in 2021, since December’s release is currently scheduled for January 14th, 2022. I absolutely loved covering them, and I hope you enjoy reading the recaps as well.

There’s a lot ahead at the site before the New Year as my annual Year in Review pieces will go around the last week of December. Hope everyone remains safe and well, Happy Hanukkah, Merry Christmas and a very wonderful December to all.

Thanks for the time and interest!

*Digital Sales Not Included, ^Xbox Digital Sales Not Included

Comparisons are year-over-year unless otherwise noted.

Sources: New York Times (Image Credit), The NPD Group.

-Dom

U.S. Games Industry Sales Set October Record as Seven New Titles Enter Top 10 List

It seems October was a scary good month for video game sales in the States.

That’s according to the latest monthly report from industry tracking firm The NPD Group, which released its October 2021 stats for the U.S. games market today.

The data shows it was a record-breaking October for consumer spending, where it approached nearly $4.4 billion in sales or an increase of 16%. All three categories experienced some sort of growth, both during the month and across 2021. Video Game Content and Video Game Hardware rose double-digits in these time frames, while Video Games Accessories saw more modest single-digit gains.

Within the biggest contributor of Content, new releases occupied a staggering seven of the Top 10 spots on the overall software chart. Ubisoft’s open world action shooter Far Cry 6 landed the top rank, just above a surprising runner-up in Warner Bros’ co-op zombie tag-along Back 4 Blood. Nintendo then boasted the opposite of a dreadful start for the latest entry in its classic Metroid franchise, as Metroid Dread set its own super series launch record. And, as it often does, mobile continues a steady pace with October spending again exceeding $2 billion. A feat which mobile has achieved for eight straight months now.

Hardware remains the category with the most growth upside as both Nintendo and Sony showed consistency, even amidst a supply-limited situation impeding them and competitors from making as many consoles as they’d like in ideal conditions.

Nintendo Switch regained the top spot during October, as measured by both units sold and dollar sales. Primarily bolstered by the October 8th launch of its Switch OLED model which contributed over 40% of Switch unit sales for the month. The device family is also the best-selling of 2021 to date when using units as a gauge.

PlayStation 5 is still the year’s best-seller from a dollar standpoint, no doubt influenced by steady demand and a higher asking price. Curious to see if this keeps up through the holidays, given recent reports of Sony potentially reducing production targets given part scarcity in the global supply chain.

Here domestically, October represented a consistent trend lately of spending gains, record output for certain data points, hardware growth trajectory, mobile momentum and successful software starts. Demand was certainly still solid for consoles in particular, leading me to surmise the record October could have been even more stacked if it wasn’t held back.

“Strong hardware, subscription and mobile, this month [was] aided by the flow of new releases,” said NPD Group’s Mat Piscatella on Twitter. “Still don’t know how high the ceiling is for console hardware, [it’s] still (and will be for a long while) in a supply constrained environment.”

There’s a lot to cover, let’s start with the overall figures then move into category results.

United States Games Industry Sales (October 3rd, 2021 – October 30th, 2021):

Consumer spending in the U.S. games market moved up that aforementioned 16% to a best ever October amount of $4.4 billion. This means it’s upwards of $46.67 billion on the year as a whole. That’s 12% higher than the comparable period in 2020.

Seeing both of these totals rise double-digits given the more strict quarantine restrictions last year proves the market’s resiliency, maintaining buyers within ecosystems like mobile and subscriptions like Xbox Game Pass, plus the ongoing popularity of live service games with long tails. Combine that with hardware demand and there’s a recipe for growth even against high comparables.

Content i.e. software, subscription and mobile sales increased 11% in October, settling at $3.76 billion. That’s 86% of total spend for the month. We know that mobile passed $2 billion, comprising at least 46% of this Content category. Monthly mobile revenue growth reached 12%. This makes sense, rising from the single-digit gains around this time last year, because people are spending more time and money on their phones.

On the traditional software side, the big story is new releases. These accounted for four out of the Top 5, seven of the Top 10. Even enough to push mainstays like NBA 2K and Call of Duty down the list further than accustomed.

Leading the pack was Far Cry 6, which is already a part of the 2021 to date best-seller list as well at #8. The title also earned the top spot on PlayStation and Xbox individual charts. I didn’t see much from NPD Group in the way of direct comparison to prior entries. Which doesn’t mean I can’t do just that. Its predecessor Far Cry 5 also led its first month in March 2018. Ubisoft claims this year’s title has 25% more engagement than its predecessor, albeit didn’t share anything on copies or dollar results. For more context, Far Cry 4 debuted all the way down in 6th place back in November 2014.

