vaibhavpisal
Member
Am sure relevant questions are being asked. This isn't relevant so no answer.If you're publicly traded (no longer a private company) and rely on the public to boost your profits, then there should be no issue.
Am sure relevant questions are being asked. This isn't relevant so no answer.If you're publicly traded (no longer a private company) and rely on the public to boost your profits, then there should be no issue.
Am sure relevant questions are being asked. This isn't relevant so no answer.
WTF u talking about, bro, game flopped, no console warring coz no reason to bash 3rd party(microsoft/bethesda), we just call it for what it is.This form of console warring using sales in gamepass era is tiring.
Fanboys know they cant win on games so have shifted goalpost to sales.
If xbox goes full digital next gen, am sure goalpost will move to physical sales, thats how malleable standards are.
Yup, this is the first sign of warrior.no reason to bash 3rd party(microsoft/bethesda), we just call it for what it is.
I dont even own any playstation console this gen, bro, i do own pc thoYup, this is the first sign of warrior.
Only 1.8M Xbox GP and 50K-110K PC GP?According to Ampere:
Of the "3 million players":
So the game sold 1 million copies at best. Wow.
- 1.8M - Xbox Gamepass
- 200k~ - Xbox Purchases
- 500k - Playstation
- 390-450k~ - Steam
- The rest on PC Gamepass and Battle.net
Source.
According to Ampere:
Of the "3 million players":
So the game sold 1 million copies at best. Wow.
- 1.8M - Xbox Gamepass
- 200k~ - Xbox Purchases
- 500k - Playstation
- 390-450k~ - Steam
- The rest on PC Gamepass and Battle.net
Source.
Its ok I would say.But this is good though, right? Why does it seem like you are saying it's bad?
It's decent for a AA game, I suppose.But this is good though, right? Why does it seem like you are saying it's bad?
We're talking about Doom here, not some higher budget Indie title.But this is good though, right? Why does it seem like you are saying it's bad?
Google Gemini claims a realistic estimate for Doom's budget would be in the $200M - $350M range.We're talking about Doom here, not some higher budget Indie title.
It's an awful result. I haven't played it, but from what I've heard it's a good game, but this data shows that it bombed hard.But this is good though, right? Why does it seem like you are saying it's bad?
I mean it is also the 3rd best selling game of the year in the US. Of course AC:Shadows is number 2. The difference is that Oblivion is just another release - if AC shadows can be considered a flop it is only because of its oversized importance to Ubisoft and its over sized budget.It might be a flop though, it's not like there was tons of competition.
AC: Shadows was the number one selling game in the US the month before.
Doom Eternal didnt launch day one on gamepass though (I don't think). People are going to have to learn that the easy demarcation between winners and losers has been eroded. It's not as easy to call when subscriptions are involved and where even Sony makes more revenue from add on content than they do game sales.It's an awful result. I haven't played it, but from what I've heard it's a good game, but this data shows that it bombed hard.
Let's compare it with Doom Eternal that released 5 years ago.
In terms of Steam players, Doom The Dark Ages performed 70% worse than Doom Eternals.
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In terms of sales, Doom The Dark Ages also performed roughly 70% worse than Doom Eternals: < 1 million launch sales vs. 3 million launch sales of Doom Eternal.
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In overall performance, Doom The Dark Ages nosedived.
Development cost would have definitely increased in the last 5 years. The total number of players have also increased. Yet the game under-performed by at least 70% compared to its predecessor.
Pointing out that gamepass likely reduced the sales for this game isn't console warring.This form of console warring using sales in gamepass era is tiring.
Fanboys know they cant win on games so have shifted goalpost to sales.
If xbox goes full digital next gen, am sure goalpost will move to physical sales, thats how malleable standards are.
It also wasn't on gamepass day one. This isn't hard to figure out.It's an awful result. I haven't played it, but from what I've heard it's a good game, but this data shows that it bombed hard.
Let's compare it with Doom Eternal that released 5 years ago.
In terms of Steam players, Doom The Dark Ages performed 70% worse than Doom Eternals.
