So, so far no real impact of patch 1.1 on this Wednesday figure?Patch 1,1 is coming, players may want to start fresh after it
So, so far no real impact of patch 1.1 on this Wednesday figure?Patch 1,1 is coming, players may want to start fresh after it
Well, yes. The descending curve has stopped and vicky3 has kept almost the same players (-3) than the week before.So, so far no real impact of patch 1.1 on this Wednesday figure?
The closest competitors to Knights of Honour II Sovereign I can think of are: EUIV, Crusader Kings III and Medieval Total War II. If we compare peak daily users of the three titles we can see that:2. new GSG from PDX do not cannabilize existing PDX GSG
We expect instant results and this may not be the case for a small audience games like GSG.Thinking about your second question (quote below), we can also look at how active users of potential competitors responded to the release of knights of honour II sovereign.
The closest competitors to Knights of Honour II Sovereign I can think of are: EUIV, Crusader Kings III and Medieval Total War II. If we compare peak daily users of the three titles we can see that:
1. The release of Knights of Honour II Sovereign did not impact in a noticeable way the active users on any of these three competitors, whose active users instead followed their pre-existing trends.
2. Knights of Honour II Sovereign active users at release was smaller than 2 of the 3 competitors but not insignificantly so, it had 5,000 users at release roughly one-third of EUIV (17,000) and CKIII (14,000), and roughly the same as Medieval Total War II (4,000).
I find this result surprising, as prior to investigating this I would have thought Knights of Honour II Sovereign release would have reduced the amount at least one of the competitors was played. I would not understate the depth of peak daily users as a proxy for this. My understanding is that peak daily users is the maximum value of concurrent users over the day, so it should go down if either: I) A portion of users do not play the game when the competing game is released or II) Users play the game less when the competing game is released reducing the number of concurrent users at any one time.
I think we should investigate further how effective changes in peak active users of a game in the immediate aftermath of the release of a potential competitor is as a measure for the closeness of competition between games.
The link to the comparison is below you should set zoom to 1 month (sorry I have not directly copied the graph over but am away and phone is playing up):
In other words I think you are suggesting that in the short-term a new game either: I) Brings its own audience or II) Sucks audience from GSG generally (and not mainly those games which appear most similar to it).We expect instant results and this may not be the case for a small audience games like GSG.
First, players need to buy the game and learn it. Without massive marketing, many potential players will take time to know there is a game they can enjoy. Then, not everyone can or want spend the money to buy it on release if it is a new franchise and they wait for reviews and let’s play videos. Finally, to appear in Wednesday 24h peak players it requires commitment beyond the weekend casual play.
I believe players fall in love with a game and it is difficult for them to switch to new games when they are hooked.
For example, some PDX players tried Vic3, specially HOI IV, EuIV and CK3 but their numbers are back to the previous week from the release of Victoria 3. These players were looking for a new game but were not enticed and went back to their loved ones. Vic3 players are primeraly a new set of players.
I believe the high entry barriers due to learning the games is the reason for the high retention but also the low count of players.
I think you'll find it difficult to prove or disprove that hypothesis from the data being examined. As an anecdote, I have hundreds of hours in CK3, Stellaris, and Vic 3. But I also play other games. I put a few hundred hours into CK3 when 1.7 came out, but I dropped out of the active player count for a couple weeks before Vic 3 released and I showed up in that statistic. That wouldn't appear in your data as a cannibalization loss.Thinking about your second question (quote below), we can also look at how active users of potential competitors responded to the release of knights of honour II sovereign.
Given that there are always limitations on data availability, what is the substantiality of this criticism?I think you'll find it difficult to prove or disprove that hypothesis from the data being examined. As an anecdote, I have hundreds of hours in CK3, Stellaris, and Vic 3. But I also play other games. I put a few hundred hours into CK3 when 1.7 came out, but I dropped out of the active player count for a couple weeks before Vic 3 released and I showed up in that statistic. That wouldn't appear in your data as a cannibalization loss.
While I imagine some players might have gone immediately from one GSG to another (especially on release week or patch week), I think it is far more likely that a significant chunk of the playerbase is not playing GSG non-stop every week, which is going to distort your numbers. If it was at all possible to find the unique player numbers for a given week/month, then it might be more conclusive (and I suspect that's why Triumph Studios mentioned they use MAU and hinted that PDX probably does the same). Because when you see 1000 active players for a game on each day of the week, there's a big difference between 1000 diehard fans dedicated to playing that one game daily and the case where 300 of those thousand might play on Monday only and a different group of 300 come in to keep the numbers up on Tuesday to supplement 700 diehard fans.
Anecdotally, I get the impression that the majority (or at least a plurality) of PDX players come back and play a couple campaigns every time a content patch is released and then take a break and play other stuff while waiting for the next patch. And I don't think it's a stretch to project that onto competitor games as well (like Civ 6, which had a boost with the leader DLC that came out).
But it will be tough to really know for sure without unique player counts.
(I'm unfamiliar with HOI, does that game have a strong multiplayer scene or are those mostly singleplayer campaigns? I wonder how many of the dedicated players for a GSG are playing multiplayer vs singleplayer, since multiplayer is what usually drives consistent retention in other genres.)
Interesting, I thought you were doing this to understand the nature of competition for PDX games. So competition is very different if Vicky 3 is only sucking users from other PDX games then if it is sucking users symmetrically from GSG games or generating its own users. And as customers we would care about how competition works for PDX games, as for example it would impact their investment decisions and pricing structures.I have always been in favour of hours per user rather than peak players or unique players.
Unique players gives a measure of reach that is good for publicity firms that want to hit as many unique users as possible to sell their products. Hence the utility of this measure for sites like youtube.
For grand strategy games and as a user, my quest is to find out a game that encapsulates the same experience when I read a good book or I played CIV I back in the days. Hours and hours of fun, deep, engaging experience.
For each one of us this experience is provided by different inputs. Like books, there are different themes, styles and audiences as we have CK, HOI, EU, Stellaris, I:R, CIV, Total War, etc… Except for I:R, all are best sellers. Different styles, but the same genre, GSG.
My interest as a user is not how many units they sell or how many unique users they get every month but how many hours they suck players in, because that is what I want from a game.
Using peak players numbers over time is the best approximation to the suckers a game is able to get.
DLCs, Expansions, Competitors and Sequels affect the numbers of peak players over time, so we need to know about them to explain the trends on players numbers.
I:R with no DLCs, expansions, sequels or competitors in the last year, is a game that keeps 500 peak players enticed week after week after 3 years. It is not a best-seller but in the GSG genre is a good one as the opening chart proves.
Lacking the median hours per player, the comparison of peak players over time, accounting for DLC, Expansions, sequels and competitors is the closest way to assess fidelity. I should be doing this for all GSG not only the best sellers, but I am guilty of comercial success bias.