• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

Marathon releases to 87,000 players on Steam and 87% Positive Reviews (sponsored by coachmcguirk91)

Literally saw a review of the game pointing out the weird coloration of game, but I notice that the green on the ground felt like someone droped a bucket on paint on the ground. Which in contrast looks like vomit, because the color of the paint is green.
I honestly dunno what beauty people see in this game. The weapons looks like was design from children with big ass scopes that looks like it was made on Roblox or something.
The more you actually play the game, the more you enjoy the visual art design. It is certainly jarring at first, though. The art design will hold up 10 years from now extremely well
 
Last edited:
Where will the Monday dip take us? Under 25k?

FOh0yiMl89WpXwpS.png

Lg6UuNLLZDcsdPBy.png


1b1f79ec7c98e96369b037735894f03b.jpg
 
Seems to me that people who bought it dont droped ot after a day, thats not toooooo bad
The game is in the topseller list on #4, it keeps on selling well, however CCU aren't going up but down.

This implies people buy, play for 1-2 hours and then refund/bouncing off (especially on the US side).
The more you actually play the game, the more you enjoy the visual art design. It is certainly jarring at first, though. The art design will hold up 10 years from now extremely well
Stockholm syndrome. Lmao
 
Those who celebrate games.

VS

Those who live in resentment.

The industry has moved past you people because of what you've become. You don't like games as much as you like complaining about them online. A poor demographic if ever there was one.
caxx6ePLKhAaQsOi.jpg

Dude, you're essentially giving us the "I eat nothing but cheap McDonald's cheeseburgers everyday of my life". You might as well tell us you only play sports games or Solitaire at this point my dude.
 
Last edited:
The game is in the topseller list on #4, it keeps on selling well, however CCU aren't going up but down.

This implies people buy, play for 1-2 hours and then refund/bouncing off (especially on the US side).

Stockholm syndrome. Lmao
Most GAAS games around launch peak in their first weekend. Even with charting in top 5-10 in the days afterwards. Marathon seemingly has a very good retention rate so far
 
Do you seriously not see how this line is a contradiction?
No. Every single thing has exceptions. Generally, people consider angelina jolie as attractive. Some clowns think she is ugly. Doesn't mean her beauty is subjective. It is objective fact that angelina jolie in her prime was hot as fuck.
 
The game is in the topseller list on #4, it keeps on selling well, however CCU aren't going up but down.

This implies people buy, play for 1-2 hours and then refund/bouncing off (especially on the US side).

Stockholm syndrome. Lmao
the game is incredibly unfriendly to newcomers. So yes I can easily see this happening.

This still might be the right move though, if the growth curve is well done it can be more rewarding long term than ARC Raiders.
 
Last edited:
No. Every single thing has exceptions. Generally, people consider angelina jolie as attractive. Some clowns think she is ugly. Doesn't mean her beauty is subjective. It is objective fact that angelina jolie in her prime was hot as fuck.

I'm beginning to think that you don't know the definition of subjective since you keep using opinions as examples of fact. People who believe that the earth is flat are objectively wrong since the theory has been fully disproved for centuries. 99 out of 100 people thinking Angelina Jolie is beautiful doesn't make her objectively beautiful since 1 person who disagrees exists and there is no empirical way to change their opinion. Beauty is just as subjective as art as evidenced by the myriad of subcultures based on non-conventional looks. What you're describing in your examples is mainstream appeal which changes according to the times. Personal dislike doesn't change the subjectivity of art. Objectively, Marathon is a work of art as it is a product of a creative endeavor. Whether or not its a good or noteworthy work is a matter for debate.

Personally, Marathon isnt for me. Art I do not enjoy is still art. My opinion doesn't invalidate the opinion of somebody else who loves the game's creative choices.
 
That book is trash, like every other that has won a prize in the last 15 years. That's not art. It's bullshit and the purpose of awarding it is having people like you saying exactly what you posted.

The Mona Lisa is art; a turd splattered on a canvas is not.

Exactly, 'art as subjective' is post modernist, commie gobbledygook bullshit.
 
Those who celebrate games.

VS

Those who live in resentment.

The industry has moved past you people because of what you've become. You don't like games as much as you like complaining about them online. A poor demographic if ever there was one.

