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NEWS: Princess Connect! Re:Dive Game's Global Version Ends Service on April 30


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Suxinn



Joined: 23 Jan 2009
Posts: 258
PostPosted: Fri Mar 31, 2023 9:02 pm Reply with quote
Generally, when gacha games EoS, it's usually a "writing was on the wall" deal, but this came as a total surprise to most gacha fans, and especially Priconne players, because there was absolutely zero forewarning.

Sure, the game was generating low revenue (comparatively), but there are several other gachas that generate lower that don't even have a whiff of EoS on the horizon. (Its US revenue alone was also still well above that of Girls' Frontline, which is typically considered the baseline for EoS.) While the monthly revenue is certainly untenable for developers, it's definitely enough for a straight 1v1 translation of the base game, which Priconne EN was.

And unlike global branches for other gacha games, Priconne EN made no effort to introduce anything new for English players, or even to try and speed up events to get closer to catching up with JP. It was a low-effort localization made even worse by the fact that the game is literally region-locked outside the States. (I had to VPN into the game when I went overseas for work.)

It's a property that 100% could've succeeded if Crunchyroll hadn't mishandled it, and even when they had, it was still popular enough to continue surviving, except CR decided to can it without forewarning anyway.
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Reaperherpderp



Joined: 28 May 2019
Posts: 12
PostPosted: Sat Apr 01, 2023 1:29 am Reply with quote
This is HILARIOUS... there was a reason i stopped giving them money after they false banned me and a bunch of others and ultimately quit the game a few months back.

I was false banned during an event for over 2 weeks, because i "cheated" during a Clan Battle. The person who i had initially was in contact with ghosted me and i never heard from them for over a week. I put in another ticket and was told the reason i hadnt heard back was the person responsible for my ticket had gone on vacation.

Then you had all the CR fanboys on reddit defending them saying they didn't false ban anyone, only for the proof to be shoved in their faces and then ignore it.

The released bugged Clan Battle fights constantly, were slow to give Clan Battle rewards... it was a complete clown show
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Northlander



Joined: 10 Feb 2009
Posts: 923
PostPosted: Sat Apr 01, 2023 9:01 am Reply with quote
Suxinn wrote:
It was a low-effort localization made even worse by the fact that the game is literally region-locked outside the States. (I had to VPN into the game when I went overseas for work.)

I've been playing this game in Norway, so the only way I can make sense out of this is if the game region locks you to your Google/Apple (assuming the game is available on Iphone) country of origin?
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Saiphaz



Joined: 30 Aug 2020
Posts: 60
PostPosted: Sat Apr 01, 2023 9:14 am Reply with quote
DRosencraft wrote:
While very disappointed, the writing was on the wall. Coming out of what should have been a relatively noteworthy event (nothing huge, but enough to get a blip) the total monthly revenue (not profit, just income) was around $200k.

I've seen people mention how big the IP is in Japan, but that has never been a strong indicator of success outside Japan. Kancolle was massive in Japan, but never more than a blip in the US. The Touhou franchise was and still is massive, but you can bet few westerners know a thing about it, let alone have touched any of the games. Even looking more broadly, there are countless anime series that do very, very, well in Japan and make no noise in the US, or vice verse.

Gacha games rely on a healthy mix of whales and F2P players. PriConne was extremely F2P friendly, made worse by the fact that there are rather large gaps between the release of characters of note, so there can easily be long periods of players being able to hoard the only real pay item in the game for the next banner of note if they're aiming to remain F2P. Looking at the expected banners for the year (again noting that the global server is 2 years behind the Japan server) there were 2 units of real note; one coming up here in April, the next near the end of the year.

And unlike the case we tend to see with the Asian market for a lot of games, Global market tends to have fewer "for the love of it" whales who will throw money at a game simply because they can and love the IP that much. PriConne was always a title that was going to appeal to a narrow niche. It just wasn't able to grow substantially beyond that in the global market.


You did mention Kancolle but you're just proving the publisher also has a big role in defining a game's reception. Kadokawa clearly didn't want Kancolle to be consumed by non-Japanese people and it made it very annoying for anyone outside Japan to even play the game. Of course it would be just a blip anywhere else. Same with Touhou, the original games are pretty much indies, the popularity coming from fanworks and ZUN's very laissez faire attitude towards them.

Here, we have a company with a game graveyard, and which clearly has a history of chasing trends, seeing how they're releasing that other game about that new isekai. Do you expect me to believe they really did everything they could to keep Priconne profitable?
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razisgosu



Joined: 26 Sep 2012
Posts: 657
PostPosted: Sat Apr 01, 2023 9:31 am Reply with quote
Never giving crunchyroll games anymore of my time or money. This company can just go away.
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DRosencraft



Joined: 27 Apr 2010
Posts: 705
PostPosted: Sat Apr 01, 2023 9:56 am Reply with quote
Saiphaz wrote:
DRosencraft wrote:
While very disappointed, the writing was on the wall. Coming out of what should have been a relatively noteworthy event (nothing huge, but enough to get a blip) the total monthly revenue (not profit, just income) was around $200k.

I've seen people mention how big the IP is in Japan, but that has never been a strong indicator of success outside Japan. Kancolle was massive in Japan, but never more than a blip in the US. The Touhou franchise was and still is massive, but you can bet few westerners know a thing about it, let alone have touched any of the games. Even looking more broadly, there are countless anime series that do very, very, well in Japan and make no noise in the US, or vice verse.

