It’s been almost five years since the launch of The Witcher 3: Wild Hunt (at the time we reviewed), which in October last year has arrived on the Nintendo Switch and in December on Netflix with the hugely popular series that follows the adventures of Geralt. The first effects of the renewed surge of popularity, you were made to feel already in January, when the third installment of CD Projekt RED has done to register on Steam the absolute peak (relative to its historical) of simultaneous players: more than 100.000.

To understand how the game is experiencing a second youth, suffice it to say that close to the launch, in may 2015, the same since you stopped to 92.268 players. And if that wasn’t enough, here is today arriving data related to sales recorded in December in the United States, which recorded an increase of 554% compared to those marked in the same period of 2018. Sure, The Witcher 3, with its 20 million copies and was a success even before the tv series riaccendesse the spotlight on the title (and on the books of the twilight saga: 562% copies more than the previous year), albeit very far from therecord set by a video game, pure, GTA V’s.

The assessment is interesting to do is that a title is nice and the critically acclaimed not only will naturally become a longseller, continuing to sell in the course of time, but has the ability to flourish again in the market for many years: now the cleaning technique of the productions triple-A is that it does not make them feel as dated.

The mere existence of a platform like the Switch (and you have to see in the future the market how it will evolve, especially in view of the platforms, gaming, streaming as Google Staff) offers a new opportunity and a justification, full of those good titles with a few year on the shoulders that can be converted and made available for a mobile gaming experience. And of course then there is the whole smartphone market in October was released for iOS devices (and in march will come on those also Android) a spin-off, Gwent, which is a card game based on the universe of The Witcher.

Then today, the videogame medium is capable of supporting narratives to be articulated, and of course more engaging for durability and immersion compared to the ones in the cinema. In short, the vector between movies and video games, where the seconds were intended to replicate the events and expand the business potential of the first, is slowly reversing.

And then the games with a particular potential for imaginative and narrative could always be more, in the future, become not just a simple step of a brand, but to be the nucleus from which branches off, and continue their commercial life thanks to the fact that other productions continue the narration.

Or even without a potential narrative, if you call Super Mario , and you’re pretty much the mascot of the whole of the gaming industry: don’t forget that Nintendo in 2018 has confirmed that they are working with Illumination Entertainment (the creators of the Minions) to an animated film based on the events of the Mushroom Kingdom.