Awkward Jay Z GIF by Complex


Whatever is gonna help you sleep better at night for these next 60 or so days :messenger_tears_of_joy:
 
Last edited:
Sony earned more profit from its 30% platform fee on Arc Raiders sales via PSN than it did from the entirety of Marathon sales.
Well, Sony didn't develop Arc raiders so any money they received was pure profit. People will count Marathon's budget against Sony since Sony owns bungie, so even under significantly better circumstances it may have taken some time for Marathon profits to surpass Arc

That said Marathon is still flopping
 
Last edited:
Sony earned more profit from its 30% platform fee on Arc Raiders sales via PSN than it did from the entirety of Marathon sales.
Side tangent. Sony's number one priority should be to make the most pro-consumer, seamless box / ecosystem, and a system experienced that drives people to their system over PC so they can maintain this level of profit from the 30% cut.

I feel like PS5 was the first time I felt the system level experience get worse gen-on-gen (outside of load times) and I think they should be doing more to make their console offer more than what Steam does.
 
Last edited:
Looking at Marathon and some other games, it looks like the peaks and valleys have roughly a 2x gap.

So if Marathon bottomed at 25k late last night, it'll probably do about 50k at the peak when it does its best around 10-11pm.
 
Last edited:
Neither trended downwards from their release day though. They always had their weekly peak on the weekend post-launch.

A newly released game having less players on the first weekend than on the weekday it launched is a very bad sign.
As I said the difference of the first day doesn't mean a shit because many games -like the two examples I gave- peaked outside the first weekend.

The difference of the first day may vary a lot depending on how the players of that game are distributed across the timezones vs the launch timezone. The second and future days have would have a mode equal coverage of the global userbase.

We also have to remember that CCU isn't representative of game saler or revenue, even the daily active users. If we have 2 games that sell 1M units but the game A sold most of them in a single region (let's say western Europe) and the game B sold them evenly across the world, the game A will show a bigger CCU peak and a lower lowest point, while game B will show a smaller peak and a higher floor. Even if both sold the same and made the same amount of money.

And well, in any case the drop has been minimal, and the important is going to be the revenue and daily userbase (particularly its user retention) in the long term trend and for all the platforms, not just PC. We have to remember that Steam doesn't represent even all the PC users since the game also is in other stores.

Sony earned more profit from its 30% platform fee on Arc Raiders sales via PSN than it did from the entirety of Marathon sales.
And? Same applies for most Sony games outside maybe a dozen of them, and Marathon just released. It will make way more money over time.

Do you think they should cancel Marvel Tokon, Wolverine, Intergalactic and so on because platform holders make more money? And that they never should have made games like Astro Bot?

And well if instead of comparing the whole life of Arc Raiders versus the launch Marathon weekend you only compared their launch weekends Sony made more money with Marathon because got almost the 100% of it instead of a 30%.
 
Last edited:
I get the low player count and interest in that can seem odd (it's pretty much the same for every game though) but this is Bungie, most here would have played their previous games and been fan's of their work. So interest in their new game was always going to be high.
 
Can you cite a single live service game that had declining numbers the opening weekend, instead of rising CCU, and was viewed as performing well? Not even an argument. Genuine question. I can't think of a single game that meets this criteria.
I haven't checked it because it's totally irrelevant, but probably a few because releasing AAA games on Thursday became popular recently, in the past was more common to release on Friday.

I assume they changed it because (at least in my studio) to release stuff on Friday meant that sometimes some things get bonked, particularly in the server side, and need day one fixes just after release. Meaning, to reduce to almost zero the work of mostly the server coders during weekends we moved to release on Thursday.

And that was just for frequent post launch game content, problems at game launch instead on releasing game updates usually are generate more issues, particularly when the game has considerably more players than usual for the team.
 
No wonder why it dropped so much. Today is National Napping Day! Tomorrow's numbers will be HUGE.
 
Can you cite a single live service game that had declining numbers the opening weekend, instead of rising CCU, and was viewed as performing well? Not even an argument. Genuine question. I can't think of a single game that meets this criteria.
Battlefield 6. Reached its peak on launch day
 
Last edited:
I haven't checked it because it's totally irrelevant, but probably a few because releasing AAA games on Thursday became popular recently, in the past was more common to release on Friday.

I assume they changed it because (at least in my studio) to release stuff on Friday meant that sometimes some things get bonked, particularly in the server side, and need day one fixes just after release. Meaning, to reduce to almost zero the work of mostly the server coders during weekends we moved to release on Thursday.

