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翻訳の問題を報告
For example, let's say a studio sold 5 million copies of a game. But only while it was on sale at a 90% discount. They can say they sold 5 million copies, which is kind of a useless number if you consider that they sold each of them for 10% the standard value of the game.
Likewise, AC Shadows could say they sold 5 million copies. Cool, of which version? Standard? Digital deluxe? Collectors? And what about the microstransactions? I mean, that all goes into their pocketbook after all, so they should be counted.
Sales figures are a useless and vague number. None of the investors care if they sold 2 or 3 or 4 million copies, they want to know how much money they made across those copies. And you know what they call that number? Revenue.
There is no 90 % discount the first weeks of release. Find another excuse.
Yes, but at least we know that it means at least 40-100 dollars on average per copy, not multiple 1 dollar skins revenues to 18 dollars subscriptions revenues.
Who cares about the best 1 dollar skins revenues in all the franchise ? Who cares about the best 18 dollars 1month-subscriptions in all the franchise ?
You want to save Ubisoft or not ? Ubisoft need cash, not "best revenues in the franchise"
Here, let's try a different analogy, since analogies appear to be a tough thing to grasp.
Let's say a new game releases, and the base game buy in is $40. But they've got a deluxe edition that has a LOT more content for $80. Like, a LOT more content. And then they make an announcement that they sold 3 million copies of their game.
So, with the above, how much money did they actually make? Is knowing they sold 3 million copies a useful metric if there's two wildly different price points for the game, and they don't say anything about which editions people were getting? And what if they also have a lot of micro-transactions that prove to be pretty popular? That doesn't count as a unit sale at all, after all.
With all of that, what's the use of saying how many units they sold? How is that even remotely a useful number if the revenue generated from those 3 million units could be anywhere between $120 million and $240 million before you even count micro-transactions? Raw sales figures give you a margin of error for total revenue of 50% or more.
Know what number is useful? Revenue, since that's just simply how much money was made, irrespective of total units sold.
Here, let me try and make it even simpler. If a title sells 3 million units, and 1 million bought it at $60, and two million buy it at $80, why is it more useful to say 3 million units sold when that doesn't even say how much was made per unit instead of $660 million in revenue?
EDIT: Looking at the above post, I just think you have no idea what the word revenue means.
Revenue - noun - Income, especially when of a company or organization and of a substantial nature.
Revenue literally means cash flow, how much money they made, altogether, total.
"Money coming in" is too vague when talking about...money coming in. As opposed to one number, that you don't even care if it is exact or a ballpark, that is only a portion of the picture of the other, when talking about...money coming in. Brilliant.
And, again, I have already highlighted some limitations of sales data (which you don't have in your example anyway). Which you have no answer for.
"Sales are clear?" Say, "3 million sold!" Well, which were base game, which were deluxe? Which were Steam, which were Ubisoft directly? How many subscriptions did we miss, because they aren't sales? Etc.
"Revenue?" "We made more money than everything else's launch, aside from Valhalla."
But what you are saying is, it's okay to even go "we sold more than Odyssey." And you think that that is a more useful "figure" than, "we made more revenue than Odyssey."
We know in all cases that it's a lot more cash than multiple 5 dollars microtransactions in "revenues, the best of the franchise so far". Capiche ?
No, it could mean total revenues, or subscriptions revenues or microtransactions revenues, or both... we don't know, the source is very vague on that matter. I have not seen the words "total revenues" mentionned, have you ?
You don't seem to understand the difference between 40-120 dollars sales revenues and 18 dollars subscriptions revenues.
Who cares, it's a solid pre-estimate to gauge the success of a game, and compare it to others games.
You know, we do that with every AAAs games, and successful ones don't hide their sales numbers like Ubisoft do with AC Shadows.
Don't try to avoid the harsh truth: AC Shadows is not a success.
Very vague. On what ? In general ? Total revenues ? On subscriptions revenues ?
So no mention of TOTAL revenues in your random Twitter source, thanks.
Only the usual marketing tactics half-truth/half-lies coming from Ubisoft, to hide the fact that sales are probably bad. And the stock price reflects that.
Sorry for trusting stock market information more than your vague Twitter/marketing sources.
Me, i have the stock market, and Ubisoft stock price, no less.
Ubisoft themselves reported that it's the second highest day-1 revenue for the franchise though. Which I suspect you should accept since you were all too willing to not just accept, but even put forth their reports about Valhalla being the best selling AC game with no other sources.
Sony themselves reported that Shadows was the best selling day-one Ubisoft game ever on their platform, along with that 40 million hours of gametime have been logged thus far.
Here's the Ubisoft source, which is a twitter, though I've never provided this one myself.[x.com] 2nd highest day-one sales revenue in the franchise history. (Reminder, revenue = total income regardless of source or number of individual transactions.) Biggest Ubisoft day-1 in company history, confirmed by Sony. 40 million total hours played as of March 27th.
And again, the only source you provided for how well Valhalla did, which you fully accepted and posted multiple times, was Ubisoft themselves as well. So unless you're just a blatant hypocrite whose incapable of good faith discussions, surely you can accept the exact same source in this instance, right?
Or are you gonna pick up those goalposts again and plant them further down the field?
However that doesn't mean their direction was good and it maximized their profits.
It would've done better without the unnecessary controversies.
I personally don't care, I am just waiting for the huge discounts Ubisoft spoiled me with. Also, I'll never buy a game with missing content and the preorder quest is availiable in their sub service but not the ultimate edition.
You don't even know why sales data is important to your position.
If one can read English, it obviously means total revenue from the game.
You don't seem to understand that money is money, and that this is all money coming in from this game. If it brought in $18, that is $18 dollars more it brought in. Why do you think, when concerned with how much money it made, that we should ignore all of those $18s? Why should we ignore all the differences between platforms and just treat them as if they are all the same value?
It really isn't solid if you're talking about money. Revenue is, obviously, the better indicator of money earned from a product.
As has been pointed out hundreds of times on these boards, many are going to player counts, as distribution is not the same as it used to be, with player count better reflecting how many are playing these games.
You've, for weeks, been trying to shove that narrative, but you never have proven that claim that it isn't successful. And again, you keep saying, despite it having a very strong launch for the franchise. You're touting a game with a weaker launch as being a success story, to try and put this down. Like, what?
Revenue, revenue. ie, how much money the game brought in.
No one games on xbox except broke adults.