This lmao, there is no planet where this is a success. They tried this shit with Dragon age and avowed. Unfortunately for them, owning the chuds doesn't equal profit
My hope is that the latest, poorly ported and poorly received, Atelier alchemist game that released the same day will have bigger week 2 numbers than AC:shadyman
Looks like release day peak players on Steam was 41412. Right now, it's about double Avowed's peak, but half of Veilguard's. It will almost certainly go up once we hit the weekend, but it will be interesting to see how high. In Avowed's case, it went from 17k to 19k in the weekend bump, Veilguard from 70k to 90k.
Kind of a useless metric. What's the total cost of the game and marketing? What's the target day one sales? Do people like the game? Are they refunding? Will the sales trend continue?
It's hard to tell, since both companies have their own launchers (and I think Ubi's is used more than EA's), but Veilguard had around twice as many players on Steam day one, and struggled.
Again, they have their own launcher, so this isn't everyone, but 40k peak for a new AAA game isn't great at all. Odyssey had an all time peak of 60k, and they weren't even pushing it on Steam as hard as they did Shadows.
Baldur's Gate 3 still has a higher daily peak than AC Shadows on Steam. 60k peak today, 50k current. 800k all time.
Cyberpunk, regarded a dud on launch, has a all time Steam peak of 1,000k, daily peak of 40k. They have their own launcher too.
Starfield only had a daily peak of 3k today (OWCH), but still a all time of 330k.
Point is, it's way too soon to tell. Remember, everyone was telling us Veilguard was a massive success too. Daily peak of 2k, all time 90k.
EDIT: LOL, I was right. AC Shadows is included in their subscription plan. So, even if the million "players" is correct, not all of those are purchases and, while Ubi still gets some money, if those people were already giving them that money anyway, they essentially get AC Shadows for free. And I'm really curious how "players" are counted even then...
And that is even more complex to find out than you might think. Because with the delay, whatever the listed budget is is not what it is actually going to cost. It is the same problem they will run into with Hollywood movies in recent times. Like how they tried to claim the new Captain America was "only" $150M because that was the listed budget, but pretty much everyone who actually is in the know on the movie has said they spent closer to $300M, which would take it from "minor" to "major" loss for Disney.
If retarded idle-clicker/NFT flotsom games with a shoestring budget have realized the marketing power of botting absurd player numbers as a marketing ploy, I have no reason to believe Ubsoft haven't.
We haven't been able to take large player numbers as a reliable metric for years now. There's almost no reason or method to artificially deflate player numbers from the real one, so low numbers still have some diagnostic value. Big numbers are just a mystery box though.
4chan has been kiked since at least 2013
one million players is not one million sales. Words may not be magic spells, but they are important, and a distinction has been made.
It is ranked #27 on steamdb right now. Two spots below Elden Ring, a game that came out 3 years ago.
This lmao, there is no planet where this is a success. They tried this shit with Dragon age and avowed. Unfortunately for them, owning the chuds doesn't equal profit
My hope is that the latest, poorly ported and poorly received, Atelier alchemist game that released the same day will have bigger week 2 numbers than AC:shadyman
Looks like release day peak players on Steam was 41412. Right now, it's about double Avowed's peak, but half of Veilguard's. It will almost certainly go up once we hit the weekend, but it will be interesting to see how high. In Avowed's case, it went from 17k to 19k in the weekend bump, Veilguard from 70k to 90k.
One million players.
Kind of a useless metric. What's the total cost of the game and marketing? What's the target day one sales? Do people like the game? Are they refunding? Will the sales trend continue?
It's hard to tell, since both companies have their own launchers (and I think Ubi's is used more than EA's), but Veilguard had around twice as many players on Steam day one, and struggled.
Again, they have their own launcher, so this isn't everyone, but 40k peak for a new AAA game isn't great at all. Odyssey had an all time peak of 60k, and they weren't even pushing it on Steam as hard as they did Shadows.
Baldur's Gate 3 still has a higher daily peak than AC Shadows on Steam. 60k peak today, 50k current. 800k all time.
Cyberpunk, regarded a dud on launch, has a all time Steam peak of 1,000k, daily peak of 40k. They have their own launcher too.
Starfield only had a daily peak of 3k today (OWCH), but still a all time of 330k.
Point is, it's way too soon to tell. Remember, everyone was telling us Veilguard was a massive success too. Daily peak of 2k, all time 90k.
EDIT: LOL, I was right. AC Shadows is included in their subscription plan. So, even if the million "players" is correct, not all of those are purchases and, while Ubi still gets some money, if those people were already giving them that money anyway, they essentially get AC Shadows for free. And I'm really curious how "players" are counted even then...
And that is even more complex to find out than you might think. Because with the delay, whatever the listed budget is is not what it is actually going to cost. It is the same problem they will run into with Hollywood movies in recent times. Like how they tried to claim the new Captain America was "only" $150M because that was the listed budget, but pretty much everyone who actually is in the know on the movie has said they spent closer to $300M, which would take it from "minor" to "major" loss for Disney.
If retarded idle-clicker/NFT flotsom games with a shoestring budget have realized the marketing power of botting absurd player numbers as a marketing ploy, I have no reason to believe Ubsoft haven't.
We haven't been able to take large player numbers as a reliable metric for years now. There's almost no reason or method to artificially deflate player numbers from the real one, so low numbers still have some diagnostic value. Big numbers are just a mystery box though.
They don't even need to bot...it's their platform, they can say whatever numbers they want.
The power of marketing
It's not even doing well, it's 27 on steam right now. That's pathetic for a AAA game on release
Ubisoft only makes AAAA games now.
Too big to not fail.