Player stats, sales, and reception speculation thread

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Sadly the old days off games with friends and family in one household are now rarity.
Profits need maximise, don’t see many games with a hot seat mode either
Man don't want to sound like an old man but there's such a lost art in LAN parties... Wow take me back.

You know, I was thinking the other day, that this new "friendslop" genre as its been un-affectionately named by many people, is like a return to the old LAN of yesteryear.

By that I mean games like Lethal Company, Among Us before that, I think nowadays stuff like Peak, sort of games designed around this group premise, but playable online over Steam servers.

Maybe one day we'll see the return of classic LAN parties. Never say never, the strangest stuff comes back into fashion when you least expect it 👀
 
Man don't want to sound like an old man but there's such a lost art in LAN parties... Wow take me back.

You know, I was thinking the other day, that this new "friendslop" genre as its been un-affectionately named by many people, is like a return to the old LAN of yesteryear.

By that I mean games like Lethal Company, Among Us before that, I think nowadays stuff like Peak, sort of games designed around this group premise, but playable online over Steam servers.

Maybe one day we'll see the return of classic LAN parties. Never say never, the strangest stuff comes back into fashion when you least expect it 👀

Halo CE lan parties was the absolute peak of gaming fun.
 
Generally I fine Paradox games far far too involved and fiddly for me.

I felt the same, failing to get into EU4 after several attempts over the years. Yet recently, I gave it another shot in using ChatGPT as my assistant. It helped so much!

I only played something like 50 hours but I must say that I'm hooked! I particularly appreciate how the world feels dynamic, the military and diplomacy systems are much more convincing than any recent Civ games. The game isn't perfect, some aspects such as trade routes are very rigid, but it's definitely immersive.

Apparently EU5 will have a much more dynamic system for demographics and economics, I'm definitely curious about it.
 
I felt the same, failing to get into EU4 after several attempts over the years. Yet recently, I gave it another shot in using ChatGPT as my assistant. It helped so much!

I only played something like 50 hours but I must say that I'm hooked! I particularly appreciate how the world feels dynamic, the military and diplomacy systems are much more convincing than any recent Civ games. The game isn't perfect, some aspects such as trade routes are very rigid, but it's definitely immersive.

Apparently EU5 will have a much more dynamic system for demographics and economics, I'm definitely curious about it.
I’m curious about this. How are you utilizing ChatGPT as your assistant?
 
I’m curious about this. How are you utilizing ChatGPT as your assistant?
I connected to the ChatGPT website while playing EU4 in windowed mode. I told it was my first game, I asked for step-by-step guidance while playing as France. ChatGPT explained strategies like kicking England out of the continent, annexing vassals, dealing with trade, balancing your budget, etc. Then I asked more detailed questions about how to actually do the stuff as indeed the UI is dense. It's like having a private teacher answering to all your questions.

Anyway, I really appreciated the way war is operated in EU4. The distinction between battles and sieges, the fact you only occupy territory after conquest and the way everything is negotiated during the peace treaty. It takes several hours to actually understand what's going on, even with ChatGPT’s help. So you need being patient. Yet once you start going on and things get clearer, it gets very satisfying. It's really an immersive game.
 
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Back to Civ VII and it's player numbers, it seems back to school / work is meaning the game is now finding a new floor. We may have had the lowest concurrent players so far over night? Could be heading for a sub 7,000 player peak today too. Will be interesting to see where and when this levels off
 
Apparently EU5 will have a much more dynamic system for demographics and economics, I'm definitely curious about it.

That's something that puts me off in the newer iterations of popular strategy games. They keep getting more complex instead of deeper. In case of EU it means more regions, more nations, more often useless options that don't add much. Now they added pops like in super-complex Victoria...

What I really like about the Civilization series is that it's still relatively simple and more casual. But maybe I'm just getting old :old:
 
That's something that puts me off in the newer iterations of popular strategy games. They keep getting more complex instead of deeper. In case of EU it means more regions, more nations, more often useless options that don't add much. Now they added pops like in super-complex Victoria...
I think the trade system where you can't steer trade away from the predefined nodes and into the predefined direction was one of the main critique points of EU4 by many of its regular players. That this would end up more open was a sure bet for EU5. Similarly, that produced goods were only good for making money, and not for anything the actual goods would be used for. So, that this would end up more complex would also have been a sure bet. Whether the new systems are actually more interesting to play with and not just more busy work remains to be seen. I'm generally a big fan of simulating wares in other games (Anno), and I also like dynamic prices and markets in other games (Patrician). Whether they fit a game that is played on global scale... I'll look forward to trying it out, but I'm not convinced. Similarly with pops – I really like when complex games model each pop (e.g., Workers & Resources, Foundation). But it fits the scale of these games (even if W&R can stretch things with several thousand pops).

What I really like about the Civilization series is that it's still relatively simple and more casual. But maybe I'm just getting old :old:
I agree. Civ (especially since 3) always had a ton of mechanics but is relatively easy to learn. That's also part of the setting and keeping things rather superficial and simplified. Yet, that doesn't mean the underlying game cannot be complex, especially if the mechanics interact in a meaningful way. For my taste, especially civ 6 had too many loose things. I think some basic mechanics like modeling citizens' cultures, some internal affairs, and migrations would be beneficial for civ though.

