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I'll only believe it when they share the official sales numbers. They even should include the number of new Ubisoft+ subscriptions since the release of the game, in fact.
Let's look at a Ubisoft game that hasn't sold particularly well either, Star Wars Outlaws. They reported 1.5 million players, but they had to admit they sold less than 1 million, in other words, less than two-thirds of the players.
If we use that with AC Shadows, we have that they said 3 million players, so we could estimate that they sold less than 2 million, which is still pretty bad.
- The other day when we discussed this you estimated 250m as cost, now it's already 400m+. But ok.
-You're correct that Odyssey wasn't on day one available on Steam. The game initially released on October 2nd 2018 and it released on Steam October 5th 2018, so three days later. I don't think this is really a point.
- You're saying the Steam userbase has increased. That's true. But the number of games on Steam also has increased, and mostly older games get played anyway. Only a small amount of the overall playtime is spent on new games anyway. (I can dig up the study for this if necessary).
October 5, 2018
PlayStation 4, Windows, Xbox One
WW: October 5, 2018
Nintendo Switch
JP: October 5, 2018
https://en.wikipedia.org/wiki/Assassin%27s_Creed_Odyssey#:~:text=Odyssey%20was%20released%20worldwide%20for,One%20on%20October%205%2C%202018.
Release Date:October 5, 2018
https://store.ubisoft.com/us/assassins-creed-odyssey/5afda5f788a7e34d25b5012f.html?lang=en_US
There was an "early access" period that started on October 2nd, but unsurprisingly that was available on Steam as well lol
https://www.ubisoft.com/en-us/game/assassins-creed/news/1ZWsYEGqGkmqHkTadSx5Ys/assassins-creed-odyssey-launch-essentials
https://tech4gamers.com/majority-xbox-users-wont-subscribe-to-ubisoft-plus/
Also subscribers also buy MTXs....which is a major revenue stream.
Concurrent peaks for recently (past 2~ years) released big titles that were very popular contradict this being relevant. Yes, people play a lot of older games. No, they didnt prevent at this point, many other games from reaching peaks 10x or even 20x the size.
No
I have always estimated a 400m as cost. Its been my estimate for half a year now.
You might have noticed the thread were we discussed production cost and the sources we had for it.
Those sources made a 250-350m estimate.
These numbers are without advertisement cost. Hence why we use the 300m middle road and add the 100m estimated advertisement budget. That is 400m in total cost.
We did not add 20m delay cost, nor the cost it takes after release (the game is still being patched etc, so there are running cost)
What I look at for a financial point of view is the gross revenue. That is what is important for us. Then we can take away the cut, taxes and overall development cost to find a net profit/loss.
None of the above is any indicator on if the game is good or not, as that is a subjective matter. I like some aspect of this game, as I detailed in my review, I dislike other aspects and I hate.. yes hate is a strong wrong, but I hate MTX and live service in SP games.
Just wait for the financials to be leaked to the public, that info, nothing else determines success or failure.
My prediction is not breaking even, and ubi being sold and used for parts.*
*will check back later.
But you know what? Don't apply reason in this forum
A one sentence prediction not digging into invisible numbers. Holyyyy ♥♥♥♥♥♥♥♥♥
To break even, they’d need to generate $500M in revenue, meaning they’d have to sell around 7.14M full-price copies ($70 * 0.7 = $49 per copy after platform cuts).
Since subscriptions bring in $18 per player, they’d need about 27.8M subscriptions to reach $500M, almost 28M subscribers.
Being generous, if 2M were full-price copies and 1M came from subscriptions, that would put them at:
$98M from copies (2M * $49)
$18M from subscriptions (1M * $18)
Total: $116M / $500M, or just 23.2% of the way to breaking even.
Edit: Removed the 30% cut from their own subscriptions, that adds 1.2% progress.