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Marathon isn't deathmatch gone wide, it's multiplayer Alien: Isolation and every other player is a xenomorph

I argue in bad faith? Your the one quoting made up stats as facts.

The game needs to make up $500 million where did that come from?

They are on Sony payroll, got any links to back that up?

No other games get that much coverage? gta6 has 10 pages of topics listed: https://www.rockpapershotgun.com/search?q=gta+6#gsc.tab=0&gsc.q=gta 6&gsc.page=1

The article isnt about journalism, its about a game you havent played so why are you here?
Yeah that site and many like it are just flooded with tons of articles about any game that is getting any attention.

NeoGAF has become hater central really. It's rare any game is liked, and then any time one is, it becomes paranoid about anyone who doesn't like that game. All conspiracy theories all the time.
 
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I argue in bad faith? Your the one quoting made up stats as facts.

The game needs to make up $500 million where did that come from?

They are on Sony payroll, got any links to back that up?

No other games get that much coverage? gta6 has 10 pages of topics listed: https://www.rockpapershotgun.com/search?q=gta+6#gsc.tab=0&gsc.q=gta 6&gsc.page=1

The article isnt about journalism, its about a game you havent played so why are you here?
Cool, bro, keep up the good work, and hey, i didnt buy game/didnt play it so who cares what i think after all :D

BTW, any game will thrive and be extremly succesfull even with 100m of haters, as long as it has big playerbase, thats the reason all the games floping btw, they got very tiny amount of supporters, u are one of them but with AAA veteran studio like bungie they needed many (5-6 launchwindow) milions of sold copies and hundreds of tousands of ccu ingame, which obviously marathon doesnt have and never had, thats why its huge flop, those are straight facts, no reason to get angry at reality, just take it for what it is :)

Its not my fault bungie made game like marathon and sony allowed them to make such game, if it was up to me or majority of gaf users next bungie game, especially after sony aquisition would look and play differently, and would have potential to sell 5m copies durning launch window, 10-15m total.
Be angry at sony/bungie HQ for providing product only niche audience is willing to buy/play, not nobody on the net like myself :messenger_sunglasses:
 
This seems like a lot of ways to say "like Hunt: Showdown". I haven't played it so I can't comment on Marathon but I checked this thread out because, particularly the night maps, Hunt: Showdown is a fucking scary game that lives by its meticulous sound design.

I like that they took inspiration from that game, I fucking love that game. I just can't get over the aesthetics and type of guns etc. Does it actually have Horror elements or are they just trying to sell this to Hunt nerds like me lol?
 
Cool, bro, keep up the good work, and hey, i didnt buy game/didnt play it so who cares what i think after all :D

BTW, any game will thrive and be extremly succesfull even with 100m of haters, as long as it has big playerbase, thats the reason all the games floping btw, they got very tiny amount of supporters, u are one of them but with AAA veteran studio like bungie they needed many (5-6 launchwindow) milions of sold copies and hundreds of tousands of ccu ingame, which obviously marathon doesnt have and never had, thats why its huge flop, those are straight facts, no reason to get angry at reality, just take it for what it is :)

Its not my fault bungie made game like marathon and sony allowed them to make such game, if it was up to me or majority of gaf users next bungie game, especially after sony aquisition would look and play differently, and would have potential to sell 5m copies durning launch window, 10-15m total.
Be angry at sony/bungie HQ for providing product only niche audience is willing to buy/play, not nobody on the net like myself :messenger_sunglasses:
Why would I be angry about the game? its great. The article makes some good points about the aesthetics of the game. But you don't provide any insight other than your agenda against the game because that's what you are led to believe. How would you know?
 
This seems like a lot of ways to say "like Hunt: Showdown". I haven't played it so I can't comment on Marathon but I checked this thread out because, particularly the night maps, Hunt: Showdown is a fucking scary game that lives by its meticulous sound design.

I like that they took inspiration from that game, I fucking love that game. I just can't get over the aesthetics and type of guns etc. Does it actually have Horror elements or are they just trying to sell this to Hunt nerds like me lol?
I wouldn't say horror in the traditional sense, but just the fact unsettling vibes of the game. It is very sound dependent especially in solo. For example, I was about to extract and while waiting I could hear someone's crouched foot steps on the other side of a 10 ft wall. I jumped over and surprised them taking them out then ran back to extract which was now prepped.
 