![]()
![]()
In terms of sales, Doom The Dark Ages also performed roughly 70% worse than Doom Eternals: < 1 million launch sales vs. 3 million launch sales of Doom Eternal.
![]()
In overall performance, Doom The Dark Ages nosedived.
Development cost would have definitely increased in the last 5 years. The total number of players have also increased. Yet the game under-performed by at least 70% compared to its predecessor.
But, its not free.Easy to get to 3 million players when you're giving it away for free.
Personally, I was looking forward to grabbing this on the PS5 Pro until they decided to do the bare minimum for the upgrade
Guess I'll eventually grab it on PC when it gets discounted (would have paid full price for the ps5 pro)
So this poor performance is perhaps attribute to that decision of launching this game day one Game Pass.It also wasn't on gamepass day one. This isn't hard to figure out.
C'mon dude, this level of obsession only stems from one thing.Pointing out that gamepass likely reduced the sales for this game isn't console warring.
Not trying to damage control, but there are a few things against it, quoting my previous post.Sorry man but this is a disingenuous comment imho. Very well crafted damage control. A better avenue would just be to point out that doom has never been that big of a franchise. How many copies did we expect it to sell? Serious question. If Eternal sold 7 million(just for the sake of argument) and this game sells 2 million and has 5 million gamepass players, is that a success? I'm not sure. I don't think it flopped but I suspect it underperformed. It was shocking to see this game not make the impact I thought it would. Who knows.
Too much competition, $80 for linear shortish campaign, not stellar reviews, ok previews….. lot of stuff against it.
I don't think that's a valid point.Doom Eternal didnt launch day one on gamepass though (I don't think). People are going to have to learn that the easy demarcation between winners and losers has been eroded. It's not as easy to call when subscriptions are involved and where even Sony makes more revenue from add on content than they do game sales.
Very odd people are surprise when a gamepass title has lower sales. It's on gamepass and millions of people play there.
Its ok I would say.
Too much competition, $80 for linear shortish campaign, not stellar reviews, ok previews….. lot of stuff against it.
It is a Doom game though and eventually it will have a much larger reach. Essential play for FPS fans IMO.
1 million sales seems pretty solid to be honest. 2 million gamepass players seems low - that seems more concerning than 1 million sales.So this poor performance is perhaps attribute to that decision of launching this game day one Game Pass.
Whatever the reason is (I haven't theorized about any so far), I'm only presenting data that this game hasn't sold well at all and seems like a commercial failure already.
Bargain pricing vs outrageous pricing has a lot to do with it I think.Clair Obscur: Expedition 33 seems to be doing extremely well with Steam sales despite being on Game Pass. So yeah, it is a bit of a surprise to see an established franchise like Doom not even coming close to a new IP from an entirely unknown developer.
But it has the same amount of players as Eternal sold copies roughly in the same timeframe. Is it a reasonable expectation to have that being available for free to 30 million players it should have noticeably higher number of players than predecessor?It also wasn't on gamepass day one. This isn't hard to figure out.
Bargain pricing vs outrageous pricing has a lot to do with it I think.
Its easy to identify what Clair Obscure did different. 50 bucks for a way longer game, no denuvo...et voila...pc plebs are happily buying!Clair Obscur: Expedition 33 seems to be doing extremely well with Steam sales despite being on Game Pass. So yeah, it is a bit of a surprise to see an established franchise like Doom not even coming close to a new IP from an entirely unknown developer.
Didn't they say the amount of players was 7x faster than Eternal?But it has the same amount of players as Eternal sold copies roughly in the same timeframe. Is it a reasonable expectation to have that being available for free to 30 million players it should have noticeably higher number of players than predecessor?
So you are saying that it is really weaknesses in the game itself that are dampening sales. That's a fair take, imo.
They're using "players" clicking 'play game' once and not sales.I don't entirely get it. They say 7x faster than Doom Eternal, so it is a success but Steam numbers and people say it flopped? Something doesn't add up here.
