Halo 3 Registers Biggest Day in US Entertainment History with $170 Million in Sales

Hahaha who would have guessed? Not me!

Halo 3 sells 59,000 copies in Japan, #1 seller September 24th-30th. Ok, a slow week, but surprising.

Btw, the "doubling" of console sales, is that for the week or for the month? The week... not surprising, even dissappointing. If they sell 70K a week in NA, and jumped to 140K last week, that is only ok. Now if September doubled over August, then that is big news. I bet it is a doubling of sales "since Halo 3 launched" meaning only for last week.

$300M in WW sales... so they are probably in the 3.5M range? Other countries pay more per game, but also may not have bought as many premium game packages?
 
Hahaha who would have guessed? Not me!

Halo 3 sells 59,000 copies in Japan, #1 seller September 24th-30th. Ok, a slow week, but surprising.

Btw, the "doubling" of console sales, is that for the week or for the month? The week... not surprising, even dissappointing. If they sell 70K a week in NA, and jumped to 140K last week, that is only ok. Now if September doubled over August, then that is big news. I bet it is a doubling of sales "since Halo 3 launched" meaning only for last week.

Another article suggests triple.

Initial reports from retailers worldwide show console sales have nearly tripled compared with the weekly average before the launch of “Halo 3.â€￾

Although its unclear if they mean the yearly average there. If we take august numbers and add two weeks that'd mean 400k x360s for September's NPD. That might be enough put them ahead of the wii for the first time since last December.

$300M in WW sales... so they are probably in the 3.5M range? Other countries pay more per game, but also may not have bought as many premium game packages?

Most of Europe doesn't really pay much more per game, at least on their websites, they do have included taxes, but I dunno if that would get included into the 300m number.
 
What is this based on? I picked up Halo for $75AUD on day one, where most games launch for $110-$120. Was the RRP higher where you were?

Or are you basing your comment on the special editions? If so, I feel sorry for all those who were forced to purchase the most expensive version for a bonus DVD and cat helmet.

Dude, that helmet is way bigger than a cat's head! I was surprised. It's almost as big as a motorcycle helmet.
 
http://www.thewest.com.au/aapstory.aspx?StoryName=424749

Statistics from GfK reveal 70,000 copies of Halo 3, worth $7.5 million, were sold in Australia in the first six days, making it the second best-selling Xbox 360 title.

The first-person shooter game accounted for more than half of all Xbox games sold, with an additional $2 million spent on accessories such as the special edition console.

Worldwide, gamers spent $US170 million ($A191.67 million) in the first 24 hours, outgrossing the movie Spiderman 3 which made $US151 million ($A170.25 million) in its opening weekend.
Halo 3 sales have also helped Xbox 360 sales, which increased 55 per cent, making it the number one selling games console in Australia for September.

http://www.charttrack.co.uk/?i=486&s=1111

It’s FIFA’s turn to shine as Microsoft’s ‘Halo 3’ loses some of its opening week glitz with a 79% drop in sales.

About 466K people in the UK bought Halo 3 in Week 1 (33% of 1.4M), so a 79% drop would mean just shy of 100k units sold in week 2. Almost 600K units in 2 weeks in the UK is a lot and they are nearing a 50% attach rate there.

It will be curious to see how holiday sales affect the attach rate.
 
The number of developers is probably smaller than that; and cost of all the hardware and software equipment is also considerable. You pretty much have to upgrade all the 3D content creation software licences every year; you have to upgrade the computers at least once every 2-3 year; you'll need devkits, desks and chairs; you'll have to pay for office rent, high speed internet, food and snacks and such. Bringing in foreign employees, arranging their visas and paying for lawyers to handle immigration, contracts and such.
So, running a company for that time ain't cheap, and I'm sure I've forgotten a lot :)
 
The logic here is that if the employee doesn't have to spend his own time to go out and buy food/drinks, then he'll be able to get some more work done. He also feels that he's looked after, which makes him more comfortable.

And overtime isn't just bad because it's unpaid. It's people's life, or rather a lack of life, that we're talking about...
 
And overtime isn't just bad because it's unpaid. It's people's life, or rather a lack of life, that we're talking about...

