just because games like roblox and minecraft and league of legends have insane numbers doesn't mean any discussion of other games with lower numbers is worthles...i saw a stat a few months ago that Roblox has about 34 million per day. So please stop with these sales threads when in the actual big picture, they are meaningless.
What? Why on earth would that make sense?
Wait what?
A GaaS game should be judged by user retention, if a game has a good gameplay loop and decent content drops people wont NEED to spend money on it and that game should be judged as being good.
I basically never spend money in any GaaS game I play cuz I dont really care about cosmetics if im enjoying the gameplay loop.
Judging a game on how much money is spent will lead to even sharkier monetization techniques than we have now.
Get the fuck outta here!
Almost every game experiences player drop off post a big expansion or event. Thats not uncommon, but SOT is constantly charting on steam, twitch and other platforms. It's a game that by any metric has legs.
I’m not saying a game’s quality should be based on it. A movie can both be a critical success and a box office bomb, these aren’t mutually exclusive.
Curious do you paint every game in a bad light that announces high numbers around a dlc drop? because every game does it.
Not sure how a 4 year old game having 4 + million player uptick can be twisted into a bad thing but fan boys will fan boy I suppose.
So who exactly is judging the game us or the company?
Cuz internally whatever metrics they want to use is their business literally.
But if we are judging it, we dont have all the numbers to make such an assessment, how much does it cost to make the content that user x has bought?
We dont know that.
Logically if you are giving information to the public or as us outsiders discussing the game our only real metrics however flawed are Player count, player retention and as an actually player the gameplay loop and content drops.
Because that’s actually how their success is measured inside the company.
I dont know why Sea of Thieves seems to always be held to different standards to other high profile games that die within a year.I don't value a games metrics around an unsustainable marketing blitz.
I value a games metrics when other games are exercising their marketing blitz and it's player count grows or remains consistent.
Halo Infinite will have great numbers this holiday. I judge it based on what it's doing 3, 12, and 24 months after release.
Rust grows despite everything going against it.
Sea of Thieves has every advantage and it wilts when MS isn't advertising the hell out of it.
Counterpoint: Threads are more interesting with respectful disagreement. A Sea of Thieves thread loaded with "Congratulations Rare" responses = boredom.
I'm still rooting for Rare to have a FFXIV Reborn type moment with Sea of Thieves. I'd love to see that happen. But it's not going to happen if people don't understand or address the games faults in keeping players engaged.
That goes for all games, not just GaaS. Why separate them?
Counterpoint: Threads are more interesting with respectful disagreement. A Sea of Thieves thread loaded with "Congratulations Rare" responses = boredom.
I'm still rooting for Rare to have a FFXIV Reborn type moment with Sea of Thieves. I'd love to see that happen. But it's not going to happen if people don't understand or address the games faults in keeping players engaged.
I dont know why Sea of Thieves seems to always be held to different standards to other high profile games that die within a year.
SOT is what 5 years old?, and it still pulls in the numbers. Its sales on Steam are pretty ridiculous.
And now it's #19It's currently #26, even though there's a sale going on that occupies a large portion of the top 20.
Days Gone and Horizon Zero Dawn are nowhere to be seen though (which doesn't surprise me).
Why is it when there are positive number on Xbox side for something it triggers so much?
mots great both both sides have games that people keep playing
Are you serious? It's 2021 now pal and it came out 2018, it's got legs that's for sure.This game charts during big moments (launch, launch on Steam, Pirates of the Caribbean update...) but it loses players quickly. People want it to be good but it doesn't have the legs.
It has constantly been in the Steam Top 30 global topsellers for more than a year.Are you serious? It's 2021 now pal and it came out 2018, it's got legs that's for sure.
Let me guess Sony fanboy?Mmm... I don't buy it. Something about this "Active" is directly correlated with GamePass mojumbo. I don't buy it. There's no way there's 4.8m active people playing this game.
What's their criteria?
People like the mainstream media in Politics, there is always a one-sided opinion it goes the same way for videogames. It's pathetic and gets tiringWhy is it when there are positive number on Xbox side for something it triggers so much?
mots great both both sides have games that people keep playing
I fail to see how knowing over 4 million logged into a game that is also available in a subscription service tells us anything about how good it is. Which is why I was looking at it from the business side, which is the framing of the OP really.
