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Watching a video where someone is claiming a $35 cozy game is a failure because it's concurrent player numbers dropped 6 weeks after launch... We are so fucked in how people perceive games, their value, and expectations. It's not stardew valley numbers!?!! Well then it must be a piece of shit...

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Concurrent players on anything that isn't reliant on a consistent and active playerbase isn't worth considering because even the greatest single player games will have a fall off in that same timeframe as people... idk finish this one and move on to play other games.

Yeah it's just absurd. I've seen people who say that having 5k CCU on launch day is a failure lol. But they ignore that the game sold like 50k units lol. Oh yeah big "failure" lol.

This is never a genuine argument. If you only measure games by their player count then every high profile single player game ever is a failure since they fall off about 6 weeks after launch.

The only games I follow that closely tend to be the ones that have a long, winding drama/intrigue attached to it. The kind where long lasting lessons are learned (hopefully). Like The Day Before, Anthem, Highguard and such.

That whole feeling sucks, because nothing can just exist and find its small audience. Feels like current culture is forcing everything to be in the spotlight AND appeal to everyone, and if it doesn’t it’s just torched by people who barely touch it.

People really need to stop worrying about "is gud???". Its warped people's perceptions and caused them to immediately dismiss anything that isn't seeing universal acclaim. And its annoying.

I don’t know. If a million people bought my game, but nobody played it, I would not consider that a successful game. Successfully money making strategy, yes, but not game.

Those people are just telling you who they are. They don't look for the games they like, they work to play the games they perceive as popular.

I once saw some dunderheads on steam saying that a game failed cuz it only had a little bit of numbers on steam. During a Wednesday morning release when everyone is at work or sleeping. Swear they are just desperate sometimes to declare something a failure.

I think it’s not about “Stardew Valley or bust”, it’s more about the “content” mentality. There are so many game live-services, unfinished games, battlepasses etc, and all coming from industry giants - people just learned to expect the game to go forever. Remember how it was with “Peak”

Typical social media warped perspective. People can't comprehend individual experiences anymore and base everything on views and concurrent players

It's also not a live service game, and therefore "concurrent player" measurements aren't even a proper measure of success??? Literally for games that aren't GaaS you just take the sales figures

It's like when people started calling Dead Cells a "dead game" after the final free DLC came out and the devs said no more updates; like, it's a single player game, they're not taking away your license to play it??? That's how all games worked in the analog days lol, what you bought was what you got

Can't go by those either. Too many studios (usually "AAA" -make sure to say "triple a" with as much derision as possible and 100% through the nose-) declare a game a flop if it doesn't bring in ALL the money. That's sure to bleed over into actual humans' minds.

Some of the most successful IPs to ever exist have been permanently shelved but locked behind copywriter and IP law due to one or two instalments doing just as well or slightly worse than predecessors. Entire studios shuttered forever because investors couldn't buy 27 yachts each after a release.

People straight up compare single player game retention to multiplayer game retention with a straight face. It’s fucking WEIRD. “No shit single player adventure game that sold 4 million copies doesn’t have as many peak concurrent a month after launch as Fortnite.”

After its first month from launch all I've heard is that "ARC Raiders" is dead and its still holding a sizeable chunk of players. I also blame the streamer space for invoking this idiotic line of thinking. Apparently we have to keep being reminded a thriving game is "dead" every passing month.

We saw this same logic from Riot Software recently as well when their fighter didn't get the love a regular mainstream shooter did. Street Fighter 6 being the dominant bloodline in the FG genre is around 17k concurrent or so. Riot expected a fighter to do CoD numbers out the gate is idiotic.

You have to ask yourself what they’re used to as their bar of normalcy. League has like, 100M players online monthly or something ludicrous like that. Valorant has around 20M players a month or so. I think they thought the League IP would make 2XKO pop off in a similar fashion. Why? idk.