And that was just for frequent post launch game content, problems at game launch instead on releasing game updates usually are generate more issues, particularly when the game has considerably more players than usual for the team.

"Probably a few" doesn't actually reference a single one, though. And It's not irrelevant. Arc Raiders released on a thursday and the CCU jumped 100k that weekend. The single player game that released the same day did 2x the CCU during the weekend. Marathon didn't. Legitimately every game I've searched that's been perceived as doing well saw higher player counts post-release. Marathon didn't. The weekend saw declining numbers. Are we supposed to pretend Marathon is the first game in history to see declining numbers opening weekend, but we label it as a success?
 
Battlefield 6. Reached its peak on launch day

Battlefield 6 isn't performing well, though. It was seen as a successful launch because 750k is a high CCU no matter which way you spin it, but it's seen a 91% player falloff. Marathon declined while never launching to stellar numbers to begin with. Nowhere can it be viewed as the criteria of "performing well".
 
I checked the Twitch stream, the dude was just sitting in the middle doing nothing with his friends checking some containers. What?
 
I'm curious what the play is now. Do they put more money and dev effort into this and try to appeal to casuals, or do they abandon ship and put this in maintenance mode? I dunno if I trust Bungie to fix this game after they spent so much time and money on such a small product. This game is like 1/4th the size of a game from the 2010s.
 
I'm curious what the play is now. Do they put more money and dev effort into this and try to appeal to casuals, or do they abandon ship and put this in maintenance mode? I dunno if I trust Bungie to fix this game after they spent so much time and money on such a small product. This game is like 1/4th the size of a game from the 2010s.
They cant shitcan this game without doing the same to Bungie ... so the spirits at Bungie knitting classes must be at an all time high.
 
I'm curious what the play is now. Do they put more money and dev effort into this and try to appeal to casuals, or do they abandon ship and put this in maintenance mode? I dunno if I trust Bungie to fix this game after they spent so much time and money on such a small product. This game is like 1/4th the size of a game from the 2010s.
Guess aim it towards a hardcore audience and try to milk them for what they're worth.
 
I get that, but Destiny 2 is a dead game relative to when they purchased it. Content was delayed for Marathon to make it die further. Then Marathon released to numbers that you'd be happy if you were a AA or indie studio with a much smaller budget. To this point, the Bungie purchase has been a terrible acquisition.

Totally agree with the "to this point" part. It's been down-right TERRIBLE! I see no way for this acquisition to be viewed as a success, until 2030 at the earliest.
 
"Probably a few" doesn't actually reference a single one, though. And It's not irrelevant. Arc Raiders released on a thursday and the CCU jumped 100k that weekend. The single player game that released the same day did 2x the CCU during the weekend. Marathon didn't. Legitimately every game I've searched that's been perceived as doing well saw higher player counts post-release. Marathon didn't. The weekend saw declining numbers. Are we supposed to pretend Marathon is the first game in history to see declining numbers opening weekend, but we label it as a success?
It's dumb and nonsensical to say a game is a failure because other had more concurrent users particularly looking at the first few days. Following that reasoning you can also say Slay the Spire 2 is a failure because Counter Strike 2 has a 1.5M CCU all time peak, which is 3x bigger.

We don't have to pretend anything because the CCU peak difference between the first and second day is totally irrelevant to the success of a game and doesn't mean a shit.

You asked for examples, here's one: Marvel Rivals. Released on Friday, the second day (Saturday) had a worse daily CCU peak. Its all time CCU peak was on its 6th weekend, after recovering from a declining trend of the first almost four weeks or so.

Steam CCUs don't mean a shit other than amount of players connecected at the same time in a given moment, it's mostly a metric for server programmers, useful to see if they will need to scale up or down the servers.

Other than this just gives a rough idea from outside the company of the relative size of the userbase in Steam of a game compared to others (in this case we see Arc Raiders had more players than Marathon at launch) and for GaaS to see if in the long term the userbase of a game decreases more or less or -in a few extremenly successful cases with exceptional user retention- grows over time. Or to get a rough estimate of if when having a peak caused by a meaningful game update and the peak is over, if the remaining userbase is bigger than the previous one or not.

But there's also other factors: historically Bungie had their userbase primarly on console while Arc Raiders has it primarly in PC. And Arc Raiders has a more mainstream friendly PvE approach while Marathon has more hardcore PvP approach.