Back 4 Blood charted at the second spot during October, securing that same rank on both PlayStation and Xbox sales lists. Developed by Turtle Rock Studios featuring veterans of the Left 4 Dead team, the multi-platform title no doubt benefited from a simultaneous launch into Xbox Game Pass. In a trend now seen consistently for years, starting in the subscription service actually compliments sales rather than cannibalizes them. The word-of-mouth effect works especially well for a game like Back 4 Blood focused on the social element of slaying the undead alongside friends.

On to more records. Nintendo’s Metroid Dread speed boosted towards a historic launch, rounding out the Top 3 for October even without its digital portion. It might have been ever better taking downloads into account. Even so, the Switch exclusive set a new series record for launch month dollar sales. Looking at strictly retail, Metroid Dread’s first month earned more than double that of prior best Metroid Prime in 2002. According to an interview with Nintendo of America President Doug Bowser, it sold 854K units in the U.S. alone during October marking the best start of all time for a Metroid release. (I assume his figure includes retail AND digital, whereas NPD ranks do not for Nintendo-published games.)

Moving past Madden NFL 22 at #4 we get to the somewhat shocking entry of Demon Slayer: Kimetsu No Yaiba: The Hinokami Chronicles ranked fifth overall and the same spot on the PlayStation list. The anime arena fighter published by Sega is the latest in certain Japanese titles launching simultaneously in the West, much to its benefit.

Other notable new launches include Marvel’s Guardians of the Galaxy from Square Enix at the seventh spot. Consistent with what I predicted earlier, keep in mind this happened with only a handful of days on record after a late October start. I wouldn’t jump to conclusions yet on calling it disappointing, especially given the Marvel brand backing. Right after this were Nintendo mini-game collection Mario Party Superstars then hockey simulator NHL 22 from Electronic Arts at 8th and 9th, respectively.

Beyond that, the rest were games launched in prior periods. One slight item of note is the second game from Ubisoft released in October Riders Republic was nowhere to be found. Not yet at least.

Up next are the rankings themselves. Then it’s more deets on Hardware and Accessories.

Top-Selling Games of October 2021, U.S., All Platforms (Physical & Digital Dollar Sales):

  1. Far Cry 6
  2. Back 4 Blood
  3. Metroid Dread*
  4. Madden NFL 22
  5. Demon Slayer: Kimetsu No Yaiba: The Hinokami Chronicles
  6. FIFA 22
  7. Marvel’s Guardians of the Galaxy
  8. Mario Party Superstars*
  9. NHL 22
  10. NBA 2K22*
  11. Mario Kart 8*
  12. Call of Duty: Black Ops Cold War
  13. Ghost of Tsushima
  14. Super Smash Bros. Ultimate*
  15. Animal Crossing: New Horizons*
  16. Minecraft
  17. Marvel’s Spider-Man: Miles Morales
  18. Diablo II: Resurrected
  19. Mortal Kombat 11
  20. The Legend of Zelda: Breath of the Wild*

Top-Selling Games, 2021 To Date, U.S., All Platforms (Physical & Digital Dollar Sales):

  1. Call of Duty: Black Ops Cold War
  2. Madden NFL 22
  3. MLB: The Show 21^
  4. Resident Evil Village
  5. Super Mario 3D World + Bowser’s Fury*
  6. Marvel’s Spider-Man Miles Morales
  7. Mario Kart 8*
  8. Far Cry 6
  9. Minecraft
  10. Assassin’s Creed Valhalla

Flip flopping over to the Hardware category, spending totaled $472 million in October. That’s up 82% from $260 million. Expanding to 2021 numbers, Hardware is above $3.88 billion which is 53% more than where it was a year back.

Pretty substantial growth that I’ll call wholly expected, given the lower comparison during a late generation cycle last year as it’s now been 11 months of data for new consoles from Sony and Microsoft.

After PlayStation 5 topped September, Nintendo Switch reemerged as the pack leader during October. Driven by a fancy new OLED iteration, it snatched back the top spot on both unit sales and dollars generated.

Bowser shared how Switch sold 711K consoles in the States overall last month. 314K, or 44%, were Switch OLED model. This figure tells a story on its own. The latest version featuring a more dazzling, larger screen plus other enhancements isn’t just attracting new buyers. It’s enticing existing owners to upgrade or replace. Whether they own the original 2017 model or have a Lite they are passing along to a family member or child, there’s plenty of demand among those that already bought some sort of Switch before. Plenty of potential on the demand curve.

“We see this as a strong start for the Nintendo Switch OLED model and a very strong indicator of the performance we can expect as we go into the holiday season,” said Bowser.

Considering this kick off for the OLED and consistency of sales, Nintendo Switch is currently the top-selling gaming device for 2021 by units sold. I believe it’s held that position all year given its recent track record.

Now, while PlayStation 5 gave up the lead on the monthly chart, Sony’s most recent console still retains the 2021 to date best as measured by dollar sales. Again its revenue potential is bigger than Switch, even with OLED being a slightly higher priced model within its particular family.