I think that 7 might have scared away many of the people that expected a simple and casual game, actually. While it is probably the easiest civ game of all times, I see in the reviews that many people have not played across the reset multiple times. Hence, they might have played antiquity (which feels super familiar to anyone who has ever played civ), were confronted with losing units/cities/civ, and were driven away by that mechanic that felt "unnatural" and "complicated" to them. It's a pity, because if you are not used to reset mechanics, I can see why that happens. And of course, many people that left a negative review played for many hours, so they presumably played over a lot of the era changes. So it's not just being used to such mechanics, but also actually liking them. Yet, I think playing 10ish games could change at least some opinions just by having experienced enough resets and civ changes. But of course, playing 10ish games is a huge investment (100h+) which you don't want to commit to when the game doesn't appeal to you (and exceeds the financial investment, which is probably easier to "write off" personally than having committed a hundred hours to a game that you don't like).

Re: player stats. I'm curious why Monday was still so high. I wonder what the 'new' weekly curves will look like. Will lower counts during the week mean higher counts at the weekends? Or simply less concurrent players in general? Will active players also drop (currently still at ~118k, but it's too early to see any changes)? I guess we'll see a general (slight) downwards trend in active players until they drop the patch and 2nd part of RtR. Whether this will have a long time effect depends on the patch, I guess, and less on the RtR civs. Curious when we'll see a new roadmap of some sort. It would be very helpful to see the themes for rest of the year, imho – for major patch content as well as for a likely new DLC civ pack.
 
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Similarly, that produced goods were only good for making money, and not for anything the actual goods would be used for.
I'm pretty sure that in EU4 goods produced in a province actually give a specific bonus (e.g. buildings are more economic in the provinces with wood). It's still just a local bonus if you that's what you meant, except when you have a monopoly about that good (in that case, if I'm not mistaken, you get also a global bonus that depends from the good).


I think that 7 might have scared away many of the people that expected a simple and casual game, actually.

I agree with your point about the reset, but I also believe this is largely due to what might be the worst tutorial I’ve ever encountered, paired with the weakest/ most incomplete Civilopedia in the series—at least since Civ IV—and a truly frustrating UI, especially at launch. I think in this forum this point is definitely underrated because the vast majority of us are long time fans, but this is a huge points for new casual players.

I distinctly remember the pre-release marketing positioning Civ VII as “the perfect entry point for new fans,” but honestly, if I hadn’t been playing Civilization for the past 20 years, I would’ve struggled to grasp even the most basic mechanics. And even now, there are concepts—like city connections—that continue to confuse hardcore players across forums and communities, so I can only imagine what a new casual player could think of it.

When I introduced some friends to Civ VII at launch, they literally asked me to walk them through the first session because they couldn’t figure out how to access even the most fundamental information; I can imagine that the vast majority of new casual players do not have a friend that can help them with the first session, so they simply leave the game.
 
Re: player stats. I'm curious why Monday was still so high. I wonder what the 'new' weekly curves will look like. Will lower counts during the week mean higher counts at the weekends? Or simply less concurrent players in general? Will active players also drop (currently still at ~118k, but it's too early to see any changes)? I guess we'll see a general (slight) downwards trend in active players until they drop the patch and 2nd part of RtR. Whether this will have a long time effect depends on the patch, I guess, and less on the RtR civs. Curious when we'll see a new roadmap of some sort. It would be very helpful to see the themes for rest of the year, imho – for major patch content as well as for a likely new DLC civ pack.
Monday was labour day in America (and probably also a national holiday in other parts of the world), so effectively extra weekends day in biggest market
 
I'm pretty sure that in EU4 goods produced in a province actually give a specific bonus (e.g. buildings are more economic in the provinces with wood). It's still just a local bonus if you that's what you meant, except when you have a monopoly about that good (in that case, if I'm not mistaken, you get also a global bonus that depends from the good).
Yes, you are correct. There is a modifier depending on the good, and your global market share of a good owned (or traded) also gives bonuses. Still, what I meant is that you'd usually prefer a 4 gold good to a 2 gold good, even if you are e.g., lacking sailors and would like to have a province with a modifier to that specifically. And you don't have to look for things like actually having enough wood to build ships, food to feed your people, or silk and spices for your burghers.

I agree with your point about the reset, but I also believe this is largely due to what might be the worst tutorial I’ve ever encountered, paired with the weakest/ most incomplete Civilopedia in the series—at least since Civ IV—and a truly frustrating UI, especially at launch. I think in this forum this point is definitely underrated because the vast majority of us are long time fans, but this is a huge points for new casual players.

I distinctly remember the pre-release marketing positioning Civ VII as “the perfect entry point for new fans,” but honestly, if I hadn’t been playing Civilization for the past 20 years, I would’ve struggled to grasp even the most basic mechanics. And even now, there are concepts—like city connections—that continue to confuse hardcore players across forums and communities, so I can only imagine what a new casual player could think of it.

