A large portion of where they want their revenue to come from is outside just the games sales but repeated purchases. These sales are still mediocre and probably disappointing, but let's be real, it's not like they are putting all their resources to marketing the game itself. If you're going to put as much emphasis on models like microtransactions as DOA has - you're going to focus on pushing that more than just regular game sales. I also feel like the importance of monetization models shouldn't be underplayed. most big franchises would already lose momentum at that point. But I simply don't find these sales surprising, I honestly don't see why it shouldn't be expected that a series that was always niche got worse sales when it finally releases a sequel 7 years later. I'm not saying it isn't because of marketing or inconsistent statements made by the developers. Just because I'm saying these sales are not surprising doesn't mean I'm saying that they fit with Koei Tecmo's expectations (though I honestly doubt they expected too much more, there was no reason to think a niche series like this would expand, niche series expand when they have big marketing pushes and this had no such thing). You replied that you "doubt that" but didn't explain what you're doubting. Because all I said was that the shipment numbers weren't surprising if they only included non-free copies, and that it sort of makes sense especially when you look at the fact that the game has a free version (again assuming this is only non-free versions) and the game puts monetization models for profit earnings over the games' sales itself. You can check out Matt McMuscles’s full breakdown on the DOA debacle below, and you may even see a few quick cameos of someone familiar about the alleged cancellation of Dead or Alive 7.Honestly, looking back on this discussion I'm not sure what you're even arguing at this point though. Meanwhile, the fan service-filled Dead or Alive Xtreme: Venus Vacation, which first released in 2017, is still receiving new DLC, so this may well be the direction the franchise is taking moving forward. Support for DOA6 would end after just slightly more than a year post-release, and the future prospects of the series grew even darker in 2021 when Producer Yohei Shimbori announced his departure from Koei Tecmo after 16 years. The egregious DLC strategy of DOA5 came back in full force along with tedious unlocking grinds for the new game that saw 4 Season Passes That could reach as high as $90+ as well as the infamous hair color DLC fiasco. The game’s marketing would try and bounce back and placate fans by saying the sexiness was still there, but it felt to many that Tecmo was talking out of both sides of their mouth.ĭead or Alive 6 released in early 2019 to middling reviews and sales, and things wouldn’t really get any better over its short lifespan. This apparent push to try and break into the more mainstream eSports market left longtime fans concerned that DOA would lose all of its unique elements in favor of a more sanitized look. Koei Tecmo would reveal the title just 6 months later with a seeming focus on it being a more “serious” fighting game contender to try and shake off the stigma of DOA being that one series with the bouncing boobies.
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