I wouldn't normally be counted anyway, because I don't buy games on Steam, and GOG can't track player numbers unless you use Galaxy. The whole effort is an exercise in stupidity. Spyware should be illegal.

Concurrent Player trackers are the same people obsessed with box office numbers and superhero power levels. Can it be a useful metric? Sure, in the right discussion or with the right context. Is it the end-all be-all? No and you're annoying shut up

Today, I was thinking about an old indie game (Old Man's Journey), a calm game with interesting interactives. My gamer sons did not appreciate it, but I was glad we bought it and tried it. I was thinking it was like a book; someone toiled at it, a few people got it, some liked it. That's enough.

I get confused when people say things like "it was really good... but [downheartedly] I wouldn't play it again." It's like, do you have to couch your enjoyment in whether you'd repeat play? Is that not just wilfully diminishing the experience? And for what?

This is something I don't see brought up nearly enough! Not every game is designed to be infinitely replayable. Majority of players don't even finish their games, so one being entertaining enough to complete is actually kind of a big deal

Exactly! When people have played a game that was good enough to finish, I am so confused when they seem sad about it, as if they don't have hundreds more ready to go. It's like "this meal was amazing but I really wouldn't eat it for every meal of every day..." No shit.

I homeschool. The best app to keep track of grading that I found in the 9 years I've been homeschooling was by an individual. $3 donation got you perks for life. The homeschool software on my computer was created by 2 parents. Small is better.

One of my little games has a negative review that says it seems like I abandoned it because it no longer gets updates... The game is finished? Sorry I didn't add a battle pass to my $5 game I guess?

Gamers see journalists talking about concurrent players in multiplayer games & think that's how all games work. Even single player games. These children were never taught math & that's not our problem.

It's so fucking funny because consistent player numbers only matter for MP games really. Singleplayer? Nah, it can say maybe a bit but it doesn't matter for revenue, coop games similarly if they aren't planning on long term income. And what does succeed there varies wildly

2000 is massive! Especially for indie studios! If even 5% of players leave reviews thats 10,000 copies! even after steam's 30% (not sure of other platforms) thats well into the 6 digits in terms of revenue. even if the game has a 100% review rate 2000 people is a lot of people that like your game!!!

2000 reviews in 6 weeks at $35 dollars, assuming each reviewer purchased a copy, is $70,000. That's more than $11,500 a week. Extrapolating that further that's $552,000~ a year. If you're making 333 sales for 52 weeks, you've already paid off your CEO. What are the numbers supposed to look like?

Really only 2% of the people who buy a game review it - so it's more likely 100k sales - just on the one platform in the first six weeks!

I'm trying to do math with a calculator to make the numbers make sense in my head cause they're too big. $3,500,000 If you spent three years making a game, and you have 30 people payed $100k per year. You've made back a good chunk of what it cost to make the game in like two months. Failing how?

I've seen someone respond in apparently genuine confusion to a lovingly handcrafted, $35 game that takes over 100 hours to complete a run by going "how can this be actually worth playing if it doesn't have procgen content for infinite replays?"

Anyone caring about those numbers especially for single player games is weird to me. With multiplayer games especially by big studios maybe I could get since one would worry it might get closed soon (though worrying also wont change anything) but single player is just weird

It's invariably for some stupid forum argument, too. "Look at these numbers, they clearly fucked up." Yeah, if their goal was to make Concurrent Player Simulator, I guess it really flopped! You can pay your rent with concurrent players, right?

I did! One of them was a dream game from when I was 6. It's lovely to have it finally made, even if quite differently from what I imagined. If I did enough sells, I would have made a free dlc closer to the original draws, but extra time have an extra cost... I love my art. It is how I wanna make it.

my game came out July 8th. about 600 people bought my game of those 600 about 300 of them launched it of those 300, 100 of them left a review of that 100 about 1/3rd stated that it was their GOTY, so I'm happy but wait, I forgot. unless Geoff Keighley says it's good, it's not good I guess. dang