Steam CCUs aren't the ultimate data point, not with PlayStation around

Gaiff

SBI’s Resident Gaslighter
This metric has been used a lot over the past few months (years?) to mainly push agendas over whether a release has been successful or not. While it is a good sample and a strong data point, it remains just that: a single data point. It tells us nothing about the total amount of copies sold, nor how well a game did on consoles.

Now, I'm not saying it never proves anything. In extreme cases, it can almost without a doubt tell us some things. For instance, Black Myth Wukong peaked at an eye-watering 2.1M concurrent users. That's a smash it. There's no way around that one. Even if the console sales in comparison were modest (they were), the PC version alone sold so damn well that it was enough to carry the game on its own.

The opposite is also true. Concord peaking at ~700 concurrent users was a bomb of epic proportions. PlayStation could have had 10x as many users at the same time, and it still would have been a colossal flop.

However, in most cases, it's a lot more nuanced than that. Take the example of Silent Hill 2 that peaked at a pedestrian 21,700 concurrent users on Steam. You'd think it's a flop, but then it was revealed 78% of the copies sold during launch week in Europe were on PlayStation, making that data point a decent sample, but far from truth-telling, especially since the game wound up selling 2 million copies in just over 3 months. Or how about Veilguard that peaked at 93K concurrent users, significantly above Assassin's Creed Shadows, but the former only presumably reached 1.5M in around 2 months, whereas the latter reached 2 million players in 3 days. I'm using the same metric, engagement. Those aren't sales. I'm not sure if Shadows is selling more than Veilguard (I bet it is), but this is just to demonstrate that Steam CCUs aren't the be-all and end-all of a game's success. In Shadow's case, a substantial amount is likely playing the game on Ubisoft Connect as well, further reducing Steam's overall importance. PlayStation also isn't some insignificant platform. It's frequently the most popular system for a given game and Steam concurrent users tell us nothing about that.

tl;dr: Steam CCUs are a useful sample and data point, but they must be put within their proper context and consoles also cannot be ignored because of it.
 

Gaiff

SBI’s Resident Gaslighter
They are a valuable data point in a sea of muddied transaparency.
They are, not saying otherwise.
They've also proven to be indicative of the overall picture on several occasions.
And I say as much in the OP. In cases like BMW with 2.1M concurrent users or MHW with 1.384M concurrent users, you know these games were smashing successes. However, most games come nowhere near those. Is a AAA game peaking at 80K a success or a flop? Well, on Steam at least, it's kind of a flop, but if consoles end up having 85% of the sales, it might still be very successful, just not on Steam.

The problem is that we have some posters who swear by Steam CCUs only, which in my opinion is flawed.
 
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It's the only data point we have at most launches.

A games sales performance on one platform is going to correlate with how it performs on other platforms. If a game underperforms on Steam, it's likely to underperform on Playstation as well. That's why people look to it.
 

Gaiff

SBI’s Resident Gaslighter
It's the only data point we have at most launches.

A games sales performance on one platform is going to correlate with how it performs on other platforms. If a game underperforms on Steam, it's likely to underperform on Playstation as well. That's why people look to it.
Keyword is "likely" and honestly, that's hard to tell without knowing the sales split.

https://www.pushsquare.com/news/202...of-silent-hill-2-copies-were-purchased-on-ps5

In Veilguard's case, 93K CCUs seem like a moderate amount, but the game was a disaster. PC might have even made up the biggest portion of the total, but without knowing the platform breakdown, Steam CCUs value is limited as an indicator of success.
 

LectureMaster

Has Man Musk
This metric has been used a lot over the past few months (years?) to mainly push agendas over whether a release has been successful or not
This is not true. Not that folks are pushing agenda, it is because Steam is the only platform that grants ordinary players like you and I the data access.

Plus, there are always correlations, you can argue that a low CCU game could still do good, but pretty much high CCU games are universally successful.

Like folks mentioned above, we wouldn't have this issue if every platform is as pro player and transparent as Valve.
 

Gaiff

SBI’s Resident Gaslighter
This is not true.
Suspicious Family Matters GIF
 
Steam sales are relevant to overall sales, but you also need to factor in how pc or console centric a game is. AC popularity has always been driven by console users. A game like Dragon Age is way more PC focused, for instance. Which is why it was quite evident Dragon Age bombed after 80k peak CCU
 
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GHG

Gold Member
Gaiff Gaiff

I think it's also important to note the fact that major publishers such as Ubisoft (ironically) have made efforts to get the live Steam concurrent player counts removed:


It's unlikely they would make any effort to try and do this if these numbers didn't expose them in any way.

The easy way around it for all these publishers would be for them to simply start being transparent and announce sales for their new releases, instead of constantly hiding behind engagement figures. Note the fact that when a game is clearly successful (such as BG3, MH: Wilds and KCD2) they do in fact announce sales numbers.
 