When both cases are successful they difference on the hardcore one having a smaller niche with worse short term retention (some users scared/frustrated by difficulty) but better in the long term (those engaged keep there for longer), and having a better long term retention typically means a considerably better ARPU plus less costs in user acquisition (marketing campaigns) and less post launch content dev costs needed to keep the same level of success in the long term.

But again, Steam CCU only tell a small part of the big picture and can't be used to see how a game is performing. Particularly only having a handful days. It's more useful to compare long term trends. It's still too early.

The important data will be after a few months the amount of sales in all platforms, the LTV (life time value, average amount of money spent by the player with game purchase+addons) and user retention measured with DAUs and not CCU, particularly D1, D3, D7, D30 and the one a former boss of mine who later became a top King executive told me was the most decisive one to predict the success of a GaaS: D180.

These codes are the percent of players that continue playing the game after that amount of days since they started to play it (day 1, day 3 etc).

Totally agree with the "to this point" part. It's been down-right TERRIBLE! I see no way for this acquisition to be viewed as a success, until 2030 at the earliest.
Well, I wouldn't say it's terrible. I'd say it's ok: they underperformed in some specific areas but had a good progress in the more broader ones. So far:
  • Destiny 2 underperformed with Lightfall, but did a great job with The Final Shape and extended its support after it even if being a smaller one, going beyond the initial plans. Sony financials recognized the brand value of the game specifically (not the Destiny IP) was around $200M worse than initially estimated in the acquisition, which means their estimation and money made with it was way higher than this. Being 8 years and a half old, the game is sunseting as expected
  • As agreed in the acquisition, moved some Bungie staff to SIE/PS Studios positions, to share knowledge, expertise, data and tools mainly for GaaS, but I assume also for IP creation, MP and shooters
  • Highly grew the team and later reduced it by the agreed redundacy reduction, and staff moved to other SIE/PS Studios positions, plus later did another layoff linked to the Lightfall underperformance and Marathon delay. After these changes that involved two layoffs, their workforce is slightly higher now that they were in the acquisition. Pretty likely got some ex-Bungie devs back once Firewalk was shut down
  • Bungie experts in GaaS specific areas joined the experts in GaaS specific areas of SIE publishing, PS Studios HQ and the other PS Studios dev teams to create the Sony Live Service Center of Excellence, where the all of them (not just the Bungie ones) shared GaaS specific knowledge, created a best practices guide for the teams and a series of reviews of the GaaS specific areas for all the GaaS SIE projects in the key points of a GaaS (this doesn't mean at all Bungie that cancelled games of other studios or that told them how to do them, asked to change things etc)
  • Mainly thanks to the GaaS and off-PS push the SIE first party revenue aprox. doubled matching the goal mentioned by Jim Ryan in 2021 (still having 7 GaaS to be released after the initial deadline, which later got removed), and around 40% of that first party revenue now comes from GaaS and apparently around a similar percentage comes from Off-PS
  • Their integration in SIE and later within PS Studios concluded
  • Team LFG game seems to be progressing well, they concluded successfully its incubation and formed the new team
  • Destiny Rising got released with big success
  • Marathon got a delay, the game seems to be great seeing the early user reviews and impressions, and there are some positive KPIs but the game despite not being a Concord-like failure, it isn't either a Helldivers 2/Arc Raiders levels huge hit at least in Steam (something that could be expected due to the hardcore niche nature of the game)
  • Before the acquisition were starting to work in non-gaming adaptations of these IPs, something that would get benefited with the acquisition. They didn't announce anyting, meaning pretty likely may continue working on it (probably still in early steps)
  • After the restructuring Bungie was said to focus going forward in the Marathon and Destiny IPs. With Marathon and Destiny Rising shipped, and Destiny 2 support pretty likely nearing its end, very likely now in addition to some extra minor Destiny 2 support for the short/mid term, they'll have 'small' (for a Bungie context, or compared to a new AAA under development) teams supporting Destiny Rising and Marathon and will focus first on trying to grow Marathon during its first months post launch but very likely will switch their main focus to develop their main next game, which maybe already started it before and maybe was put it on hold to support the Marathon and Destiny Rising releases for a while. That next game should be a PvE focused Destiny 3 unless they're stupid
 
Last edited:
Top Bottom