The issue with XVI is that it’s not a good Final Fantasy, it’s not a good JRPG and it’s just a mid game with nice graphics.
Hence the low sales on PC as there was plenty of time for folks to see the reviews, in depths discussions, 20-40 min YouTube videos and so on.
Well, certainly a large portion of the fanbase liked the game, it's sold more than 3.4 million at least.
But it's true, XVI was a
VERY divisive game among core fans.
Maybe they should setup multiple squads to work on the remakes instead of putting everything (FF7R) on one team. I bet Rebirth has better sales if it's both multiplatform day one and had launched 2 years post FF7R instead of 4.5 years.
Imo if they're going to continue with the remakes they absolutely need to get multiple teams involved AND massively scale-back the scope and production. It's nice (for me, as a fan) to have three FF7 games but it wasn't necessary to expand the game like that.
I understand AAA production is what it is but, do what you gotta do to scale it down to 3-4 years for each remake and stagger them so we get one every two years.
After both Remake and Rebirth pushed the envelope in production values, SE have kinda conditioned people to expect similar with Part 3. So scaling it back heavily might actually hurt the game; it wouldn't necessarily improve prospects among people new to the trilogy (since they haven't played the other two games), and could alienate players of the first two installments due to scaled-back scope.
Now for future FF installments, I agree they may want to consider scaling back production values and overall size of the games. Those aren't the only things FF needs IMO, but they would help a lot. If that FF IX Remake is real, I'd expect its budget to be within line of RS2R, and that game did extremely well both critically and commercially. Meanwhile for say FF XVII, I think they should aim to keep the budget no higher than $100-$110 million. For platforms, they could do PS5/PS6/Steam/EGS for a Day 1 release and if possible, Switch 2 as well.
Although considering Switch 2, I think SE would actually rather aim for PS5/PS6/Switch 2 Day 1, and a PC release on Steam and EGS somewhat later on. Hard to say where Xbox would fit in; Series X and S won't be commercially relevant by then (probably even discontinued), and depending on how the hybrid aspect of the next-gen devices are handled SE could just get away with a Steam/EGS version knowing the next Xbox could access them anyway with alternative storefront support.
Games lose a certain "newness" factor when they are late ports. Additionally, late ports tend to get less marketing than a new release.
If you release a game on PC/PS/NS at the same time, it's generally going to sell more than if you only release it on one platform and port it to others later.
So for example, DQIII HD Switch would have sold lower numbers if it launched a year after the PS version.
Well, we can't pretend like multiplat Day 1 has no downsides, either. For one, it generally means waiting longer for the game to even come out. It also means budget & manpower for QA is spread thinner, so the game could be buggier on release as a result. For platforms where physical is still a thing, you have logistical issues too in terms of determining production splits of discs or carts, which regions get what supply, and how to handle overstock.
The example with DQ3 is kind of unique and specific to that game IMO. DQ as a franchise/IP has a very strong association with Nintendo systems; there was only one, maybe two gens (console-wise) where DQ skipped Nintendo and even then, they still showed up on the handhelds in one way or another. There's also the fact that, in a way, if DQ3 was a PS5 exclusive for a year, that probably could've actually led to higher PS5 sales and higher sales of DQ3 on PS5, resulting in a relatively similar total sales situation for SE with that game. As in, they may've seen less sales on Switch, but the gain of sales on PS5 would have offset it.
There's a chance that may
NOT have happened, of course, and considering PS5 and Switch are a lot more dissimilar than PS5 & PC (IMO), I think you're dealing with a larger amount of distinct customers between the two platforms. Meaning, even if DQ3 were a PS5 timed exclusive, I'm not sure if that'd actually have impacted total potential sales on the Switch anyhow. They most likely would've stayed the same, with maybe a +/- 5% (or 10%) swing. A swing that, again, could have very likely been made up for in naturally more sales of the game on PS5.