Well, that sucks, i know i wish they would have success with the game.They're using "players" clicking 'play game' once and not sales.
Neither of the last two Doom entries would have either, even though they weren't on gamepass.Clair Obscur: Expedition 33 seems to be doing extremely well with Steam sales despite being on Game Pass. So yeah, it is a bit of a surprise to see an established franchise like Doom not even coming close to a new IP from an entirely unknown developer.
Well that makes their claims very questionable. Eternal sold 3 million(yes, it's estimates but still) in 12 days, and they announced 3 million players for TDA on 20th, so 5 days since release, 7 days since advanced access. I don't know how this data matches with their claims.Didn't they say the amount of players was 7x faster than Eternal?
Neither of the last two Doom entries would have either, even though they weren't on gamepass.
1)Of course game sales have become less important. Fortnite brings in enough money for Epic to just give out games for free, hasn't sold one copy (well maybe a couple before they relaized that game sales werent where the money was). Atomfall peaked at 6000 players on steam but was apparently profitable as soon as it launched. Alan Wake 2 hasn't made a profit, but was fully paid for by epic.I don't think that's a valid point.
1) Sales have not become any less important. Revenue from game sales - which can be directly attributed to the game in question - is still responsible for protecting or shutting down studios.
2) "The number of players" metric does not really mean anything, as we have seen in the case of AC Shadows and Hi-Fi Rush.
3) This point would have been somewhat more valid if the subscription never was growing on a consistent basis. Considering that Game Pass (or PS+ for that matter) has not been growing at all - neither in subscriber count nor in revenue - it's completely irrelevant.
I don't entirely get it. They say 7x faster than Doom Eternal, so it is a success but Steam numbers and people say it flopped? Something doesn't add up here.
Yeah, but Doom TDA has nothing of this, no service not loot boxes etc.Many on this forum have a very outdated way of looking at how games actually make money nowadays. They still think we are living in the PS2 days where to gauge success you just multiply the unit sales by $60 and subtract the estimated budget costs.
Variables like subscription services and microtransactions have changed the game for years. Subs for example obfuscate how many dollars these companies are actually taking in, because people are subbing to the service as a whole, not the individual game. That's why player metrics and 'engagement' do become important measurements there.
A game can 'bomb' on paper, but if it's the reason why millions kept the sub going for another month, and is looting wallets with its in-game currency, skins, loot boxes and all that other crap, then it can still be viewed as successful internally.
Some of the most profitable games on the market are quite literally free to play ie. no real unit sale.
Google Gemini claims a realistic estimate for Doom's budget would be in the $200M - $350M range.
If so, it's a bomb.
* But I guess it depends on how reliable one should deem Gemini.
It's an estimate and includes marketing, which Gemini stated would be in the $50K to $150K range.I like Gemini, but no way that's correct! How many people worked on this game full-time?
It's an estimate and includes marketing, which Gemini stated would be in the $50K to $150K range.
So what's the excuse for the relatively low PlayStation sales? Don't they have a much larger player base than Xbox?According to Ampere:
Of the "3 million players":
So the game sold 1 million copies at best. Wow.
- 1.8M - Xbox Gamepass
- 200k~ - Xbox Purchases
- 500k - Playstation
- 390-450k~ - Steam
- The rest on PC Gamepass and Battle.net
Source.
Remember, Mario Kart World had the same dev time like GTA VI.I just refuse to believe this game cost the same amount as The Last of Us 2. The amount of mo-cap in TLOU2 vs. this game.......................I mean.
Going by Gemini, TLOU2 dev cost was ~$220M excl marketing.I just refuse to believe this game cost the same amount as The Last of Us 2. The amount of mo-cap in TLOU2 vs. this game.......................I mean.
Did you guys get the price increase or something? It's $70 in USA.But even if they spend $150M total on those games, if the games sell >1M at launch (definitely the case) a game like Doom at $80 will generate $80M across all platforms.
That's probably the reason Doom is $80 to begin with.
GP really must be worth it, but I doubt Nadella and shareholders will be happy with these results.