This is an issue I hope the industry addresses, but with the development windows, the level of importance of maximizing that windows and essentially moving onto the next project promptly to hit another release window, I am not sure this can be resolved in a way that is fair to employees :cry:
 
The main reason I gave up software development as a career was the amount of time it took away from me. The money was fantastic, the perks were brilliant, and you couldn't have asked for a nicer environment to work in (fountains, open plan, cinema...). It's just that you never got any time to enjoy it. And there was no such thing as outside of work; it was just 24/7.

But the work had to be completed and completed in the window you had and also to a very high standard. It stopped it being fun which was the reason I started in the first place, I really enjoy coding. Now I have my own pub\resturant and a web development business on the side, so much more fun!
 
Hiring more employees won't neccessarily solve any problems; in fact, with coding it usually just makes development time even longer after a certain threshold. So it's better to just simply accept the long schedule, as it's cheaper, having less coders to pay.

As for addressing the problem, it seems the short term solution is that there's enough new people entering the industry to compensate for all the people leaving.
Of course there's also a lot of consolidation - engine and middleware licencing (it'd be interesting to see if there are any games left without at least some simple middleware), less exclusives, more sequels, and so on. But it's kinda hard to tell how things will work out in the future.
 
The main reason I gave up software development as a career was the amount of time it took away from me. The money was fantastic, the perks were brilliant, and you couldn't have asked for a nicer environment to work in (fountains, open plan, cinema...). It's just that you never got any time to enjoy it. And there was no such thing as outside of work; it was just 24/7.

But the work had to be completed and completed in the window you had and also to a very high standard. It stopped it being fun which was the reason I started in the first place, I really enjoy coding. Now I have my own pub\resturant and a web development business on the side, so much more fun!

Interesting to read your post, I'm currently in a similar situation. My current company instituted paid overtime in 2007 and the difference in quality of life was staggering. I crunched a total of 4 weeks all year (with paid overtime), every other day was a fixed 8 hour workday. It was basically game development paradise.

Alas my company is relocating after the current project is done, and there is no way in hell I'm leaving glorious LA weather. So I need to find work elsewhere. Thing is, most games companies do not offer paid overtime, crunch is rampant, quality of life is non existent. As you say the perks are good but you have no time to enjoy them. So I'm debating exiting the biz. I'm not sure if I'll open a pub although that doesn't sound like a bad idea :) I did get a second 360 to use as a dev kit, so I'm thinking of having a non game related main job that would let me have a normal life, and make XNA games on the side to fill my game development fix. Might be the best of both worlds.
 
Well, I've certainly had my share of hell. I worked for the creature, for one. There's no greater torture. But to be fair, my long hours and stuff at that job were of my own volition -- I still wanted to actually get some work done, and it was nigh impossible to get any work done while the creature was in the office, so I had to do everything after hours.

Now in Dallas, it was half my fault and half the company. I had my days when I was in a deep crunch that meant not even setting foot in my apartment for nearly a month and having a whip to my back while I was coughing up blood every which way. Worst part is that it was a single-handed crunch. It was a project that I alone was assigned to, and I wasn't even told of its importance until the last moment. Now hiding the fact that I was coughing up blood was my fault... the crunch, the hiding why I had to work on it, the paperwork screwups that ultimately shrank my schedule down from 5 months to 6 weeks... Well, that was hardly the first straw, but I also can't completely blame them. Yes, there was a lot of lying, a lot of nonsensical shifting of blame, and a lot of management decisions which at the face of it, look completely and utterly stupid. But the problem is that this was such a small and underfunded studio that you can largely say that none of it was by choice.

Nowadays, it's not so bad. I hardly ever work late short of my own losing track of time. I do work weekends somewhat often lately, but it's a mix of doing actual work and doing some research on the side. On top of which, quality of life is actually pretty much more in line with typical enterprise software development. It's not like Google with its cafeteria staff of 650+ people, but it's pretty decent. We don't get paid overtime, nor do I even get paid amazingly well for living in the Bay Area, but it's still light years ahead of what I've had in the past. I don't get lied to all the time, and I'm given a lot more latitude to do things as I see fit and be in contact with all my clients all the time. Free gym, the occasional bit of free food, better benefits than a lot of places...

Though it's easy for someone like me to look at this place and paint a picture through rose-colored glasses, that's obviously because of my past perspective. I mean, I'm the guy whose last job outside the game industry ended in the employer shooting himself, and who has worked for some sort of apparently living entity that carried such an indescribable stupidity that I probably grew many shades dumber by being near it.
 
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