QUOTE(twistedsymphony @ Sep 13 2006, 03:50 PM)

so for the Xbox 360
~6 million * (7/~80) = ~525K
for the PS2
~130 million * (2/~400) = ~650K
So you'll see, even with the incredibly small 360 install base, due to the low number of available games and the high attach rate a publisher can more the likely come close to selling just as many copies on the Xbox 360 as they can on the PS2 TODAY... this is why you see a lot of Xbox 360 games in the best seller lists right along side their PS2 counterparts... it's because of the high attach rate at such an early point in the 360's life.
Nicely put, but i have to disagree slightly about the install base not being more important than attach rates.
Maybe Ive made a huge assumption here but I thought attach rates referred to the number of games bought with a console (if they are av. numbers of games owned on a console over its lifetime my arguement falls flat). + i will have wasted a fair amount of time
A high attach rate is very useful for attracting developers - no argument there.
But perhaps this addition to your equation will help me to explain what I mean (I know its flawed -its just an attempt to illustrate my point):
install base * ((attach rate
+ sales per console per week, independant of a console purchase) /number of games on the market+1)
It is not strictly true to state that attach rates represent the willingness to purchase games over the period in which a consumer owns a console. It is a static look @ one point in time (from the perspective of the consumer) - the time of purchase. It does not truely reflect the spending patterns post-'console purchase'. As you mention, consumers take a 'hit' when buying a console. Launch games (as a console's launch factors into overall attach rate figures) could be poor. Console purchases are also often prospective in relation to future games. All of which mean that attach rates may not reflect the number of games that will be purchased in the future per customer.
Take the Ps2 as an example - piss poor attach rate as you stated - but I don't really believe that xbox owners ended up owning double the number of games on average, as the attach rate, and your equation, would suggest. - Therefore for a developer the attach rate should should not factor in as strongly as the userbase: especially if you discard the assumption that all games are equal. - devs are likely to have a certain amount of pride in their game, and therefore consider it worthy of purchase. Therefore as a developer they may underestimate the dangers you've highlighted of placing a game into a market with a large install base but low attach rates, and a large games selection to choose from. They will overestimate the importance of the 'consoles sold' figure: leading them to focus upon this market.
Don't get me wrong, that was a very good account of attach rates you gave (*sorry* I tried rewording that bit to try to not make it sound patronising - thats not my intention - basically I found your points to be valid and enlightening

) but I just feel that the userbase is, and should be, a prime concern. In anycase, my previous point of lowering the 360 price point to half of the Ps3's will still help both the install base and attach rate - due to the point you made about the initial monetary 'hit' and the obvious price point affect upon sales.
Edit: Ha - $60 for SFII?? I paid £60 - $112. At a guess (a very rough guess) I bought it 10 years ago. @2% inflation per year I work that out to be $135 (but then again Im not great @ maths

)