You might be wondering if there’s anything on Microsoft’s Xbox performance. Well, unfortunately I didn’t see any within The NPD Group’s reporting. I’ll assume the trend that Xbox is selling out, it’s just not producing as many boxes as its peers. Just wish the report confirmed this narrative.

Within the smallest and usually most uneventful category of Accessories, spending gained 5% in October to $158 million. Marginally above the $151 million last year. Considering the first 10 months of the year as a whole, it’s showing more growth at 9%. That’s upwards of $1.92 billion in sales for this segment.

Microsoft did lead in at least one aspect during October: Its Xbox Elite Series 2 Wireless Controller generated the most sales within Accessories.

Briefly digging into the category, game pads are the top seller for the year so far. Spending on game pads is 7% higher now than it was thru October 2020.

And looking at 2021 so far, PlayStation 5’s DualSense White controller continues as top dog. Because of its pricing and the popularity of its corresponding console, I believe it’s been the broad leader all year.

Hardware supply, hardware supply, hardware supply. And spankin’ new games. These are the highlights of October’s record report, a stellar period for overall spending, Nintendo’s Switch OLED model and standout entries in series like Far Cry and Metroid.

Echoing a hesitant sentiment on the console side, there’s been (unconfirmed) reports in the industry that Sony has slightly lowered its global target for PlayStation 5 production for the year ending in March 2022. Similarly, as I wrote last week, Nintendo formally reduced its worldwide annual Switch shipment guidance from 25.5 million to 24 million.

The word being thrown around is uncertainty, which is the bane of any analyst or predictor’s existence. We just don’t know when chip availability will improve. Still, it’s the pre-holiday rush season including the coveted Black Friday time frame, so expect a lot of competition for that top spot. My personal choice is Nintendo Switch leading November by units, then PlayStation 5 squeezing out a slight victory on dollars.

Bowser mentioned the general environment and Nintendo’s related effort during his interview.

“These challenges have been facing many industries, and they’ve been going on for quite some time,” he said. “But we’re working to meet demand for our holiday products, including Nintendo Switch OLED model. I will say things are constantly changing, but we’ve been working across the supply chain – from production to overseas transport to local distribution channels – to make sure we have a steady flow of hardware and games through the holiday cycle.”

Speaking of a steady flow of games, November will continue the fourth quarter spree of triple-A blockbuster launches in particular. It’s the season of heavy hitters.

Activision Blizzard, whose executives still haven’t fully addressed any clear steps being taken to improve workplace conditions and should be held accountable for their inaction in recent years, published its latest military shooter entry Call of Duty: Vanguard last week. I fully expect it to the November’s biggest seller, and enter the 2021 to date chart near the top.

Then there’s the glorious success story of Forza Horizon 5, which I expect to be in the Top 2 or 3 of the overall chart and easily top the Xbox platform list in November. The open world driving game from Playground Games already surpassed 6 million players according to Xbox’s Aaron Greenberg, overtaking my ambitious initial week estimate of 5 million! Not only is it a first-party Microsoft title going directly into Xbox Game Pass, the early access version attracted at least a million buyers based on in-game statistics. It should be the largest Forza Horizon launch of all time in the U.S.

There’s also the likes of Electronic Arts’ Battlefield 2042 (which I expect to round out the Top 3 on the total charts), Switch exclusive Pokémon Brilliant Diamond & Shining Pearl plus Rockstar Games presenting Grand Theft Auto: The Trilogy – The Definitive Edition. I expect a fun, eventful November especially given how October shaped up!

As usual, check out Mat at NPD Group’s thread for more details and further insights direct from the company itself.

Definitely look forward to digging into it then and chatting here or on social media. Until then, be safe, get those booster shots and thanks everyone for taking the time to hang out.

*Digital Sales Not Included, ^Xbox Digital Sales Not Included

Comparisons are year-over-year unless otherwise noted.

Sources: Aaron Greenberg, Bloomberg, GamesRadar (Image Credit), The NPD Group, Ubisoft, The Verge.

-Dom

Nintendo Reduces Annual Switch Target in Mixed Yet Still Impressive Financial Report

As the latest console manufacturer and software maker to feel the impact of component supply shortages in consumer technology, Nintendo shared a mixed earnings report for the six months between April and September.

The good news is that, in the context of the last decade including five years of Switch sales, this second fiscal period was still a historically good quarter considering the environment. Plus the Japanese gaming company actually signaled optimism in certain areas by raising guidance for profit and software performance.

Lifetime Nintendo Switch hardware sales reached 92.87 million to date after moving 3.83 million more units in the three months ending September. It’s the seventh gaming console or device of all time to pass the 90 million threshold.

That brings the most recent six month total to 8.28 million Switch shipments, down 34% compared to the highs of last year.

