Player stats, sales, and reception speculation thread

To be fair to Firaxis, map size limitations, map types, and limits on # of players in MP lobbies were common complaints. Let’s give them credit for addressing them.

I think given how minor the patch changes are, this bump and change in trajectory (should it hold) should be celebrated as a success. I’d expect a slightly higher bump this weekend as well.

If this is the beginning of the momentum, they need to get that patch out the door fast. Maybe get a YouTuber to highlight some workshop mods once they're online. Gotta grab momentum and never let go.
 
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Given that this was a minor patch and came unannounced, I think it's unreasonable to expect a huge bump in player numbers based solely on this. Maybe by weekend?
I wouldn't use the term "minor". The third nber is used for patches which break cross-platform compatibility. In this case, due to all the fuss around Switch 2. Other than that, it looks like Firaxis sets monthly release cadency for patches and follows it.

But yeah, lack of announce clearly prevents big player spikes. Crashes could take their part too.
 
I wouldn't use the term "minor". The third nber is used for patches which break cross-platform compatibility. In this case, due to all the fuss around Switch 2. Other than that, it looks like Firaxis sets monthly release cadency for patches and follows it.

But yeah, lack of announce clearly prevents big player spikes. Crashes could take their part too.
I don’t think any patch or update, announced or not, has resulted in a positive spike in players.
 
Yeah, but sometimes modders access binary files directly. Civ5 welcomed it by opening DLL source and sometimes modders do it without welcome - for example script extenders for Bethesda games, which just replace executable files. I was talking about those cases and I still don't know I've being told it's not actual (Oblivion Remastered already has Script Extender and it's 2025 game). More research for me to do.
You keep coming back to civ5. Yes, they did allow access to the dll source code, but that's only the game code. They gave no access whatsoever, and in fact it's in the EULA you may not alter, the executable file. The exe would've contained the engine they used, proprietary software, licensed software, and other items necessary for the game to function, but not necessarily to do with game code. So even on PC there was no one modding the executable. You just cannot do it legally. And in most cases, exe's are protected or compiled in ways that disassembly is inaccurate or cannot be done. Take civ7 as an example here. Denuvo would block the ability to disassemble the exe file. There are plenty of ways to compile and obfuscate code so it is unable to disassembled.

You mention script extenders for Bethesda. I'm not sure you really understand how a script extender works. A script extender is a method of injecting code into memory when it detects a method call from the software it's monitoring. For example, if the modder writes a script extender to look for calls to character and then using their own code extend the character object to add a new equipment slot, it watches the game running in memory and when the game creates the character object the script extender detects that and then runs the modder's code. It doesn't replace executable files. It detects and modifies code running in memory.

You definitely should research this topic a lot more. Console modding definitely exists, is definitely allowed, and there are supports in place for developers to add full cross-platform modding ability (and tools). This article was written 5 years ago, but clearly outlines console's "limitations":
1. Mods cannot alter the main executable or attempt to breach console security.
2. Mods must go through the console's language filters.
3. Moderation policies and protocols must exist to deal with reports.
4. Hardware limitations may restrict the types of mods that can run on consoles.


And another excellent article, more recent than the one above.


Please, research more before spreading further incorrect information. Happy to point you to information if you need.
 
You keep coming back to civ5. Yes, they did allow access to the dll source code, but that's only the game code. They gave no access whatsoever, and in fact it's in the EULA you may not alter, the executable file. The exe would've contained the engine they used, proprietary software, licensed software, and other items necessary for the game to function, but not necessarily to do with game code. So even on PC there was no one modding the executable. You just cannot do it legally. And in most cases, exe's are protected or compiled in ways that disassembly is inaccurate or cannot be done. Take civ7 as an example here. Denuvo would block the ability to disassemble the exe file. There are plenty of ways to compile and obfuscate code so it is unable to disassembled.

You mention script extenders for Bethesda. I'm not sure you really understand how a script extender works. A script extender is a method of injecting code into memory when it detects a method call from the software it's monitoring. For example, if the modder writes a script extender to look for calls to character and then using their own code extend the character object to add a new equipment slot, it watches the game running in memory and when the game creates the character object the script extender detects that and then runs the modder's code. It doesn't replace executable files. It detects and modifies code running in memory.
By replacing executable I meant literally - you run separate exe file to enable this capabilities. And of course I understand that it runs regular exe as a child process (although for other games I've seen original executable being fully replaced with a new one).