When I introduced some friends to Civ VII at launch, they literally asked me to walk them through the first session because they couldn’t figure out how to access even the most fundamental information; I can imagine that the vast majority of new casual players do not have a friend that can help them with the first session, so they simply leave the game.
One of the best ways to learn a game is also hard for civ 7: watching tutorials on YouTube. The ones that exist are from around launch, and are still lacking a lot of the UI improvements and mods that you definitely want to have. So, I agree with you that 7 is currently probably to hard to get into for a game that isn't that difficult to play.

Monday was labour day in America (and probably also a national holiday in other parts of the world), so effectively extra weekends day in biggest market
Thanks. I think it's always on May 1st in Europe (and most of the world). But yeah, seems like this explains the weekend-like peak.
 
That's something that puts me off in the newer iterations of popular strategy games. They keep getting more complex instead of deeper. In case of EU it means more regions, more nations, more often useless options that don't add much. Now they added pops like in super-complex Victoria...

What I really like about the Civilization series is that it's still relatively simple and more casual. But maybe I'm just getting old :old:

EU4 simulates many things but you don't need to do that much to have fun. The game mostly runs on its own, you just step in to make things work better or steer them toward your plan. Once you start to understand how things fit together, it’s really not as complex as it first looks.

The big problem I think is that the game shows nearly everything from the very start, even features you won’t unlock until way later. They’re just grayed out until you have the right tech or condition. It’s like if, in Civilization, the moment you founded your first city in 4000 BCE, you could already see “Nuclear Power Plant” in the build list, with a tooltip saying you need nuclear fission to use it.

If features appeared more gradually, and were explained only when they became available, the game would be way more beginner-friendly. At the same time, veteran players like having everything visible for long-term planning. Maybe the solution could be a toggle where you pick at the start of a game whether you want “progressive UI” or “all features visible from start.”
 
Back to Civ VII and it's player numbers, it seems back to school / work is meaning the game is now finding a new floor. We may have had the lowest concurrent players so far over night? Could be heading for a sub 7,000 player peak today too. Will be interesting to see where and when this levels off
I'm fairly certain June still holds the record for lowest concurrent players. I'm not sure why the lowest points in a day is relevant when we have nothing to compare it to from other games. It feels like just another way to hate on the game. Concentration should be on the peaks as that's the only data we have about player counts from Civ V & VI from when they released.
 
I'm fairly certain June still holds the record for lowest concurrent players. I'm not sure why the lowest points in a day is relevant when we have nothing to compare it to from other games. It feels like just another way to hate on the game. Concentration should be on the peaks as that's the only data we have about player counts from Civ V & VI from when they released.
June is the lowest month so far. But not by much. August's average was only 86 more than what June's was. It remains to be seen whether the count improves during the winter months. The 3 month average for June, July & August is 6945. It will be interesting to see how the numbers change in the next 3 months.
But what is certain, is the fact that these numbers are terrible.
 
I'm fairly certain June still holds the record for lowest concurrent players. I'm not sure why the lowest points in a day is relevant when we have nothing to compare it to from other games. It feels like just another way to hate on the game. Concentration should be on the peaks as that's the only data we have about player counts from Civ V & VI from when they released.

Relative performance to self is significant, that is why it's relevant. If it's reaching a new low, then that says something worse interrogating and understanding why. Maybe there's a change in player behaviour related to or unrelated to the game, maybe an asteroid has taken out Melbourne, maybe Reddit has organised "BJ's for playing Civ" event, who knows. But it is interesting and not irrelevant to identify trends for this game even in absence of data to compare to others
 
I like all this searching of meaning in the meaningless. It makes it quite philosophical.

The original post about September drop already explained it with back to school/work. So... how does the fact that students going back to school makes the game worse?

Maybe, just maybe, the problem is that all those metrics related to concurrent player number show many things, just not those related with the game success? Maybe it really doesn't matter whether you look at absolute low, absolute high, or some average?

P.S. Jokes aside, if you want to get anything from the metric, you need to take weekly average. This negates both daily and weekly fluctuation and at least has some meaning. But even in this form it's a multiplication between number of active users and the number of hours they spend weekly. Since the second part of the multiplication is pretty volatile and depends a lot on external factors, it's still impossible to reliably estimate the number of active users.
 
Exactly, though I'm not sure who's been saying that less concurrent players makes the game worse - I think that's an imagined opposing position.

I think people have said it demonstrates it's less popular, which is undeniably true. The bit that tempers it and is arguable is "relative to what". And what we're seeing at the moment from these stats seems to be the game is now less popular relative to when summer holidays were on.

Does that mean anything? I don't know, but I find it interesting, and that's why I'm discussing it. I'm not here to score points or talk about the qualities of the game, as that's not what this thread is about.

End of the day, gaming is a pointless waste of time unless you enjoy it. Same as reviewing these stats, same as participating in this thread. Who are we as civ fanatics to throw stones in our glass houses about what people enjoy spending their time discussing?
 
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