Originally Nintendo was targeting 25.5 million for the full year. That’s been revised to 24 million, consistent with a recent report out of Nikkei claiming production would be exactly this amount for the fiscal year ending March. Which means the company has to ship 15.72 million in the back half. Unfortunately, this figure could even be higher if the part shortages and supply chain circumstances were better.

“We can’t produce enough to meet the demand we are expecting during the upcoming holiday season,” President Shuntaro Furukawa commented during a briefing after the release. “Currently there is no sign of improvement and the situation continues to be severe, so I can’t say how long it will continue.”

As I wrote a few months back, the lifetime figure for Switch hardware sell-thru to consumers was 85 million back in June. Now it’s upwards of 90 million which implies an even higher percentage of shipments hitting households. A clear indicator of end-user demand as Switch continues to sell at retail.

While Nintendo’s slate of new exclusive software releases has been quiet the last few months, it provided updates on them and evergreen titles. The Legend of Zelda: Skyward Sword HD has shipped 3.6 million units since launch in July. Going back historically, it’s selling at a faster rate than the original Wii version which sold-in 3.52 million between November 2011 and March 2012.

In its second quarter on sale, Mario Golf: Super Rush sold 600K units to reach 1.94 million. Signs point to it now being the best-selling game in the series, above the 1.47 million of Mario Golf on Nintendo 64. And the most curious result to me was New Pokémon Snap, which hit 2.19 million lifetime after.. 2.07 million in the quarter ending June? Granted these are only for outside of Japan since The Pokémon Company publishes it locally. Without knowing the full picture, it’s hard to compare it to the top-selling original at 3.63 million lifetime. All we know is that it lacks any sort of momentum outside of its home market.

On the financial side, Nintendo’s first half revenue reached $5.69 billion or a reduction of 19%. This implies July to September quarter revenue of $2.75 billion, representing a decline of 27%.

On the profit side, operating income dipped 25% to just over $2 billion during the six months ending September. The second quarter alone saw this metric reach $913 million, when it was $1.34 billion in the prior period.

Again when calculating the latest annual period, operating profit reached $5.18 billion. That’s actually above the $5.01 billion aggregated last year.

All of these results reveal a similar trend for Nintendo’s forecast going forward. The company reiterated its annual revenue guidance of $14.58 billion, which would be a decline from the record $16 billion or so. It then upped operating income target by 4% to $4.74 billion. While that’s still down from the all-time high of $5.8 billion in 2021, the upward move combined with an increased dividend payout as well shows more confidence in its expected profitability.

Time to recap the full report and make some predictions of my own.

Boiling this gallery down into a quick summary, Nintendo’s business is reverting towards the mean after historic highs due to supply constraints, a more sparse lineup plus a comparison to the commercial phenomenon that was Animal Crossing: New Horizons. It’s still doing very well.

Now I’ll move into the fun part.

Quick reminder that revenue during Q2 hit $2.75 billion. As displayed on the quarterly graph above, this is the second highest result for a second quarter since 2009 behind only the record-breaking sales around this time in fiscal 2021. For context, I’ve included an annualized chart as well. Expanding this sales metric to a trailing 12-month figure shows $14.7 billion in total. Compare that to $14.89 billion a year back and the trend is clearly normalizing. It’s still among the best in a decade, notably when looking at pre-pandemic times.

Accounting for expenses, operating profit hit that $913 million figure down from $1.34 billion in 2021 Q2. Similar to revenue, it’s the runner-up result when looking back more than a decade. Annualized operating income right now is $5.18 billion, even better than last year which shows strength in margins and a shift towards evergreen titles retaining players that want to continue spending.

Both of these are still highly positive, especially in comparison to the difficult years surrounding Wii U’s flop after its launch in 2012. Last year was more of an outlier, an extraordinary time with Animal Crossing: New Horizons release right before most of us began staying home.

Regional split exhibits a similar movement as last quarter, with The Americas making up 44% now versus 41% last year. Europe is up next at 24%, up from 25%. Japan was at 23% last year, it’s now slightly below at 22%. This means 78% of Nintendo’s sales right now are outside of its home market.

Digging into product categories is a bit more interesting. 43% of Nintendo’s business is from Switch hardware which is down from almost half at 49%. Retail software is 30%, compared to 25% previously. Digital software is actually down to 11% from 14%, while subscriptions and add-ons hit 12% this quarter while generating 8% in 2021 Q2. The small remainder is from mobile and IP licensing business. This reflects lower production of Switch and improved split for retail intriguingly enough. Existing owners are buying games, and non-owners are waiting on inventory.

Now that Nintendo and its peers Microsoft and Sony have all reported their respective quarters ending in September, we can look at how they stack up against one another. Because it’s always a competition, right? No, because all of them are doing very well overall and selling as many pieces of hardware their suppliers can muster. It’s still fun to run the numbers, at least for me.

