Brod
L99: LIMIT BREAKER
Du weißt aber schon das diese "Ich rechne beide Konsolen zusammen um ne bessere Zahl zu bekommen" mittlerweile nicht mehr lustig ist?
Bei Vergleichen mit dem PC ist das nicht lustig? Really? Hoho.
Im folgenden Video siehst du, wie du consolewars als Web-App auf dem Startbildschirm deines Smartphones installieren kannst.
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Du weißt aber schon das diese "Ich rechne beide Konsolen zusammen um ne bessere Zahl zu bekommen" mittlerweile nicht mehr lustig ist?
Du weißt aber schon das diese "Ich rechne beide Konsolen zusammen um ne bessere Zahl zu bekommen" mittlerweile nicht mehr lustig ist?
Naja, viel Spaß noch, ich freu mich lieber drüber das sich das Spiel gut verkauft hat anstatt nur drauf zu achten wo es sich verkauft hat![]()
btw. es sind 350% :v:
mir wurde letztens erklärt, dass der PC Markt ständig wächst und potentielle 2 Mrd Kunden hat, da wird man doch nicht vor den 150 Mio HD Konsolen Angst haben?
Und ja, ich rechne sie zusammen, weil sie zusammen gehören, heißt ja nicht PC vs PS3, sondern PC vs Konsolen
Aus Ubisoft wird wieder Ubicrap, vorallem da sie die Vita loben, Rayman Multi machen![]()
The sleeping giant is rising
![]()
Sony Corp. shares dropped the most in four years after reporting an eighth consecutive quarter of losses, an unpleasant surprise for investors who borrowed money to buy the stock on bets the weaker yen would help turn around Japan’s biggest exporter of consumer electronics.
A 59 percent jump this year by the maker of PlayStation game consoles helped drive the number of the shares being held in margin accounts to a 13-year high, according to data compiled by Bloomberg. The accounts held 5.48 million shares as of yesterday, the most since March 2000, the data show.
Sony shares slumped as much as 11 percent, the biggest decline since November 2008. The stock fell 9 percent to 1,383 yen at the trading break in Tokyo. The company’s 150 billion yen ($1.6 billion) of convertible bonds due in 2017 fell the most since November, sliding 7.6 percent to 148.97 yen per 100 yen in face value, according to Nomura Holdings Inc.
“Speculators who have been rushing to buy Sony on expectation that the weakening yen will turn the earnings around must be disappointed,” said Mitsushige Akino, Tokyo-based chief fund officer at Ichiyoshi Asset Management Co., which oversees about $356 million. “They will close their positions to take profits or minimize losses.”
Sony rebounded 92 percent through yesterday from a 32-year low on Nov. 15. Japan’s exporters have rallied on speculation earnings will improve on the weaker yen, said Amir Anvarzadeh, a Singapore-based manager for Asia equity sales at BGC Partners Inc.
Declining Yen
The Japanese yen slid in the last four months, the longest streak of monthly losses since August 2008. The currency has retreated about 15 percent against the dollar since elections were announced Nov. 14 amid speculation new Prime Minister Shinzo Abe would take aggressive steps to fight deflation.
“Some of the hedge funds have been accumulating long positions on the back of speculation that Sony will be turning things around,” BGC’s Anvarzadeh said. “That quick, hot money is going to sell out. I don’t believe Sony is going to turn around soon.”
Unlike its rivals, the currency’s weakness hasn’t been enough to reverse Sony’s losses. The maker of Bravia televisions posted a loss of 10.8 billion yen, missing the average estimate for a 21 billion-yen profit from three analysts surveyed by Bloomberg. Panasonic Corp. posted surprise net income of 61 billion yen in the three months ended December, while Sharp made its first operating profit in five quarters.
Sony Line-Up
Sony is counting on new products to lure consumers away Samsung Electronics Co.’s Galaxy devices and Apple Inc.’s iPads and iPhones. At last month’s Consumer Electronics Show in Las Vegas, the company introduced higher-definition TVs, water- resistant Experia smartphones and a more-powerful digital camera. Sony has announced a PlayStation event for Feb. 20, stoking speculation the company will unveil the fourth generation of the gaming console.
“We need to see how these products perform before investing money back in Sony,” said Yuuki Sakurai, president of Fukoku Capital Management Inc., which oversees $19 billion. “Sony still has not shown us how it will fight with Samsung or Apple.”
Und legt sich direkt wieder hin...