Fake Out April Fools GIF
 
Why would I be angry about the game? its great. The article makes some good points about the aesthetics of the game. But you don't provide any insight other than your agenda against the game because that's what you are led to believe. How would you know?
Perfect, then all is good, we sailing into amazing adventure here, no1 cares about nobody like myself on the net anyways so nothing to worry about :)
395143_06697.gif
 
Early on there was a push that Marathon was GotY but there have been some problems with the game since then and that push seems silly at this point. It won't get a goty nomination at this point or maybe any if the game doesn't improve significantly.

The maps are small and attacking pve gives away your position.

People want to recapture those first two weeks of Marathon.

However, the community is what make those first two weeks good. The community can never go back to being n00bs and the fodder will never return so I'm not sure that the games best days aren't behind it.

I mean, the game will get better....but the community will never be broad again. It will always be focused Bungie vets and that means the game is not as good as it was when everyone was a n00b. Thus is life I guess. It's about learning the maps. Before everybody learned the maps it was a super fun romp. Now it's super technical. Perhaps going f2p is in the cards.
 
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People want to recapture those first two weeks of Marathon.

However, the community is what make those first two weeks good. The community can never go back to being n00bs and the fodder will never return so I'm not sure that the games best days aren't behind it.

I mean, the game will get better....but the community will never be broad again. It will always be focused Bungie vets and that means the game is not as good as it was when everyone was a n00b. Thus is life I guess. It's about learning the maps. Before everybody learned the maps it was a super fun romp. Now it's super technical. Perhaps going f2p is in the cards.
This is just the typical life cycle of a majority of Extraction Shooters. And moving forward those that stick with it will be at high skill and gear level that new players will never reach themselves. And if they do they will always be behind. Just the way it goes.
 
Yeah that site and many like it are just flooded with tons of articles about any game that is getting any attention.

NeoGAF has become hater central really. It's rare any game is liked, and then any time one is, it becomes paranoid about anyone who doesn't like that game. All conspiracy theories all the time.
If you mean this game it isn't just gaf. I promise you this. Gaf is not the worst by far.

There are people that hate the game on Gaf but those people stay out of the OT and only post in the CCU and offshoot threads.

There are forums that are super woke that hate the game worse than gaf.

One thing is for sure, it isn't about ideology with this game because I've seen the hate from all corners of the internet for it. Off the top of my head I can think of 4-5 websites with way worse Marathon hate than the humble gaf ccu thread. I know it is frustrating with this game for fans of it but it isn't gaf, it's the whole gamer world.
 
There are forums that are super woke that hate the game worse than gaf.

That art theft thing, even "resolved", pissed a lot of the "modern audience" off that they make the worst people on GAF dunking on this game seem like shills and defenders by comparison.

They are treating it like the Wizard game that is not to be named in some places.

The only reason they don't seem visible is that the journalists that usually echo and then amplify their sentiment are quiet on the issue.

But yeah, that art theft thing pissed the super woke off a lot.
 
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CCU does not mean a game is good or not. We have a generation of weak minded people that need to be told if a game is good or not. They need to be influenced.
 
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Launch aligned, Marathon's is in the ballpark of many top live service MP shooter/ action PvP / team based action games in Steam history both in CCU amount or drop vs the first week peak.

Players join a game mainly in the first few days causing a launch peak, then a few days later many stop playing, and the devs keep tweaking the game improving its retention, until at some point games normally reach a floor and keep their userbase relatively stable until some big update / big discount / eSports tournament causes a small peak with returning or new players, after of which some of them remain, sometimes leaving a floor higher than the previous one. When successfully doing so, and/or slowly improving retention by some games achieved their all time CCU peak some weeks, months or years after launch.

It's also worth mentioning that games with higher user lifetime value / average revenue per user need less players to be successful. Meaning, a paid game where on average players spent over $80 on it combining the game purchase and addons (like Helldivers 2) needs less players and less great retention to be successful than a F2P game that made an average of $25/user. In the same way, it's important noting that this average keeps growing over time because players keep buying battlepasses, cosmetics, etc over time, particularly when they played many hours.

It's also worth mentioning that some games are only in Steam, and others like Marathon are in other PC stores plus in console, and some got released outside Steam at the same time, before or later. And also some games/genres are more popular in PC or in console, or have their players more evenly distributed worldwide or focused in a region. So when looking at its CCUs you also have to consider all that, but still the pattern I mentioned regarding losing CCUs and eventually having smaller bumps after launch with some specific events remains.