Remember that Nintendo generated $2.75 billion. From my articles on Microsoft and Sony, quarterly revenue from gaming was $3.6 billion and $5.86 billion respectively. These were both all-time highs for that particular quarter, while Nintendo was in the business of breaking top-line records around a year ago. Microsoft doesn’t report operating profit unfortunately, so all we have to compare is Nintendo’s $913 million to Sony’s $750 million.

This tells the story of companies at different stages in their console life cycle, naturally. Nintendo’s hardware margins are better right now because Switch is five years old, while Xbox Series X|S and PlayStation 5 launched in November 2020. These higher priced boxes are generating substantial revenue though also cost more to manufacture. There’s also the subscription impact for Xbox Game Pass and PlayStation Plus, whereas Nintendo’s online is lower cost. (Well, before the recent Expansion Pass.)

Moving back to Nintendo itself, out of the 8.28 million Switch units shipped in the six months ending September, 6.45 million were Standard edition while 1.82 million were Switch Lite. Basically last year the standard model alone, shipping 8.36 million, outsold the combined total in Nintendo’s latest half year report. Switch Lite has taken the biggest hit lately, off 56%. I’ll note the Switch OLED launched right after this fiscal period, so it will be curious to see how Nintendo displays splits next quarter. The assumption is OLED will slowly replace the Standard option.

I’ll reiterate what we all are witnessing, these hardware trends show slowing momentum amidst part supply challenges and an abnormally high comparable last year. Even a decline of 34% for hardware units overall in the first half was still well above fiscal 2020 two years back when it was 6.93 million.

Software is faring better on a comparative basis, declining only 6% during the six months ending September to 93.89 million units. It was slightly above 100 million before. This brings Switch lifetime software to 681 million, up from 632.4 million a quarter ago. I don’t have much analysis on that other than to say that’s a lotta games!

Over this same time frame, Nintendo shared how there are 18 titles, 14 self-published then four by 3rd parties, that amassed at least a million copies sold in this time alone. This is down slightly from the 20 million-sellers last year, reflecting a bit lighter lineup this time around.

I mentioned sales for newer releases like The Legend of Zelda Skyward Sword HD and others earlier. Nintendo also provided updates on its more evergreen titles from past periods, so I’ll share the current list of top-sellers on Switch as of September. Mario Kart 8 Deluxe reached 38.74 million to become the biggest commercial success in the franchise passing Mario Kart Wii at 37.38 million. It jumped another 1.66 million somehow in the quarter and continued to show why sadly there won’t be another Mario Kart until next generation. Next up is Animal Crossing: New Horizons rising almost a million units to 34.85 million. Third is Super Smash Bros. Ultimate crossing the 25 million mark, landing at 25.71 million to be exact.

Elsewhere, stand-outs lower down the software list include Super Mario Party up 760K to almost 16.5 million, New Super Mario Bros. U Deluxe shipping 1.04 million to lifetime 11.48 million then Super Mario 3D World + Bowser’s Fury from earlier this year gaining 770K in the last three months to its 7.45 million total. Momentum here is one of the reasons why its software split is widening, in addition to hardware constraints of course. I expect the upcoming holiday season to be similar.

I’ll note Nintendo didn’t share news on WarioWare: Get it Together!, which debuted in September. Which points to a sub 1 million seller. Then Metroid Dread launched in early October, so we’ll hear about that next time around. I’m anticipating a major success within the mainline Metroid franchise.

On a related topic, digital sales for Nintendo declined 16% in the last 6-months to $1.3 billion. So it made up around 23% of its overall revenue. From a software standpoint, digital units made up 45% of total dedicated platform game sales during this time frame. That’s down slightly from 47%. This trend parallels the decline in overall software sales, though looks to be more pronounced as brick-and-mortar makes a return.

Alongside these earnings results Nintendo provided a more broad corporate briefing update which covered a range of topics. I’ll focus on the more tangible numbers and comments from executives on Switch’s life cycle since 2017 and potential future of its various businesses.

Nintendo actually posted certain engagement statistics, the first called “annual playing users” which represents someone playing a Switch at least once in the past year. That’s at 79 million currently, down from 87 million which was of course the highest it’s been since launch, driven by the enormous growth last year. Nintendo Switch Online however is growing, with 32 million subscribers compared to the 26 million in September 2020.

Going forward, management is seeking another year of growth for Switch with its recent start of OLED model production. It hopes this will maintain engagement and contribute to ongoing software success.

“Nintendo Switch is shifting to a new stage where the foundation of software business growth is being strengthened in addition to the further expansion of the hardware business,” Furukawa said. “With the Nintendo Switch lineup and its new addition, Nintendo Switch OLED Model, we will aim for a sixth year of growth, something never before experienced with our dedicated video game platform business.”

