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Ars Technica's Kyle Orland uncovers a treasure trove of Steam sales and player data

JeffGrubb

Member
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http://arstechnica.com/gaming/2014/04/introducing-steam-gauge-ars-reveals-steams-most-popular-games/

This is amazing. Totally worth a read.
 
Yeah, can't really blame anyone for not playing Ricochet. I never have, either. It's just kind of one of those games that shows up in your Steam library and you're like "What the fuck is this? I'm never going to install this.".
 
Thread title should reflect that this is only for Steam tracked games. i was expecting League of Legends to be on here.
 
Half life 2 sales seem low. Pretty sure it was over 10 million sales, unless it has more console sales than I thought
 
Can't believe Civ V has sold that much. It seems so niche in it's premise but it's so well done that it probably has crossover appeal to history geeks and the like.

Half life 2 sales seem low. Pretty sure it was over 10 million sales, unless it has more console sales than I thought


I think Orange Box sold well on consoles.
 
Anyone got anything to say on his methodology?

It sounds like he's using the time played tracking that steam has, which can be very inaccurate for older games from before the tracking was standard. I would only trust the numbers for newer games.
 
Ok, I'll do it:

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Considering how the article opens up with the millions sold by dayz and rust... I think indies are still probably doing ok out of steam.
 
Anyone got anything to say on his methodology?

Well, the process makes sense (though I wonder what percentage of accounts are marked private) but I'm not that clear on the data the graphs are made on. I mean it talks about crawling 90k accounts a day, but just how many is the graphs based on? a single day and projected? an accumulation of data from a 'complete' run?
 
Ok, I'll do it:

Considering how the article opens up with the millions sold by dayz and rust... I think indies are still probably doing ok out of steam.

Though I'll admit sub 5 million and still in the top 20 is a bit of a surprise for me. Though I guess you could look at that as the steam community not being a hivemind in terms of the games they buy.

Its also interesting that free to play / free games don't dominate the chart.
 
Well, the process makes sense (though I wonder what percentage of accounts are marked private) but I'm not that clear on the data the graphs are made on. I mean it talks about crawling 90k accounts a day, but just how many is the graphs based on? a single day and projected? an accumulation of data from a 'complete' run?

6 percent of accounts are marked private, according to the article.
 
I wouldn't call it a repost. Ars did its own research and came up with its own process -- even if it used a similar method.

This. Also, the stats project you linked to relies heavily on achievement data, which is probably pretty unreliable with all the different methods of unlocking achievements out there.
 
Did you read the article? It definitely does not paint that picture

On March 28 for instance, DayZ creator Dean Hall revealed that he sold 1.7 million copies of the standalone version of his game through Steam early access. Our sampling method estimated sales of about 1.76 million copies on that date.

A) dev sharing steam numbers
B) 1.7 million copies

What picture did you get from the article?

What is missing and probably quite important is how much people paid for each game. Millions of something like Dayz at full price is going to be different to a game discounted to near nothing several times over many years.
 
Arthur Gies is honestly the fucking worst. Guess I imagined all those steam sales i took advantage of over the years and all of the social functions not locked behind a paywall. Time to uninstall steam and buy a xbone.
 
Why would so many people buy something and then not play it at all? I mean my Steam backlog is as big as anybody's, but I at least play my games for a minimum of 15 minutes or so to see how they run and what they're like.
 
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