Change between the Steam CCU peak of the first week (until first Sunday) -> CCU peak during the 5th week, the one just ended in case of Marathon (added the two SF and Tekken games with the best CCU retention/CCU all time peak by far in the genre):
  1. Helldivers 2 155.93K -> 437.63K (280.66% of the first week)
  2. PUBG 65.63K -> 138.48K (211%)
  3. Rainbow Six Siege 11.19K -> 20.11K (179.71%)
  4. Fallout 76 22.10K -> 32.98K (149.23%)
  5. ARC Raiders 354.84K -> 418.52K (117.95%)
  6. Ark Survival Evolved 64.98K -> 75.18K (115.70%)
  7. Apex Legend 116.66K -> 113.38K (97.19%)
  8. Warframe 19.39K -> 18.79K (96.91%)
  9. Delta Force 118.96K -> 114.51K (96.26%)
  10. Marvel Rivals 480.99K -> 425.97K (88.56%)
  11. Escape from Tarkov 47.8K -> 37.23K (77.89%)
  12. Destiny 2 292.51K -> 196.35K (67.13%)
  13. Monster Hunter World 334.68K -> 213.78K (63.88%)
  14. Battlefield 6 747.44K -> 441.04K (59.01%)
  15. Street Fighter 6 70.57K -> 39.83K (56.44%)
  16. Tekken 8 49.98 -> 25.47K (50.96%)
  17. The Finals 242.62K -> 117.04K (48.24%)
  18. The Division 2 9.17K -> 4.33K (47.22%)
  19. First Descendant 264.86K -> 118.35K (44.68%)
  20. Elden Ring Neightreign 313.59K -> 136.91K (43.66%)
  21. Overwatch 75.61K -> 32.33K (42.76%)
  22. Palworld 1291.97K -> 535.09K (41.42%)
  23. Marathon 88.34 K -> 36.20K (40.97%)
  24. Halo Infinite (MP) 272.59K -> 104.31K (38.27%)
  25. The Division 113.98K -> 41.50K (36.4%)
  26. Tekken 7 18.97K -> 6.47K (34.11%)
  27. Arma III 13.51K -> 4.57K (33.82%)
  28. Payday 2 57.62K -> 18.79K (32.61%)
  29. Monster Hunter Rise 134.26K -> 43.16K (32.15%)
  30. Back 4 Blood 65.99K -> 17.56K (26.61%)
  31. For Honor 45.92K -> 10.91K (23.76%)
  32. Mortal Kombat 1 38.13K -> 9.38K (26.6%)
  33. Street Fighter V 14.78K -> 3.4K (23.00%)
  34. Hunt: Showdown 1896 13.17K -> 3.01K (22.85%)
  35. Deep Rock Galactic 4.30K -> 0.96K (22.33%)
  36. Monster Hunter Wilds 1384.61K -> 308.13K (22.25%)
  37. Borderlands 4 304.40K -> 60.10K (19.74%)
  38. Mortak Kombat 11 35.15K -> 6.75K (19.20%)
  39. Killing Floor 2 20.55K -> 3.83K (18.64%)
  40. Gray Zone Warfare 72.44K -> 12.60K (17.39%)
  41. Halo MCC 161.02K -> 21.29K (13.22%)
Please remember some are F2P, others were made F2P after launch, others released before outside Steam, others released as early access, some released at the same time in console while others debuted in console later.

Same games, but sorted by their Steam CCU peak of their 5th week:
  1. Palworld 535.09K
  2. Battlefield 6 441.04K
  3. Helldivers 2 437.63K
  4. Marvel Rivals 425.97K
  5. ARC Raiders 418.52K
  6. Monster Hunter Wilds 308.13K
  7. Monster Hunter World 213.78K
  8. Destiny 2 196.35K
  9. PUBG 138.48K
  10. Elden Ring Neightreign 136.91K
  11. First Descendant 118.35K
  12. The Finals 117.04K
  13. Delta Force 114.51K
  14. Apex Legend 113.38K
  15. Halo Infinite (MP) 104.31K
  16. Ark Survival Evolved 75.18K
  17. Borderlands 4 60.10K
  18. Monster Hunter Rise 43.16K
  19. The Division 41.50K
  20. Street Fighter 6 39.83K
  21. Escape from Tarkov 37.23K
  22. Marathon 36.20K
  23. Fallout 76 32.98K
  24. Overwatch 32.33K
  25. Tekken 8 25.47K
  26. Halo MCC 21.29K
  27. Rainbow Six Siege 20.11K
  28. Payday 2 18.79K
  29. Warframe 18.79K
  30. Back 4 Blood 17.56K
  31. Gray Zone Warfare 12.60K
  32. For Honor 10.91K
  33. Mortal Kombat 1 9.38K
  34. Mortak Kombat 11 6.75K
  35. Tekken 7 6.47K
  36. Arma III 4.57K
  37. The Division 2 4.33K
  38. Killing Floor 2 3.83K
  39. Street Fighter V 3.4K
  40. Hunt Showdown 3.01K
  41. Deep Rock Galactic 0.96K
All these games are in the top 200 sorting all 145K Steam games by their all time CCU peak.

