The Legend of Zelda - Series Sales

The Legend of Zelda - Series Sales

Understanding Sales Data
This section lists the last-known global shipment figure for every mainline game in. The information in this section has been sourced from a variety of financial publications, events, and developer keynotes including those held by Nintendo.

'''Q1. What is a global shipment figure?'''  The "global shipment" for a game refers to the total number of physical copies shipped by its publisher to retail stores (Amazon, GameStop, Best Buy etc.), plus the total number of digital sales to customers via console storefronts (in this case, the Nintendo eShop).

'''Q2. What is the difference between global shipments and sales?'''  When publishers use the term "sales" they are are often referring to global shipments (ie; sales to retailers). So, in the event that you hear a publisher talking about sales, it usually means global shipments.

'''Q3. What is "sell-through"?'''  Sell-through is the number of units that were actually sold through to consumers by retailers. For example; a publisher ships 10 copies of a game to Amazon and only 8 of those 10 copies are purchased by customers. That means your "sell-through" was 8 copies. (Or a sell-through rate of 80%) Very few publishers ever reveal sell-through or sell-through rate, but it plays a very important role in gauging long-term demand for a game.

'''Q4. Does this mean global shipments are not an accurate way to measure a game's success?'''  No, it doesn't mean that. Shipments are based on demand. If a publisher ships more copies of a game, it means there was more demand for it from retailers because it had a high sell-through to customers. Conversely, if a publisher ships fewer copies of a game, it means demand was less because sell-through from retailers to customers was low.

'''Q5. What happens if a game has a large number of shipments but low sell-through?'''  It depends on the region. In North America, retailers hold a lot of power. If a publisher over-ships a particular game and the retailer finds it isn't selling, the publisher can be made to buy back the extra copies. This is done because shelf space and warehouse space is valuable, and retailers don't like to hold on to excess stock if they feel it isn't going to sell. (They would much rather stock a different, more successful product instead)

In Japan, the situation is slightly different. Retailers don't have as much power in Japan as they do in North America, and are generally more careful and conservative when placing their orders. Getting publishers to buy back unsold copies is a more difficult prospect in Japan, so if a game isn't selling, the retailer usually puts a steep discount on its price and passes it off as a second-hand copy instead, to help get rid of it. This is colloquially referred to as putting a game in the "bargain bin".

Main Series
Trends to note:

• The eleven "top-down" Zelda games have sold a total of 38.3 million units worldwide. The six "3D" Zelda games have sold a total of 51.88 million units worldwide.

• The three best-selling games in the series (,, and ) all feature the ability to explore a large world, with Link riding on horseback. In addition, they all feature realistically-proportioned characters—including Link himself. Remarks from Nintendo suggest they are aware of the appeal of these traits.

• 3D Zelda games that do not include a combination of realistically-proportioned characters, horseback-riding, and a vast world to explore have typically not performed as well. These include, , and SS -.

• Nintendo has specifically acknowledged the fact that  is not as popular with audiences due to the fact that it does not feature a realistically-proportioned Link, and that it is unlikely to revisit a super-deformed style within a 3D Zelda game for this reason.

• Nintendo has also acknowledged that audiences did not appreciate the removal of a larger world in SS -, which led the Zelda team to return to a more exploration-focused template with (, similar to.

• Multiplayer Zelda games have historically not performed as well as the single player games. sold poorly and Nintendo has not publicly revealed sales figures for the game. has sold just over 1.34 million units globally and is presently the second-weakest selling game in the series behind.

Remakes
Note: "Remake" in this case refers to a remaster or ground-up remake of the game in question. Re-releases through Virtual Console (etc.) do not count.

Trends to note:

• While  is among the highest-selling games in the series,  is the lowest-selling of all the remasters. Presumably, this is because The HD remaster of wasn't as visually striking as the remasters for  or, both of which featured significant visual upgrades. was also released on an already unsuccessful platform, towards the end of its life cycle. Additionally, was already playable on the Wii U through backwards compatibility with the Wii version, which may have affected its reception.

•  is the only Zelda remake/remaster to sell more than the original game it was based on. This is partly because it was released after (which introduced a large number of new players to the series) and partly due to the strengths of the Switch as a software-selling platform. Finally, the game also features the most significant visual upgrade of any Zelda remake to date.

Japanese Sales
Important facts to know about sales data from Japan:

• All figures in this section account for retail sales only. Digital sell-through data is not consistently available.

• All Japanese sales data has been provided by videogame publication Famitsu, which tracks games sales across a wide range of Japanese retailers. (Archived by Game Data Library)

• Unlike global sales data, this data represents sell-through to actual customers, not just shipments to retailers.

• Some of the ancillary notes mentioned against each game are observations using figures from a separate sales tracker, Media Create.

• The Japanese videogame market is much smaller than North America or Europe, which is why sales appear lower in comparison. Over 70% of Nintendo's revenue is from overseas.

Main Series
Important facts to know about the Japanese videogame market:

• In the early 2000s, Japan's videogame industry began to decline. This phenomenon was referred to as "gamer drift"—audiences drifting away from playing games.

• Nintendo has pointed to gamer drift as the cause behind persistently low sales of Zelda and other games in Japan, starting with.

• Throughout the Wii era, Nintendo was under the impression that Japanese players didn't enjoy getting lost, which led to the company developing games with simpler environmental layouts designed to combat gamer drift.

• This theory has been disproven of late. Of all the Zeldas, and  have been the most effective at combating gamer drift, as demonstrated by their sales.

• Despite being a sprawling and open-ended adventure, was popular with a wider audience due to its accessible touch controls and by being on the Nintendo DS.

• Similarly, succeeded in Japan despite being a larger, more sprawling game. Part of the reason for this is that the game was released on a portable platform; however Nintendo has also since acknowledged that the concept of being lost in a game's environments can make for an engaging experience.

• Over the last two decades, the only platforms that have consistently managed to combat gamer drift in Japan are portable devices (Nintendo DS, PSP, 3DS, and Switch) as demonstrated by hardware sales in the region. • The vast majority of Japan's software sales in the videogame space have also come from portable platforms during this period.

Remakes
Note: "Remake" in this case refers to a remaster or ground-up remake of the game in question. Re-releases through Virtual Console (etc.) do not count.