Gaiff

SBI’s Resident Gaslighter
Gaiff Gaiff

I think it's also important to note the fact that major publishers such as Ubisoft (ironically) have made efforts to get the live Steam concurrent player counts removed:


It's unlikely they would make any effort to try and do this if these numbers didn't expose them in any way.
Oh, I definitely think Steam sales have relevance. This is how we knew Concord was a calamity of historical proportions before Sony even announced it.
The easy way around it for all these publishers would be for them to simply start being transparent and announce sales for their new releases, instead of constantly hiding behind engagement figures. Note the fact that when a game is clearly successful (such as BG3, MH: Wilds and KCD2) they do in fact announce sales numbers.
Agreed. I also said that if Ubisoft remains silent over the sales of Shadows, then it probably means it flopped. EA was also coy over the actual sales figures of Veilguard. Engagement metrics are smoke and mirrors. The primary driver of a game's success is still sales and this will remain the case for the foreseeable future. It's like when you were a kid and you rushed to your parents if you got an A+ in an exam, but you wouldn't say shit if you got an F unless they asked you.
 
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SomeNorseGuy

Neo Member
Well since it is, as others have mentioned, one of the few metrics we have to go by for how well a game is performing it will be relevant whether it's accurate or not.

I mean it beats "I saw it on the top 10 list of best selling games in -insert country of choice- on different platforms IMO.

It's such a shame that this industry seems to be allergic to transparency. But I guess it's easier to control the narrative when the masses are uninformed.
 

64gigabyteram

Reverse groomer.
Of course! Many folks will try to claim that games sell poorly on steam because of playercount numbers when the reality might just be that not as many people are playing at that time.
and with 2 other massive platforms for sales splits (and an Xbox) it makes no sense to crown a game specifically a failure based JUST on PC sales alone.

But at the end of the day, they're a common and popular metric because they're the only metric around that accurately tracks how successful a game truly is. Steam itself only mentions concurrent players and not even sales numbers, which would be FAR more transparent and would help clear the image a hell of a lot more than estimating sales based off of a variable and ever changing playercount number

I still think that Steam should report on sales numbers, and Playstation should get around to doing the same for digital PSN copies too as well as reporting on playercount numbers. Give the info to the gamers.
 
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Topher

Identifies as young
It's the only data point we have at most launches.

A games sales performance on one platform is going to correlate with how it performs on other platforms. If a game underperforms on Steam, it's likely to underperform on Playstation as well. That's why people look to it.

The problem there is asserting that CCU translates to sales data. It doesn't. The other problem is what PC gamers play isn't necessarily the same as what consoles players play. Folks who only play on consoles very well might look at the top CCU games on Steam and wonder what the hell they were looking at.
 

Topher

Identifies as young
Well since it is, as others have mentioned, one of the few metrics we have to go by for how well a game is performing it will be relevant whether it's accurate or not.

I mean it beats "I saw it on the top 10 list of best selling games in -insert country of choice- on different platforms IMO.

It's such a shame that this industry seems to be allergic to transparency. But I guess it's easier to control the narrative when the masses are uninformed.

Gonzito Gonzito you got a brother in Norway?

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calico

Member
Steam sales are relevant to overall sales, but you also need to factor in how pc or console centric a game is. AC popularity has always been driven by console users. A game like Dragon Age is way more PC focused, for instance. Which is why it was quite evident Dragon Age bombed after 80k peak CCU
I agree you need to factor in which platform a game skews towards.

I would say Dragon Age was also heavily skewed towards console by the time you get to Inquisition and Veilguard. It trended that way since Button Awesome.
 
The problem there is asserting that CCU translates to sales data. It doesn't. The other problem is what PC gamers play isn't necessarily the same as what consoles players play. Folks who only play on consoles very well might look at the top CCU games on Steam and wonder what the hell they were looking at.
It's a measure of enthusiasm for a game that needs to be considered in its full context. There is useful information that can be extracted from it, but not everybody is capable of that.
 

Heisenberg007

Gold Journalism
Steam CCU also has very little relevancy for games that launch on Game Pass
Steam CCU gains even more importance for Game Pass launches (especially if it is for an Xbox / PC only game).

That's because Xbox players will likely be playing the game on Game Pass, which leaves only Steam as a platform for sales and for recovering development costs / profits.
 

Topher

Identifies as young
It's a measure of enthusiasm for a game that needs to be considered in its full context. There is useful information that can be extracted from it, but not everybody is capable of that.

It's a measure of enthusiasm for a game on Steam. Yeah....useful information, but none of it applies to other platforms. The best we have for that is services like Circana.
 
It's a measure of enthusiasm for a game on Steam. Yeah....useful information, but none of it applies to other platforms. The best we have for that is services like Circana.
If Steam gamers aren't enthusiastic about a game it's probable that PlayStation gamers aren't enthusiastic either. They are correlated. A bad game is generally a bad game regardless of which platform you select.
 
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Durin

Member
Or how about Veilguard that peaked at 93K concurrent users, significantly above Assassin's Creed Shadows, but the former only presumably reached 1.5M in around 2 months, whereas the latter reached 2 million players in 3 days. I'm using the same metric, engagement. Those aren't sales.

Very much this too...because both of these companies choose language like "players accessed" rather than direct sales, which means they're lower because you have copies packed in with hardware, free copies given out, and both publishers have subscription services more people over time are using that cost less than the $70 buy-in.

Companies want to obfuscate numbers unless they're amazing, because many big ones are publicly traded, and I think the appearance of doing better I think that they think will yield more potential sales.

I wish there was some regulation for consoles releasing sales figures, at least after a portion of time after the game has been out so it's not weaponized around launch.
 
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