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Bloomberg
http://www.bloomberg.com/news/2013-...year-high-before-surprise-loss-announced.html
Bei Aktien von Firmen die Ramschniveau haben und kurz vor der Pleite stehen, geht es öfters steil nach oben und unten...![]()
Wie kommt das denn dazu, Sony hat die doch Finanziert bzw die drei Games, zudem wurde doch das meiste auch noch von Santa Monica entwwickelt
Quartalsergebnis: Ubisoft mit EUR 802 Mio. Umsatz
08.02.13 - Ubisoft hat seine Ergebnisse für das 3. Quartal (01.10.12 - 31.12.12) des laufenden Geschäftsjahres 2012-13 (01.04.12 - 31.03.13) bekanntgegeben.
- Umsatz: EUR 802 Mio. (USD 1,07 Mrd. / Yen 100,05 Mrd.)
* Vorjahr: EUR 652 Mio. (USD 872,9 Mio. / Yen 81,34 Mrd.)
* Veränderung: + 23,0 Prozent
Zu möglichen Gewinnen oder Verlusten machte Ubisoft keine Angaben.
CLICK (Ubisoft: "UBISOFT® REPORTS THIRD-QUARTER 2012-13 SALES")
Über 12 Mio. Assassin's Creed III verkauft
08.02.13 - Ubisoft gibt bekannt, dass mehr als 12 Mio. Einheiten von Assassin's Creed III (PS3, Xbox 360, Wii U, PS Vita, PC) weltweit seit der Veröffentlichung verkauft wurden (Stand: 31.12.12). In diesen Zahlen wurden sowohl Verkäufe im stationären Einzelhandel als auch Downloads erfasst.
Assassin's Creed III kam am 30.10.12 in den USA, am 31.10.12 in Europa und am 15.11.12 in Japan auf den Markt. Die Wii U Version war ein Starttitel für die neue Nintendo-Konsole und erschien am 18.11.12 in den USA, am 30.11.12 in Europa und am 08.12.12 in Japan.
CLICK (Ubisoft: "UBISOFT® REPORTS THIRD-QUARTER 2012-13 SALES")
Ubisoft verkauft über 4,5 Mio. Far Cry 3
08.02.13 - Ubisoft gibt bekannt, dass von dem Shooter Far Cry 3 (PS3, Xbox 360, PC) mehr als 4,5 Mio. Einheiten weltweit verkauft wurden (Stand: 31.12.12). Das Spiel kam am 30.11.12 in Europa und am 04.12.12 in den USA in den Handel.
CLICK (Ubisoft: "UBISOFT® REPORTS THIRD-QUARTER 2012-13 SALES")
quelle:
gamefront.de
ubisoft geht es ziemlich gut. freut mich, ist einer meiner lieblingspublisher.![]()
Nicht viel, aber für diese Erkenntnis muss man kein Genie sein, wenn man sich die Hardwarebasis ansieht.Bei den ACIII Zahlen würde mich mal interessieren, wie viel Ubi auf der WiiU absetzten konnte. Auch der Rest an Launcgames interessiert mich. Denke das war sicher mit auschlaggebend für die Entscheidung RL auf die PS360 zu bringen.
Nicht viel, aber für diese Erkenntnis muss man kein Genie sein, wenn man sich die Hardwarebasis ansieht.![]()
meinste es hat die vita zahlen übertroffen ? alles andere wäre ja lächerlich![]()
Ich glaube nicht das alle Secondparties eine Komplettfinanzierung von Sony nach geworfen bekommen.Wie kommt das denn dazu, Sony hat die doch Finanziert bzw die drei Games, zudem wurde doch das meiste auch noch von Santa Monica entwickelt
Es gibt für beide Methoden gute Argumente. Eine objektiv richtige Methode gibt es dabei aber nicht. Primär sollte man sich danach richten warum man jetzt gerade vergleichen will. Wenn's danach geht ob Konsolen oder PCs für Publisher wichtiger sind macht es schon Sinn beide zusammenzurechnen. Wenn es darum geht ob ein Port auf Plattform xy finanziell attraktiv ist, dann eher nicht.Und du kannst die Zahlen gern zusammenrechnen, sinnvoller machts das ganze nicht. Ich war mir außerdem nicht bewusst, dass du dich offensichtlich nach offiziellen Bezeichnungen richtest, gibts dazu ne Quelle? Ich würde gern sehen wo festgeschrieben wurde das es nicht "Plattform vs. Plattform" heißt sondern "was immer mir passt vs. was immer mir passt". Komischerweise kann ich mich nämlich nicht dran erinnern, dass du bisher die Xbox und die PS3 als eine Einheit gesehen hast![]()
Oder willst du mir vielleicht die Sinnhaftigkeit dieser Trennung erklären, vor allem aus Sicht der Publisher? :happy2:
Es wäre ja auch unglaublich naiv einem Studio einfach einen Scheck in die Hand zu drücken aber so stellen sich das einige wohl vor.Ich glaube nicht das alle Secondparties eine Komplettfinanzierung von Sony nach geworfen bekommen.