It’s inside baseball that’s all.
Try and take it as a reversed complment, it makes it easier.People like the mainstream media in Politics, there is always a one-sided opinion it goes the same way for videogames. It's pathetic and gets tiring
It’s also about 2-3 years old… that probably doesn’t help does it?87th most played game on Steam right now.
37th most played game on XBL right now.
There's a reason why we only hear about this game during big marketing pushes. It fails to retain players.
Gaas games tend to have a lower price of entry, and if they are F2P or included in subcriptions services then number of players in a given month or life time don’t really allow us to appreciate how successful they are or not from a business standpoint. They are just numbers.
I havent watched a tons of videos of this game over the years, but I think many people like it as a way to chill with people as opposed to being teammates in a shooter or sports where it's super serious and everyone is trying to win like their life depends on it.The game might be empty but clearly lots of people find it really immersive, and I can see that. Coop, pretty graphics, Pirates etc.
Rare finally made a modern staying name in the gaming space. I see people watching this game on twitch a lot.
It’s also about 2-3 years old… that probably doesn’t help does it?
You're not really fooling anybody though, so I almost regret taking your bait.
Jesus, no wonder Xboxera was created, fucking hell. Not wasting a single minute with the likes of you ever again.
Around 10,000 to 15,000 (24h) with a spike to 66,000 during June (best in 14 months). 400,000 to 600,000 monthly steam players. June being an exception.
4.8 million : 30 = 160,000 per 24h, of which 10,000 to 20,000 come from Steam, the rest of 140,000+ via gamepass (daily).
If we assume the drop on steam (66,000 to 10,000+) is similar on gamepass, the monthly numbers would be around 1,000,000+ people (300K via steam, 700K via gamepass). 4.8 million that´s more than WoW has ...
I´m one of the 254 million Guild Wars 2 players that login just to get the rewards, the laurels for the past 8 years. I´m pretty sure, Arena Net counts that as a YES, a unique IP has logged in, he played for 5min!Craig Duncan, the studio head for Rare, recently tweeted about a few inaccuracies that he’d noticed online regarding Sea of Thieves’ matchmaking system. While it’s been suggested in the past that a world in Sea of Thieves would consist of 100 players within the world, Duncan said that that statement was incorrect and clarified what Rare’s vision is for the Sea of Thieves multiplayer environment. https://comicbook.com/gaming/news/sea-of-thieves-how-matchmaking-works/ At 100 unique per VM, they would need a few servers to manage that. If not mistaken, there can only be a max. of 4? ships with up to 6 ppl. on it?
Hey. This game stands on its own two pegs.This game charts during big moments (launch, launch on Steam, Pirates of the Caribbean update...) but it loses players quickly. People want it to be good but it doesn't have the legs.
I swear that's an alt from one of the guys that got banned not too long ago. It's obvious as fuck, yet no one bats an eye.
Don’t you mean it doesn’t have the sea legs, ya salty dog?!
Hey. This game stands on its own two pegs.
And steam charts don't show people playing Dark Souls 3 on PS4/5, other stores, xbox. What's your point? It's a chart. Compared to other games. It's influx is it had PoTC content added people checked it out and dropped again on gamepass. That's likely where the "4.8 million" came from.Steam charts don't show people playing on Windows 10 through the Xbox app or on the Xbox.
Yet that's why all you do is reply with the triggered emoticon.
I still fail to see your point as this is the norm for most games. They all have a marketing/dlc push to get new users through and only a percentage of these users will stay. Even when SoT's numbers settle they are hardly anything to laugh at.I don't value a games metrics around an unsustainable marketing blitz.
I value a games metrics when other games are exercising their marketing blitz and it's player count grows or remains consistent.
Halo Infinite will have great numbers this holiday. I judge it based on what it's doing 3, 12, and 24 months after release.
Rust grows despite everything going against it.
Sea of Thieves has every advantage and it wilts when MS isn't advertising the hell out of it.
