Doom: The Dark Ages - 3 Million Players Already - 7x Faster than Doom: Eternal

Am sure relevant questions are being asked. This isn't relevant so no answer.
tom hardy bane GIF
 
According to Ampere:

Of the "3 million players":
  • 1.8M - Xbox Gamepass
  • 200k~ - Xbox Purchases
  • 500k - Playstation
  • 390-450k~ - Steam
  • The rest on PC Gamepass and Battle.net
So the game sold 1 million copies at best. Wow.

Source.
 
Last edited:
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.
 
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.
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.
 
According to Ampere:

Of the "3 million players":
  • 1.8M - Xbox Gamepass
  • 200k~ - Xbox Purchases
  • 500k - Playstation
  • 390-450k~ - Steam
  • The rest on PC Gamepass and Battle.net
So the game sold 1 million copies at best. Wow.

Source.
Only 1.8M Xbox GP and 50K-110K PC GP?

That seems kinda terrible for GP as well.

And ~1M copies over 3 platforms?
 
Last edited:
According to Ampere:

Of the "3 million players":
  • 1.8M - Xbox Gamepass
  • 200k~ - Xbox Purchases
  • 500k - Playstation
  • 390-450k~ - Steam
  • The rest on PC Gamepass and Battle.net
So the game sold 1 million copies at best. Wow.

Source.

But this is good though, right? Why does it seem like you are saying it's bad?
 
But this is good though, right? Why does it seem like you are saying it's bad?
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.
 
We're talking about Doom here, not some higher budget Indie title.
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.
 
Last edited:
But this is good though, right? Why does it seem like you are saying it's bad?
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.

ZPXq8Ya.jpeg
5YWM7rv.jpeg


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.

EGIcmfj.jpeg


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.
 
Last edited:
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.
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'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.

ZPXq8Ya.jpeg
5YWM7rv.jpeg


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.

EGIcmfj.jpeg


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.
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.
 
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.
Pointing out that gamepass likely reduced the sales for this game isn't console warring.

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.
 
Last edited:
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.

ZPXq8Ya.jpeg
5YWM7rv.jpeg


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.

EGIcmfj.jpeg


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.
It also wasn't on gamepass day one. This isn't hard to figure out.
 
Easy to get to 3 million players when you're giving it away for free for less than full price bundled as part of a subscription
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)

Edited for correctness
 
Last edited:
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)
But, its not free.
 
It also wasn't on gamepass day one. This isn't hard to figure out.
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.
 
Pointing out that gamepass likely reduced the sales for this game isn't console warring.
C'mon dude, this level of obsession only stems from one thing.
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.
Not trying to damage control, but there are a few things against it, quoting my previous post.

Too much competition, $80 for linear shortish campaign, not stellar reviews, ok previews….. lot of stuff against it.

These types of things usually have a short term impact, I imagine game will have a wide reach once all is said and done. Its not like its will stop selling or being available on gamepass.

I still regularly see on xbox my friend list, people starting with Indiana Jones etc.
 
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.
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.
 
Very odd people are surprise when a gamepass title has lower sales. It's on gamepass and millions of people play there.

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.
 
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.

So you are saying that it is really weaknesses in the game itself that are dampening sales. That's a fair take, imo.
 
It's effectively free to a lot of game pass users if it made no difference to their subscription decision. Hard to determine how many that is though.

Also, can't multiple accounts in a household use the same game pass subscription?
 
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.
1 million sales seems pretty solid to be honest. 2 million gamepass players seems low - that seems more concerning than 1 million sales.
As for commercial failure that seems impossible to call, fuck knows what metrics MS uses.
 
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.
Bargain pricing vs outrageous pricing has a lot to do with it I think.
 
It also wasn't on gamepass day one. This isn't hard to figure out.
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?
 
Last edited:
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.
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! ;)
 
Last edited:
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?
Didn't they say the amount of players was 7x faster than Eternal?
 
So you are saying that it is really weaknesses in the game itself that are dampening sales. That's a fair take, imo.

Not talking about the game. Am playing it so cant say how it is.

Reviews are not glowing, but I don't trust those.

20 hrs linear campaign at $80 is surely a tough sell.
 
Last edited:
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.
 
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.
Neither of the last two Doom entries would have either, even though they weren't on gamepass.
 
Didn't they say the amount of players was 7x faster than Eternal?
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.
 
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.
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.
2) It means something - but its just one of many metrics that we know nothing about. Maybe after the PS5 launches of stuff like Hellblade 2 we will see a bunch of studios at MS shut down - but as of now Tango is the outlier.
3) Latest Circana has everything down in the US but subscriptions that are up like 8% in revenue.
 
Last edited:
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.

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.
 
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.
Yeah, but Doom TDA has nothing of this, no service not loot boxes etc.
 
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.

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.

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.
 
According to Ampere:

Of the "3 million players":
  • 1.8M - Xbox Gamepass
  • 200k~ - Xbox Purchases
  • 500k - Playstation
  • 390-450k~ - Steam
  • The rest on PC Gamepass and Battle.net
So the game sold 1 million copies at best. Wow.

Source.
So what's the excuse for the relatively low PlayStation sales? Don't they have a much larger player base than Xbox?

Are we doomed out? Do PlayStation gamers just not jive with first person shooters?
 
Last edited:
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.

Doom TDA would be $100M to $150M range excl marketing.

Does line up with my other post.

But the question is how reliable Gemini is in this case.
 
Last edited:
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.
Did you guys get the price increase or something? It's $70 in USA.
 
Top Bottom