Hat sicher auch viel mit den Verhandlungsgeschick der Studiobesitzer zu tun.
Ich glaube nicht das alle Secondparties eine Komplettfinanzierung von Sony nach geworfen bekommen.
Hat sicher auch viel mit den Verhandlungsgeschick der Studiobesitzer zu tun.
Journey was a financial disaster, Chen tells me. Pushed back twice, the game bankrupt thatgamecompany. Eventually, it did make it's money back plus some, but not Minecraft money, Chen says. While it was well received, it wasn't well received by a big enough audience for Chen.
"I wouldn't say that the development of Journey was a successful example of game development," he said. "We bankrupted the company."
"I think to have a financial success, that is going to change everyone, it has to be much bigger than a game on the Playstation platform."
Chen is quick to point out how much he appreciates the support of Sony and their willingness to delay the game not one year, but two, at the insistence of the developers. Had Sony pushed thatgamecompany to his their initial deadline it's likely Journey wouldn't have been realized.
But Chen feels that limiting the game to a single platform prevented it from achieving a broader, bigger success.
And it's not really the money that's motivating him, it's the obligation he feels to prove something to the game industry and publishers.
Chen tells me that over the years as he's traveled around the world to do talks, lots of young people approach him to ask if they can work at thatgamecompany.
When he tells them no, pointing out that the team, which grew to 12 for Journey, remains small, they ask him where he can go to make similar games.
"We want to make more artistic games," Jenova tells me they say, "High quality, emotional games."
"I run into a lot of lost and frustrated students who study games to work on great art, but then find there is no place for them," he said. "I feel responsible for them because I showed them that is possible, but there is no place for them."
So now, Chen says, he has to make a more commercially successful game, a massive hit that can prove the viability of this approach to gaming. He has to do that so there are other places for those "lost and frustrated" students to go.
"My resolution is to create a big financial success,"he said.
For Chen, that means creating a game that can be played on any platform. That's why he sought out venture capital funding, and received it, and that's why the game the team is working on now won't be exclusive to any one system.
Chen says that this new game explores one of the main ideas found in Journey but pushes it much further.
In Journey, players travel through evolving landscapes free of visual clutter. They control an anonymous robed figure wearing a scarf. As the collect bits of cloth and ruins, the scarf grows longer and the character's ability to jump extends. The entire game has players traveling to a beckoning point in a distant mountain range. The game is meant to represents a person's journey through life. Perhaps easily overlooked is the game's clever take on multiplayer. Chen built the entire game around the idea of allowing people to cooperate without forcing that or allowing competition. That cooperation is meant to speed along the sense of community and, ultimately, achieve the emotional catharsis that is the trademark of his games.
The ability to form a connection between players is something that still fascinates Chen, and is guiding the creation of his next game.
"Journey was focused on connection," he said. "I think we are trying to do one level above that with this game."
“Yes, we started with video games, but we have been on a journey to make Xbox the center of every household’s entertainment,” says Yusuf Mehdi, corporate vice president of Microsoft’s Interactive Entertainment Business.
2012 also marked the Xbox’s biggest year for entertainment and games usage. Users enjoyed more than 18 billion hours of entertainment in 2012, with entertainment app usage growing 57 percent year over year globally. Last year in the United States, Xbox LIVE Gold members averaged 87 hours per month on Xbox, an increase of 10 percent year over year
Nancy Tellem is spearheading a new L.A.-based studio called Xbox Entertainment Studios, where the mission is to create true interactive content for Xbox and other devices that will change the way entertainment content is experienced and delivered. Tellem also now oversees live event programming for Xbox LIVE. Xbox has had success with live events such as the Elections 2012 Hub on Xbox LIVE, which aired the presidential debates with an added interactive polling capability. Viewers submitted 3 million answers to on-screen questions during the live telecast of one of the debates. More recently, Xbox aired an interactive red carpet experience for this year’s Grammy Awards and will be doing the same for the 85th Academy Awards.
During 2013, Microsoft is planning to launch more than 40 new voice-controlled, customized TV and entertainment apps on Xbox.
“We want to partner with the industry to bring entertainment into a new era,” she says. “It’s an era when interactive entertainment becomes the greatest form of all entertainment – and we couldn’t be more excited to play a part in it.”