This sentiment is reflected in its financial forecast and software guidance, even if hardware is expected to soften.

Nintendo opted to reiterate its dollar sales target for the full year ending in March, which it thinks will be roughly $14.58 billion. Other than last year, that would be the highest in a decade. Executives revised operating income forecast upwards 4% to $4.74 billion. While down from the record-breaking $5.84 billion of fiscal 2021, it’s still above every year than 2010. Not too shabby when putting it in context over time.

Alongside the reduction in annual hardware unit sales forecast from 25.5 million to 24 million, Nintendo actually raised its software unit guidance to 200 million. That’s 5% higher than it was before.

“Our [Switch] shipment forecast for the second half was reduced because of the change in our production plan due to the effects of the global semiconductor shortage,” said the team. “On the other hand, we revised the Nintendo Switch software forecast up by 10 million units to 200 million units based on the sales performance of the first half.”

My estimate for Switch hardware in the year ending March 2022 is now revised to 25 million from an upbeat 28 million. Supply conditions are not improving. There’s too much uncertainty. Upside for Nintendo is the OLED version comes in at a higher price, generating more revenue per unit sold. The company claimed this model is just as profitable as others, meaning the net result is bottom line growth potential.

And I can see the rationale for Nintendo bumping up its software target. I think Metroid Dread is going to be an overwhelming success. The type of break-out that Animal Crossing had last year, even if not nearly as much unit upside. There’s also two Pokémon launches in the next three months with Pokémon Brilliant Diamond/Shining Pearl in a couple weeks plus Pokémon Legends: Arceus scheduled for January. Pokémon is one of the most dependable brands in all of gaming. Lastly, this optimism could signal a potential January to March release that isn’t on the calendar just yet so I’d watch out for that. (I don’t know anything. Just reading into the numbers is all.)

The last tidbit of information came from a question and answer discussion after its briefing and is referenced in the above slide. Nintendo’s next gaming system is planned for this decade, of course. Furukawa indicated that internal research and technology building is ongoing for this next console. Or an “experience” as he describes it.

So, not even Nintendo itself knows what the successor to Switch will be or when it’s targeted to begin production. I’d bet it’s not too far off from the winning formula of the current hybrid device.

That wraps up the numbers and analysis for Nintendo’s second fiscal quarter report, an impressive one in context even if it can’t reach the high bar set 12 months ago. Switch boosting past 100 million unit sales is a foregone conclusion at this point, even as the company provides mixed forecasts for the year ending in March. Like all consumer technology manufacturers at this stage, it’s at the mercy of part availability and supply logistics which are challenging during a world that’s still undergoing a deadly pandemic. Luckily its software prowess and quality lineup are offsetting hardware limitations, as Nintendo is best-in-class at making compelling games.

For those interested, there’s a lot more from its corporate briefing including IP decisions, expansion into other media like movies, theme park strategy and other initiatives. I didn’t have the space to cover here because I focused on the financial results, and these are more nebulous topics. Certainly still worth a look!

Hope everyone is safe this busy earnings season. Check back later for more commentary and thanks for reading!

Note: Comparisons are year-over-year unless otherwise mentioned. Exchange rate is based on reported conversion: US $1 to ¥ 109.78.

Sources: Getty (Photo Credit), Nikkei, Nintendo, Video Games Chronicle.

-Dom

PlayStation 5 Breaks Nintendo Switch Streak in Record September for U.S. Games Sales

Although it feels like no one can find one these days, PlayStation 5 is most certainly selling. And, like many years past, sports video games are as popular as ever here in America.

That’s according to the latest monthly report from U.S. games industry tracker The NPD Group, which released its September 2021 consumer spending figures earlier today.

Within, the firm revealed last month hit a September best across the entirety of tracked history. Total spending reached nearly $4.4 billion, an increase of 3% and the single best September month on record.

This impressive result was primary driven by continued moment of hardware growth, mobile spending and ongoing subscription sales on services like Xbox Game Pass. These sub-categories were able to balance out declines elsewhere, including within accessories.

Biggest story told by the numbers is within Video Game Hardware: how PlayStation 5 halted a competitor’s historic streak. Sony’s latest generation box was the best-selling console in the U.S. by both dollar sales AND units sold. The latter is the important point. This ends Nintendo Switch’s consecutive streak of leading by unit sales at a whopping 33 months. The last time a console other than Switch was atop the hardware chart by this metric was PlayStation 4’s win back in November 2018!

Which to me is more indicative of supply conditions as Sony continues to output as many PlayStation 5’s as possible. Nintendo has swapped over to its Switch OLED Model production, which launched after this month’s sales report on October 8th. The tricky part going forward is inventories aren’t expected to increase much anytime soon. In recent weeks, semiconductor sector leaders from AMD and Marvell commented that the chip shortage likely won’t ease until back half of 2022 if not later. As a primary component of gaming consoles, this is concerning for those of us that track industry sales.