Gacha games rely on a healthy mix of whales and F2P players. PriConne was extremely F2P friendly, made worse by the fact that there are rather large gaps between the release of characters of note, so there can easily be long periods of players being able to hoard the only real pay item in the game for the next banner of note if they're aiming to remain F2P. Looking at the expected banners for the year (again noting that the global server is 2 years behind the Japan server) there were 2 units of real note; one coming up here in April, the next near the end of the year.

And unlike the case we tend to see with the Asian market for a lot of games, Global market tends to have fewer "for the love of it" whales who will throw money at a game simply because they can and love the IP that much. PriConne was always a title that was going to appeal to a narrow niche. It just wasn't able to grow substantially beyond that in the global market.


You did mention Kancolle but you're just proving the publisher also has a big role in defining a game's reception. Kadokawa clearly didn't want Kancolle to be consumed by non-Japanese people and it made it very annoying for anyone outside Japan to even play the game. Of course it would be just a blip anywhere else. Same with Touhou, the original games are pretty much indies, the popularity coming from fanworks and ZUN's very laissez faire attitude towards them.

Here, we have a company with a game graveyard, and which clearly has a history of chasing trends, seeing how they're releasing that other game about that new isekai. Do you expect me to believe they really did everything they could to keep Priconne profitable?


Didn't claim that Crunchy was blameless. In fact, it is ultimately a large bit their responsibility to have done something if they wanted the game to keep going. But I think you are one of the first people that has even mentioned the original publisher having any responsibility in all this outside of a, "poor them, their game isn't available on global anymore" sort of sentiment. If Cygames cared at all, why didn't they step in and do or say something? Why were they silent?

My point about Kancolle and Touhou is purely that popularity in an aggregate sense is meaningless in this context. It can be popular but if it makes no money then as a business it will fail, and I've seen no evidence that isn't the case this time as well. Few if any players I saw had any complaints about the game, not even with how far behind JP it was. There was virtually no complaining about how the game was being run. But the revenue numbers, if accurate, show it was a game not generating very much money.

So, unless the publisher had an overarching vested interest, closure was inevitable, which some had pointed out since the middle of last year. But again, those playing didn't seem to care. Not saying there was anything they could necessarily do, but the idea that this was an "out of the blue" event, that it was as simple as not having enough advertising, or that it was a somehow healthy game that just had its plug pulled, is reactionary grief right now. The signs and minor rumblings were there, but no one wanted to believe them.
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captokita



Joined: 01 Nov 2011
Posts: 75
PostPosted: Sat Apr 01, 2023 11:01 am Reply with quote
Suxinn wrote:
It's a property that 100% could've succeeded if Crunchyroll hadn't mishandled it, and even when they had, it was still popular enough to continue surviving, except CR decided to can it without forewarning anyway.


Well, it either works, or it doesn't, and clearly, this doesn't, hence it's ending.

I played Valkyrie Crusade, heavily, put many, many hours over the span of a few years, into that game, and they just ended it. That stunk.

RE:Dive is really a niche title here - with the anime being done for some time now, there was no draw to get NEW people into it. Like I said in my previous post, I swore I wouldn't play it, but dang if I didn't "try" it and keep at it. But I only tried it because I saw the anime.

Is the failure on CR? Not entirely, they should promote their games more on their site/apps.

It still stinks though.
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AstroNerdBoy



Joined: 03 Feb 2004
Posts: 413
Location: Denver, CO
PostPosted: Sat Apr 01, 2023 9:30 pm Reply with quote
To be honest, Cygames should make an English UI for the game, hire a GOOD translator/adapter (and not the rubbish CR had), and have said translator start on the new game events/material. Then bring in old stuff and release over time so that eventually, those playing with the English UI have everything translated. I don't know why the Japanese are often so dismissive of the gaijin market. Many Western games have a JP UI/translation so that everyone plays on the same server.
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7jaws7



Joined: 17 Aug 2013
Posts: 706
Location: New York State
PostPosted: Sat Apr 01, 2023 11:00 pm Reply with quote
https://chng.it/7vkCpkhGXn

Trying to share this anywhere I can think of. Even if nothing comes of this I want our voices heard. Please sign and support!
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BadNewsBlues



Joined: 21 Sep 2014
Posts: 7260
PostPosted: Sun Apr 02, 2023 11:24 am Reply with quote
Ashabel wrote:
The problem is that Crunchyroll put so little effort into marketing the game outside of their own website and the game's dedicated twitter that most people didn't know it existed.


And as I said that would be on CR’s hands. But ultimately would promoting it guaranteed the game would not have shut down?

Ashabel wrote:
Marketing makes or breaks a game. Just look at NIKKE, which came out of nowhere and is now posting four million revenue per month because the publisher knew how to hype it. Crunchyroll didn't market the game at all, and the result is that it was overtaken by games with similar gameplay that did do their best to stay in the spotlight, such as Blue Archive.


You can market the hell out of anything if the interest is not there still then your property isn’t going to bring in an audience and all that money you spent marketing and all the money that was used to create the property in question is going to be money wasted. Plenty of examples especially in the video game industry. You can blame lack of marketing only for so much.

Ashabel wrote:
So yeah, pardon people for thinking this is entirely Crunchyroll being Crunchyroll.


I’m just amused though there’s this much energy being spent criticizing the death of game in a particular genre especially one in a market that I would argue probably has a significant hatedom towards these kind of games.
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