Max concurrent users was 70k, let's say triple that was unique users for the day, or 210k. We'll also assume no returns.
Let's say half bought the base and the other half got the digital deluxe. That means the game sold $6.3mil + $8.4 mil. $14.7 mil total.
Let's quadruple that to account for other platforms. $58.8 mil.
Steam/EGS/Etc. take a 30% cut, so that brings it down to $41.16 mil.
Next, we'll estimate costs:
Let's say the team size averaged 250 people per year. Less early on and more in the late stage. For estimation purposes, the general rule of thumb is that each dev costs about $200k. This includes salaries, benefits, equipment/license costs, realty, etc. That's $50 mil per year.
It's been in production since 2015. That bumps production costs up to $450 mil.
Marketing is double that. $900 mil.
Veilguard would need to sell 22x more units at the same standard/premium edition ratio to break even, which is about 4.6 million units. Sales aren't going to get any better. The first week tends to be the best sales week and it's down hill after that. It's also unlikely to sell more units in the latter days of that first week than on the first day.
Let's run some numbers and be really generous.
First, we'll find out how much it made:
Next, we'll estimate costs:
Veilguard would need to sell 22x more units at the same standard/premium edition ratio to break even, which is about 4.6 million units. Sales aren't going to get any better. The first week tends to be the best sales week and it's down hill after that. It's also unlikely to sell more units in the latter days of that first week than on the first day.
tl;dr: Veilguard is a bomb.
agreed, which makes it puzzling why the shills are out in force trying to call this a success, i guess when in doubt just lie