As you see, each one with different circumstances mentioned before (two games never had the exact 1:1 conditions and aren't 1:1 the same to compare) to be in the ballpark of keeping around 30-50% of the first week CCU peak after 5 weeks and be in the 30-45K ballpark for the 5th week CCU peak isn't that dramatic. Many very successful games had these or worse numbers and they were fine with them.
Oh boy, I already completely destroyed you in the CCU thread but you can't let it go, you NEED to lie.

Ok let's do this

Getting Ready Bbc GIF by Stellify Media


First of all, current Steam numbers show it's around 8-25k concurrent lately, not your cherry-picked 36k.

But the whole post is peak cope and survivorship bias wrapped in a 500 word essay. You're desperately trying to normalize Marathon dropping to ~36k in week 5 (40.97% retention from 88k launch peak) by saying 'many successful games did similar or worse.'

But your own sorted list destroys your argument. Look at the 5th week CCU ranking you posted:
  • Top games sitting at 100k - 500k+ in week 5: Helldivers 2 (437k), Marvel Rivals, ARC Raiders, Monster Hunter Wilds, Destiny 2, PUBG, The Finals, Apex, etc.
  • Marathon? 36.2k sitting near the bottom with Fallout 76, Overwatch (old Steam numbers), Tarkov, Payday 2.
You're lumping a $40 premium AAA extraction shooter from Bungie/Sony with sky-high expectations in with EA cheapies, F2P games, ancient launches, and games that had massive console first or pre Steam audiences. Most of those "successful" games either:
  • Exploded way bigger early and grew (Helldivers 2 went up massively),
  • Were cheap/F2P with endless grind loops (survival, battle royale),
  • Or had years of Early Access/word-of-mouth before their "week 5".
Marathon didn't do that. It launched with hype, a big free Server Slam (143k peak), "strong gunplay" honeymoon and still crashed hard, now down ~59% from launch and frequently slipping out of top 50, now hovering in the low 20-30k range most days with only weekend bumps.

Your "many successful games kept 30-50%" line is meaningless when the absolute numbers matter for matchmaking, server health and live-service momentum. 36k in week 5 for this game isn't "in the ballpark" of hits, it's mid-tier at best, bleeding momentum fast in a punishing extraction genre where the loop gets stale without constant content.

You can write all the theory you want about LTV, ARPU, cross-platform, and "floors." Reality: Bungie/Sony didn't invest this much expecting a slow-burn 15/30k game that feels empty outside peaks. The data shows exactly what we've all been saying: great gunplay got people in the door, but it isn't enough for long-term retention once the hype fades.
Keep writing novels to defend it. The charts don't lie, and your list just proved my point.

You and Men_in_Boxes Men_in_Boxes are complete jokes who can't accept being wrong.
 
This is like a men in boxes spin: Completly deluded... Just a shit take.

These kind of outlets have been exposed and called out; zero integrity, relevancy and influence. Glorified PR mouthprices.

Marathon's failure is dragging them down too....deserved.
 
As I suspected...you got nothing.
I'm lazy, especially if it's to prove YOU wrong. You can start looking here for example but I clearly won't spend time searching for your bullshit. You know what you wrote, why are you acting like that seriously? Assume what you said.

Game is gonna be massive right?
300k is realistic. That open beta, with progress that carries over + PlayStation marketing, is going to lead to a massive first weekend.
300k is realistic? Welp looks like... YOU WERE WRONG.
 
I'm lazy, especially if it's to prove YOU wrong. You can start looking here for example but I clearly won't spend time searching for your bullshit. You know what you wrote, why are you acting like that seriously? Assume what you said.

Game is gonna be massive right?

300k is realistic? Welp looks like... YOU WERE WRONG.
Yeah, I've admitted to all that. You're definitely confused.
 
Yeah, I've admitted to all that. You're definitely confused.
Oh sure, but it took time. And in the meantime you gaslighted everyone who disagreed with you. That's just one example anyway, as I said I'm not gonna spend time reading your bullshit again.

