Not to mention once again with the closing of Tango Microsoft themselves don't even know how to quantify that dataGame Pass player counts are literally the most irrelevant metric in this industry.
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.
I agree with you, but you're yelling into a void, unfortunately.
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.
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.
Not really. There are analysts that use the Steam CCU to calculate (quite accurately) the total number of copies sold on Steam.Its solid for GAAS retention metrics and that's pretty much it.
It generates no additional revenue if an existing subscriber plays a new game.Game Pass isn’t free.
Not really. There are analysts that use the Steam CCU to calculate (quite accurately) the total number of copies sold on Steam.
There are plenty of examples. You have track them at a given point of time though.Naw, haven't seen anyone extrapolate the CCU numbers to anything meaningful and matching real-life numbers. Feel free to show us. SteamDB estimated sales are a joke.
That 2m players can be mostly from ubi sub service, aka 18usd/month(or w/e pricing it is in other countries, 3-4x lower vs full purchase of the game).The biggest issue with using Steam CCU to draw a definitive conclusion is that it is 1 of a whole bunch of data points, so any conclusion drawn will paint an incomplete picture.
It's like putting 2 pieces of a 16 piece jigsaw puzzle together saying the puzzle is shit because you put 2 sky pieces of a landscape and didn't see the rest of the image. As long as the other platforms insist on not sharing their numbers, we have to wait for official numbers from a developer/publisher or estimates from market researchers, etc. But we're not patient enough for that.
Look at AC Shadows. As of right now, all time concurrent peak on Steam is just under 65k players, but according to Ubisoft, over 2 million people have installed or downloaded the game. That is a huge discrepancy and a sign that you shouldn't be using Steam CCU to determine how a game is doing.
I think that is largely irrelevant. If Ubisoft thought 2 million people playing through their subscription service was going to be detrimental to the game's revenue, they wouldn't be offering it at a discount there. My guess - and this is anecdotal/hypothetical - is that buying the game at a discount, or getting it as part of a service you're paying for monthly makes users more likely to spend money on in game mtx and over time that brings their overall spend on the game close to, or over the full price.That 2m players can be mostly from ubi sub service, aka 18usd/month(or w/e pricing it is in other countries, 3-4x lower vs full purchase of the game).
videos likes these...are what the gaming media should be doing.is Luke a grifter now ?
ah, ok sryvideos likes these...are what the gaming media should be doing.
Instead
they (media) are not only failing to inform but actually mislead, run damage control for these companies, and even actively attacking gamers/consumers.
u didnt have to drink all this much just to play sonic generations. its not that bad :/I did my part
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Did I say that in the OP?If it was a useless metric
They won't the only reason Steam shares such data is because Valve is so open and laissez-faire. They are also a private company so they're not under pressure from public investors.Sony should share CCUs too. It 100% contributes to games “going viral”. Only downside is you can see games flopping in real time like Concord. Wukong, PUBG, BG3, and Palworld benefited greatly from this data being public.
Circana/NPD data is not public. If you subscribe to their service you can't publicly disclose or distribute their data without their consent. You're only allowed to use it based on their terms and conditions.Steam CCU's are the ONLY free publicly available data point
The problem has always been that Circana (formerly NPD) charges a hefty amount of money for their data but it's always been publicly available, you just needed to be willing to pay for it
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.
Technically Steam isn't sharing the data either, it's being scraped by sites like SteamDBThey won't the only reason Steam shares such data is because Valve is so open and laissez-faire. They are also a private company so they're not under pressure from public investors.
Lol what? CCU is for steam games only. Imagine creating a thread cause ur a sony fanboy thinking that CCU is the way to measure sales. CCU is just a metric for steam to measure and if you multiply it by around 7 o 8 you get an approximate sales number, that is all it is, no ody ever said it was a way to measure total sales on all platforms or the success of a game outside of steam itself
I mean, this is also true of things like subscribing to Bloomberg Terminal and people share stuff from there all the timeCircana/NPD data is not public. If you subscribe to their service you can't publicly disclose or distribute their data without their consent. You're only allowed to use it based on their terms and conditions.
Pretty sure steamcharts is from Steam, not a third-party.Technically Steam isn't sharing the data either, it's being scraped by sites like SteamDB
The real question is why Steam doesn't care enough to make that data completely inaccessible
They are sharing their data. Steam has an API that developers can plugin to which has a lot of data like this available. It's similar to what Blizzard does with WoW and Overwatch they have an API that websites tap into to get their data. This is how overwatch sites have detailed data on most played heroes, comps, average length of matches etc. A lot of games have something similar Steam does the same.Technically Steam isn't sharing the data either, it's being scraped by sites like SteamDB
The real question is why Steam doesn't care enough to make that data completely inaccessible
Nope Steam charts is 3rd party but the data they have is directly from Steam via the API Valve allows developers to use. The data is 100% from Steam but the website is 3rd party.Pretty sure steamcharts is from Steam, not a third-party.
Ah, I thought SteamDB was third-party but steamcharts was from Steam.Nope Steam charts is 3rd party but the data they have is directly from Steam via the API Valve allows developers to use. The data is 100% from Steam but the website is 3rd party.
Steam CCU is a great metric indicating how the game did on Steam - even on PC there are multiple different launchers, big AAA and even AA games rarely launch exclusively on Steam, then you have got multiple subscription services outside of Steam and this is only on PC. Then you have got consoles PS5 with approx 70M users, Xbox Series with over 30M users. (Not mentioning Switch as lots of games skip it). Unfortunately nowadays Steam CCU is the most accurate number we have got for most games sales, at least very early after launch so we keep using and discussing it, and while it can be a game success indication it is in no way full picture for most of the games.
That's simply because you are putting all these sites on the same level, while on the contrary some have a strong reputation for having a good understanding of these stats and some other are notoriously atrocious at it.I agree, it's an unreliable metric. To get some sense of that, look at the different sites that use Steam CCU data to predict sales. With Veilguard, for instance, their predictions varied by a factor of 10. After about two weeks, one site said it sold 200K, another said 2 million, and the other sites said somewhere in between. With variance that wide, you aren't dealing with a reliable metric.
However, it's all we have in many cases, so people focus on it.
Sea of Thieves had been on game pass, including PC game pass for YEARS before it even launched on steam, and launched with 60k CCU on steam. So no, a game that releases on steam day one and does 10k CCU was not because it's on gamepass.Steam CCU also has very little relevancy for games that launch on Game Pass
There's obviously no platform split for the AC franchise, but most of Ubisoft's revenue comes from consoles, as per their filings in the most recent earnings report: Ubisoft FY25 Q3 PR (page 6).Games like SH2 which sell 80% of copies on PS compared to 20% on PC are pretty rare. For most big marketed AAA games these days, the split is around 40% PC, 40% PS, 20% xbox (obviously it varies, but point is that PC and PS are much closer). And from that, when you have all the information you have on Steam (wishlist placement, bestseller list placement, CCU) you can do some very solid estimation for majority of games.
Some people claim that AC Shadows is similar case as SH2 with it being predominantly console franchise, but is there any data to support that? Previous AC games have been very successful on PC from what I remember.