I think his point is that when a player has no reason not to click download (ie no monetary cost) it's easy to come up with stats like this especially with E3 and marketing blitzs. It doesn't mean those who tried it liked it or stayed though. Whereas monetary spend would mean they are willing to spend time/money on it. It's not a very good metric but it's slightly more meaningful when trying to boast about numbers.Wait what?
A GaaS game should be judged by user retention, if a game has a good gameplay loop and decent content drops people wont NEED to spend money on it and that game should be judged as being good.
I basically never spend money in any GaaS game I play cuz I dont really care about cosmetics if im enjoying the gameplay loop.
Judging a game on how much money is spent will lead to even sharkier monetization techniques than we have now.
Get the fuck outta here!
Sea of Thieves and Gamepass arent free?I think his point is that when a player has no reason not to click download (ie no monetary cost) it's easy to come up with stats like this especially with E3 and marketing blitzs. It doesn't mean those who tried it liked it or stayed though. Whereas monetary spend would mean they are willing to spend time/money on it. It's not a very good metric but it's slightly more meaningful when trying to boast about numbers.
I know gamepass ain't free. It has more than 4M subscribers though with or without Sea of Thieves. So these subscribers when they see pirates of the Caribbean plastered on thier dash or shown at E3 are more likely just to click on it and become an "active user" than somebody who has to for example pay $5 to play a dlc without additional microtransactions. The barrier for this metric is weak.Sea of Thieves and Gamepass arent free?
So either way its a win if people are playing your game.
Either they bought YAY!
or they paid for Gamepass so your parent company is happy they paid for Gamepass and found something worthwhile.
Win/Win.
A $ spent by players metric would only make sense internally when new content hits the Emporium....find out what people actually want and give them more of it.
But why give us internal sales numbers....what exactly are we supposed to do with those numbers.
Me knowing there are a ton of people playing Sea of Thieves might make me want to give it a go.....these 4.8 million people cant all be idiots who lack taste, there must be something good/fun they are doing in the game.
So naturally ill give it a go.
Word of mouth even when forced down you throat is more effective and sends a more positive message to the general public than saying guess what players in our game on average spend 70 dollars every 6 months.
Im going to look at that company sideways even if its true im not going to want to join the "suckers".
The game has been a success since day one. It launched at $60 in 2018, when Gamepass was less than a year old, and was #1 on the UK and #2 on the US retail charts the month it launched. SoT hit one million users within the first 24 hours. In late 2018, when Rare announced they hit 5 million users lifetime, they said about 40% of those users had purchased a copy. SoT launched at $60 in 2020 on Steam. Outside of Gamepass, SoT has retailed in the $20 - $60 range. According to the Steam charts, it looks like the game has sold over 4 million copies just on Steam. The game has probably sold 7-9 million copies. Then throw in the micro transactions, Season Passes and Gamepass money, and its easy to see that SoT has made Rare and Microsoft tons of money.Gaas games tend to have a lower price of entry, and if they are F2P or included in subcriptions services then number of players in a given month or life time don’t really allow us to appreciate how successful they are or not from a business standpoint. They are just numbers.
It’s also why we tend to cling to initial sales to determine a game’s financial success, as it becomes hard to appreciate how a game really does after it starts getting constant discounts and what not. The only ones who you can trust are Nintendo, as they really don’t drop in price.
Is this controversial for you? To be perfectly clear, I believe Sea of Thieves is a success either way.
It's also lead to a lot of studio growth and expanding of the SOT team at Rare. Clearly they are reinvesting into the studio and game as it has been a success.The game has been a success since day one. It launched at $60 in 2018, when Gamepass was less than a year old, and was #1 on the UK and #2 on the US retail charts the month it launched. SoT hit one million users within the first 24 hours. In late 2018, when Rare announced they hit 5 million users lifetime, they said about 40% of those users had purchased a copy. SoT launched at $60 in 2020 on Steam. Outside of Gamepass, SoT has retailed in the $20 - $60 range. According to the Steam charts, it looks like the game has sold over 4 million copies just on Steam. The game has probably sold 7-9 million copies. Then throw in the micro transactions, Season Passes and Gamepass money, and its easy to see that SoT has made Rare and Microsoft tons of money.