Mustawd
Guest
I think you set the $2.542 mil milestone at total revenue, whereas it should be set at Fig revenue (i.e. about seven times higher):
Right. I’ll redo it.
I think you set the $2.542 mil milestone at total revenue, whereas it should be set at Fig revenue (i.e. about seven times higher):
Thanks for confirming what I said.The leaked Steam data didn't have sales data, it only counted the number of players. That includes the 34k backers, extra/free copies, people who refunded the game, and people who played through library sharing. The estimates based on Fig's revenue don't include these groups for obvious reasons.
An interesting new addition to Steamspy, a property called "Players (experimental)" shows 196 400 players for Deadfire. At the same time, the "Owners" is at 125 000. I've seen "Owners" at 145 000, so that's obviously an extrapolation from some sample size.
Players (experimental) is now showing over 200k players.
Sales somewhere between 200k-300k is still pretty bad to have since May, but waving around numbers below 200k is just ridiculous, that is, if you actually want to be objective and know how much copies the game sold. Reminding you that you still need to consider GOG's sales - you should still add 1/4 - 1/3 of the Steam sales even if you are being pessimistic.
300k is not something we have data on from any kind of source. It's just what I consider to be the absolute conceivable ceiling, the most optimistic scenario, based on what information we have so far, and keeping in mind we don't know anything about the GOG sales - they may be proportional to the steam sales, or like with Pathfinder Kingmaker, disproportionately high on GOG relative to Steam.We really need geographic numbers, but 300,000 is not credible unless they’re defrauding their Fig investors and I don’t think they’re that dumb. The average selling price would need to be $15 for them to have sold 300,000 copies and only grossed roughly $4.5 million. If the backers aren’t included, that’s 33,000 more. Say 50k given that some backers got multiple copies.
How did you arrive to these numbers?To sell 250k units then, we’re talking an average price of $18. 200k is $22.50
It's the opposite, according to Obsidian's own polls, the results of which were public.Maybe Deadfire was hugely popular in poor counties with super cheap regional pricing and not very popular in the anglosphere or Europe
As mustawd said, you don't have the most important component to deduce accurate sales numbers through the revenue numbers - the average price. So, I'd rather trust the polling, especially when it's confirmed by another source - the arstechnica leak.I trust the financials more than the steam leak—accurate revenue data is always more reliable than a channel check.
Calendar Q3, so up to September 30.Any idea when the cut-off point for paying dividend was? I mean at what point the sales after that certain day will be paid in the next round of dividend payments?
This was PoE1's geographical data:We really need geographic numbers
Last archived Steamspy number is 314,019 owners. Also, the offering circular suggested Tyranny hadn't recovered its development costs at the time.Does anyone remember how Tyranny sold? Wondering if Deadfire may have done worse.
Except I specifically said "at $50", because it was just an example without backers and without an estimate for the average price. I'm well aware of the 203k number, I was the one who posted it in the first place.Yeah, I have to take my cap off and bow to the unique math talent, who managed to calculate 90k copies sold on all platforms by November, of a game that had confirmed 203k players in July just on Steam.
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Maybe Deadfire was hugely popular in poor counties with super cheap regional pricing and not very popular in the anglosphere or Europe, but that seems like a stretch.
This is indisputably true....200k players on Steam is NOT 200k sales...
Fig shows 33,614 backers, what is this 100k?If you wipe 100k off the 203k that was in the Steam database leak because they are all backers
IMO Deadfire failed by marketing first and foremost, not much to do with the game's qualities.Daily reminder that PoE1-2 sold less than Shadowrun trilogy.
Shadowruns have better plot and writing. Go figure.
IMO Deadfire failed by marketing first and foremost, not much to do with the game's qualities.
This is something I've recently been considering. Could it be that isometric games have a hard cap on how deep and complex the plot and story can go, how nuanced and complex the characters can be, and how dramatic their arcs?Dumpsterfire's failure has to do with Obsidian's insistence of making it a direct sequel and keeping the plot about gods, philosophy and spirituality.
Thank god that trolls don't need math,otherwise you would have been shitty at trolling.Yeah, I have to take my cap off and bow to the unique math talent, who managed to calculate 90k copies sold on all platforms by November, of a game that had confirmed 203k players in July just on Steam.
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All the game journos and youtube roaches were prising it to high heaven. It was not the greatest marketing but not 100,000 sales bad.IMO Deadfire failed by marketing first and foremost, not much to do with the game's qualities.Daily reminder that PoE1-2 sold less than Shadowrun trilogy.
Shadowruns have better plot and writing. Go figure.
Dumpsterfire's failure has to do with Obsidian's insistence of making it a direct sequel and keeping the plot about gods, philosophy and spirituality.
Not sure I agree with that. Quality writing is good irrespective of the "topic".
This is something I've recently been considering. Could it be that isometric games have a hard cap on how deep and complex the plot and story can go, how nuanced and complex the characters can be, and how dramatic their arcs?Dumpsterfire's failure has to do with Obsidian's insistence of making it a direct sequel and keeping the plot about gods, philosophy and spirituality.
Maybe it's simply not feasible to achieve the same kind of emotional impact on the audience with an isometric RPG, (no matter how good your writing is) which you can achieve with full 3d, lipsynched, acted out in-engine cutscenes?
What if isometric RPGs can't go any deeper than BG and P:KM level of general tone and seriousness?
This is something I've recently been considering. Could it be that isometric games have a hard cap on how deep and complex the plot and story can go, how nuanced and complex the characters can be, and how dramatic their arcs?Dumpsterfire's failure has to do with Obsidian's insistence of making it a direct sequel and keeping the plot about gods, philosophy and spirituality.
Maybe it's simply not feasible to achieve the same kind of emotional impact on the audience with an isometric RPG, (no matter how good your writing is) which you can achieve with full 3d, lipsynched, acted out in-engine cutscenes?
What if isometric RPGs can't go any deeper than BG and P:KM level of general tone and seriousness?
Depends how bad the first game was in their eyes. It is pretty obvious that people that bought the first game didn't touch this one. They managed to alienate even fans like me. Also people are forgetting about Tyranny and its show of shitty writing. A lot of things played role in the 100,000 sold copies.FreeKaner
Direct sequel would definitely make some buyers wary , but not nearly enough of them to explain monumental drop in sales. It's the owners of the first game who didn't show up.