Back to the report within Video Game Content i.e. the software, mobile and subscription category. While it was flat on the spending side, sports games dominated to take home the top three spots on the overall chart. Entries in Madden NFL, FIFA and NBA 2K scored top marks. This happened alongside record franchise launches for Tales and Life is Strange, all of which contributed to consistent content trends.

Mobile continues to be a major factor of course, contributing over $2 billion in monthly spending yet again. This has happened in eight of the past nine months this year. That’s roughly 45% of overall spending for the entire month of September. Names like Candy Crush Saga and Genshin Impact were among the best performers.

The NPD Group’s Mat Piscatella said the story overall is “unchanged” lately, namely how hardware is performing as well as supply allows it plus mobile and subscriptions are keeping their pace.

Before moving into the actual charts and underlying trends, I want to say I hope everyone is safe and healthy leading into a busy season, namely the colder months here in the Northern hemisphere. Grab a cup of something warm and read on for the hottest details of today’s report.

United States Games Industry Sales (August 29th, 2021 – October 2nd, 2021):

As mentioned before and displayed in the above gallery, it was a record-breaking September for the domestic games industry. Total consumer spend grew 3% to $4.4 billion, the best September month of all time.

This led to the first 9 months of 2021 reaching $42.28 billion, or growth of 12%. Two of the three main meta categories experienced double-digit gains, and the last just a tad below that.

Monthly Content spending was essentially flat in September, stacking up $3.78 billion or around 87% of total spending. Aggregating the year so far, Content is up 10% to $37.11 billion for the first three quarters.

This Content segment result was driven by mobile, hardware and myriad new releases on the software side. Within mobile in particular, average monthly spending in the first 9 months was 28% higher than last year. Genshin Impact in particular celebrated its one year anniversary recently and was the second highest grossing mobile title in September, up a massive 120% compared to August.

There’s a whole lot to cover on the traditional console and PC market side, mainly due to just how many best sellers launched. I’ll try to go rapid fire.

Madden NFL 22 repeats at the top spot on the overall chart, the same as during its release month of August. Electronic Arts’ annual football entry is now the second best-selling game of 2021 to date, up from fourth in August. It was the top earner on PlayStation and Xbox platform lists alike.

Electronic Arts also published the second-ranked game in FIFA 22, which hit that same spot on PlayStation and Xbox ranks. That’s with only 2 days of sales in this period. This was just below last year’s debut when it nabbed the top spot in October 2020 because of more days included and a bigger gap between its release and Madden at the time.

NBA 2K22 was the sports title rounding out the top three. Take-Two Interactive might have jumped even higher with its annual basketball series if the publisher shared digital sales, so this start is that much more notable because it’s retail alone. This was higher than NBA 2K21’s relative start, where it was #5 in September 2020.

Next up was new launch Tales of Arise at #4. It had the single biggest launch month of any game in the Bandai Namco-produced Tales Japanese RPG series, measured by dollar sales. And it’s yet another example of Eastern games gaining in popularity during simultaneous global releases.

Activision Blizzard, a company still under lawsuits for reported workplace toxicity that its executives fostered thus making a difficult time for women and marginalized employees, saw its Diablo II: Resurrected earn the fifth spot last month. Deathloop, the atypical PlayStation 5 exclusive published by Xbox Game Studios post Microsoft’s ZeniMax deal, came in sixth place. I call that successful for a single platform game (for now) just on PlayStation 5, achieving fourth on PlayStation platforms in September behind only the major third-party sports titles. Then Square Enix’s Life is Strange: True Colors sneaked into the Top 10, yet another commercial success that generated record first month dollar sales within its respective franchise.

Further down the list were new releases Sonic Colors: Ultimate at #13 then Nintendo’s WarioWare: Get it Together! at #15. One major observation is there were no Nintendo-published game within the Top 10, the highest ranked was Mario Kart 8 at eleventh. Definitely impacted by Nintendo only reporting physical sales plus the dearth of new multi-platform titles available across competitors.

It’s time for all them rankings.