My whole point was not about implementation details. It's about accessing capabilities which were not designed for modding.

You definitely should research this topic a lot more. Console modding definitely exists, is definitely allowed, and there are supports in place for developers to add full cross-platform modding ability (and tools). This article was written 5 years ago, but clearly outlines console's "limitations":
1. Mods cannot alter the main executable or attempt to breach console security.
2. Mods must go through the console's language filters.
3. Moderation policies and protocols must exist to deal with reports.
4. Hardware limitations may restrict the types of mods that can run on consoles.


And another excellent article, more recent than the one above.


Please, research more before spreading further incorrect information. Happy to point you to information if you need.
That's exactly what I'm talking about. I used incorrect terms "scripting" and "native", so that's my fault. What I meant - mods could either work through predefined APIs and thus being limited to what developers allowed (like it's now in Civ7), or they could dive into dll/exe and do things which developers din't planned. The latter is not available for Civ6/7 yet and will not be available on consoles due to limitations you've outlined.

Anyway, thanks for additional info! I will do more research.
 
You keep coming back
I wonder if you could speak to this question? I assume that there is a threshold for sales necessary to be profitable on each of these additional platforms. And that would be linked to production costs. What percentage of games, estimation of course, can be profitable if released on all of the platforms Firaxis has targeted?
 
What I meant - mods could either work through predefined APIs and thus being limited to what developers allowed (like it's now in Civ7), or they could dive into dll/exe and do things which developers din't planned.
It’s not a terminology thing, what you meant to say is also not really how it works. There is no such dichotomy as you’re presenting as fundamental, at least in terms of what’s possible. Of course any given studio can choose to limit things any way they want, for example to ensure they aren’t competing with modders for DLC.
 
It’s not a terminology thing, what you meant to say is also not really how it works. There is no such dichotomy as you’re presenting as fundamental, at least in terms of what’s possible. Of course any given studio can choose to limit things any way they want, for example to ensure they aren’t competing with modders for DLC.
I've started to write how I see this process in details and when it all clicked together and I understood where I was wrong. Thanks.

The problem for Civ7 in its current state still persist, though due to its game engine limitations. But I understand now how games could be made much more naturally moddable with modern universal game engines.
 
I've started to write how I see this process in details and when it all clicked together and I understood where I was wrong. Thanks.

The problem for Civ7 in its current state still persist, though due to its game engine limitations. But I understand now how games could be made much more naturally moddable with modern universal game engines.
Yes!!! We got there. :)

The issue of civ7 modding is due to limitations in the game itself. Not the consoles. Like I said before: the technology, knowhow, precedent and permission from Console manufacturers is there. If Firaxis doesn't take it up, that's really on them.
 
Meanwhile, player count looks stable this weekend compared to last weekend. Perhaps we have finally reached that floor, or university students being home for the summer holidays have boosted numbers. The average review score continues to tick slightly downwards.
Last weeks suprise patch might have helped. For me the next patch is fairly crucial: Assuming that it will contain indeed certain of the teasered additions (Larger Maps, Steam Mod Support), this might give the game a push. However, if those are further delayed or if they are a miss (e.g. games on larger maps just highlighting more problems, insufficient increase in modding activity), this might put another dent in the games popularity. For the publisher, it might be interesting to see if allowing bigger maps is an incentive for standard editions owners (like me) to purchase the current available DLC. While allowing bigger maps/more player if of course not an automatism in terms of purchsing more civs/leaders (you can resort to modders offers), the feeling that the game doesn't work (better) on a larger scale might be the final sign to not invest in more content of that kind.
 
Last week's patch introduced a bug for me that made units turn invisible/fail to update their location on the map, making war completely impossible - so there'll be one fewer player in the Steam stats until that's fixed (I've tried everything - including a complete delete/reinstall - and it's still broken). I've never experienced a bug in any version of Civilization that game-breaking before. Had a few hundred hours already too, so it's not like I don't like the game. But I literally can't play it.
 
I hexed the game, it’ll continue to flop till Cleopatra gets added to the game, if she doesnt it’ll die as a flop
 
It’s probably for the best, recent reviews are only 37% positive. They need a little more time to fix stuff before they start asking people to take a second look.
 
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