Top-Selling Games of September 2021, U.S., All Platforms (Physical & Digital Dollar Sales):

  1. Madden NFL 2022
  2. FIFA 22
  3. NBA 2K22*
  4. Tales of Arise
  5. Diablo II: Resurrected
  6. Deathloop
  7. Call of Duty: Black Ops Cold War
  8. Ghost of Tsushima
  9. Marvel’s Spider-Man Miles Morales
  10. Life is Strange: True Colors
  11. Mario Kart 8*
  12. Diablo Prime Evil Collection
  13. Sonic Colors: Ultimate
  14. Minecraft
  15. WarioWare: Get it Together!*
  16. Assassin’s Creed Valhalla
  17. Super Smash Bros. Ultimate*
  18. Animal Crossing: New Horizons*
  19. Call of Duty: Modern Warfare
  20. Mortal Kombat 11

Top-Selling Games, 2021 To Date, U.S., All Platforms (Physical & Digital Dollar Sales):

  1. Call of Duty: Black Ops Cold War
  2. Madden NFL 22
  3. MLB The Show 21^
  4. Resident Evil Village
  5. Super Mario 3D World*
  6. Marvel’s Spider-Man Miles Morales
  7. Mario Kart 8*
  8. Minecraft
  9. Monster Hunter Rise
  10. Assassin’s Creed Valhalla

Diving into Hardware numbers for the month, this segment experienced a 49% increase in consumer spending to $412 million. It’s the most significant growth story across the full report, which makes sense this early in the cycle. And I believe it could be even more if the inventory situation was less constrained, as I’m confident there’s ample demand.

Hardware was also up the same 49% during the first three quarters of the year through September, moving almost $3.41 billion in spend.

And well, it happened again. One of my predictions from last month’s piece was wrong. As I mentioned during the intro, PlayStation 5 topped September by both dollar revenue and monthly unit sales. I previously guessed that Nintendo Switch could outpace competitors until the crucial November and December time frames, when anything can happen. Sony was successfully able to produce enough PlayStation 5 boxes to outpace Nintendo, which had an incredible run over the past almost three years. The best predictors are able to admit when they miss, and it won’t be the last time.

While The NPD Group didn’t formally report second place on the console side, I assume it was Nintendo Switch based on current momentum and consistency of output. There’s also no word on Microsoft’s Xbox performance. I know anecdotally it’s extremely difficult to find Xbox Series X, so those higher priced units are selling. I’m unsure on Xbox Series S because I’ve seen more inventories pop up on online retailers in particular, not going out of stock as quickly as other new consoles. I’d love to see the numbers behind it.

Which leads me to a similar story for dedicated readers and social media friends: Supply, market forces and shortages! Until there’s more, it just depends on which manufacturer has more in the market. September was Sony’s time to shine. Let’s see where it goes in the coveted fourth quarter.

Final category to cover is Video Game Accessories, really the only blemish on an otherwise solid report. Spending here declined 12% last month to $171 million. It was $193 million back in September 2020.

Accessories is still growing over the first nine months of 2021, reaching $1.76 billion over that time which is 9% higher than the same period in 2020. Its pace is still positive, even if slowing.

Microsoft again boasted the top accessory with its Xbox Elite Series 2 controller generating the highest dollar sales. Sony’s PlayStation 5 Wireless Controller white iteration maintained its position as the year’s best seller so far.

Not much else to say for this segment other than it’s relatively quiet right now. Upside is there are gains for the year in total.

When taking September’s U.S. games industry report from The NPD Group as a whole, there’s a lot of bright spots within both content and hardware results. PlayStation 5 pushes through the chip shortage to steal Nintendo’s spotlight, even if I believe that will be temporary.

Not only do I expect Nintendo Switch to regain its leading hardware position during October on units, I believe it can win on dollar sales too due to the higher-priced OLED offering.

We’re currently in the midst a busy season of releases, especially for AAA sports franchises, and I expect those to continue on the charts for foreseeable future. FIFA 22 will now have a full month of sales then Madden and NBA 2K will continue momentum during their respective league seasons.

In terms of other recent or upcoming titles, Ubisoft will have a favorable month as Far Cry 6 will chart well then Riders Republic is a wildcard. Nintendo publishes two games in Metroid Dread and Mario Party Superstars. I firmly believe the former will undoubtedly set a series launch record. Just unsure where it will rank within the broader market against multi-platforms, I’d say Top 6 or 7 is realistic.

Back 4 Blood is a question mark. I expect Xbox Game Pass, pent up demand for a Left 4 Dead-like and word-of-mouth can drive a solid start for the title published by Warner Bros Games. Electronic Arts had NHL 2022 launch a few days ago, a sports title more niche than its counterparts. Guardians of the Galaxy from Square Enix will be a curious debut in late October, where I expect brand recognition alone to can land a Top 7 rank even with three days on market.

All in all, it’s a fun time to be following the industry and checking which records will be made or broken each time.

Thanks all for reading. I should have at least an article or two between now and October’s report. Earnings season is starting up after all, so stay tuned for my world famous calendar! I hope you and yours are doing well until next time around.

*Digital Sales Not Included, ^Xbox Digital Sales Not Included

Comparisons are year-over-year unless otherwise noted.

Sources: CNBC, Electronic Arts, Microsoft, The NPD Group, Sony.

-Dom