Do it yourself:




What can you not accept being wrong about? GAAS is not a magical solution nor the "futur of gaming", for example? And no extraction shooter is the "next Mario 64 gaming moment".
 
Oh sure, but it took time. And in the meantime you gaslighted everyone who disagreed with you. That's just one example anyway, as I said I'm not gonna spend time reading your bullshit again.

Do it yourself:




What can you not accept being wrong about? GAAS is not a magical solution nor the "futur of gaming", for example? And no extraction shooter is the "next Mario 64 gaming moment".
Can you be more specific? You seem upset that ARC Raiders sold 15 million copies.
 
Can you be more specific?
Mister "Snake Oil Salesman" don't think he ever lied or acted in bad faith or even gaslighted people over and over again on this forum, about the GAAS formula. WOW.
You, the so called expert that state "gunplay is extremely overrated" in a FPS like Marathon. Remember that I've cooked you on this subject too.

You think you're an expert, you are not.

Like I said, I'm not going to reread all your nonsense just to prove you're a liar. You know perfectly well what you posted, and if you're even remotely sincere you'll accept being wrong, take the L and even apologies (I know I'm dreaming).

You seem upset that ARC Raiders sold 15 million copies.
Uh??

Come On What GIF by MOODMAN
 
Mister "Snake Oil Salesman" don't think he ever lied or acted in bad faith or even gaslighted people over and over again on this forum, about the GAAS formula. WOW.
You, the so called expert that state "gunplay is extremely overrated" in a FPS like Marathon. Remember that I've cooked you on this subject too.

You think you're an expert, you are not.

Like I said, I'm not going to reread all your nonsense just to prove you're a liar. You know perfectly well what you posted, and if you're even remotely sincere you'll accept being wrong, take the L and even apologies (I know I'm dreaming).


Uh??

Come On What GIF by MOODMAN
You said I couldn't accept being wrong.

I always accept being wrong when the information comes forth.

So again, you have nothing.
 
You said I couldn't accept being wrong.

I always accept being wrong when the information comes forth.

So again, you have nothing.
⬇️⬇️⬇️
What can you not accept being wrong about? GAAS is not a magical solution nor the "futur of gaming", for example? And no extraction shooter is the "next Mario 64 gaming moment".

And that's just one example because again, I'm too lazy to search for YOUR bullshit.
 
Oh boy, I already completely destroyed you in the CCU thread but you can't let it go, you NEED to lie.
In your dreams

First of all, current Steam numbers show it's around 8-25k concurrent lately, not your cherry-picked 36k.
Learn to read, the comparisions are the peak of the first week and the peak of the 5th week to normalize where the different games had their peak on each side.

The most recent complete week is the 5th one, there aren't more recent complete weeks to compare.


But your own sorted list destroys your argument. Look at the 5th week CCU ranking you posted:
  • Top games sitting at 100k - 500k+ in week 5: Helldivers 2 (437k), Marvel Rivals, ARC Raiders, Monster Hunter Wilds, Destiny 2, PUBG, The Finals, Apex, etc.
  • Marathon? 36.2k sitting near the bottom with Fallout 76, Overwatch (old Steam numbers), Tarkov, Payday 2.
My comparision proves that those few top games are ultra rare exceptions even within the group of the biggest GaaS in Steam history, and that most successful GaaS in Steam don't get these numbers.

So to say that a GaaS is a disaster because it didn't get the numbers or Helldivers 2 or Arc Raiders is as stupid, nonsensical and flatearthical as to say a SP AAA game is a disaster because didn't sell like GTAV.

You're lumping a $40 premium AAA extraction shooter from Bungie/Sony with sky-high expectations in with EA cheapies, F2P games, ancient launches, and games that had massive console first or pre Steam audiences. Most of those "successful" games either:
  • Exploded way bigger early and grew (Helldivers 2 went up massively),
  • Were cheap/F2P with endless grind loops (survival, battle royale),
  • Or had years of Early Access/word-of-mouth before their "week 5".
Marathon didn't do that. It launched with hype, a big free Server Slam (143k peak), "strong gunplay" honeymoon and still crashed hard, now down ~59% from launch and frequently slipping out of top 50, now hovering in the low 20-30k range most days with only weekend bumps.

Your "many successful games kept 30-50%" line is meaningless when the absolute numbers matter for matchmaking, server health and live-service momentum. 36k in week 5 for this game isn't "in the ballpark" of hits, it's mid-tier at best, bleeding momentum fast in a punishing extraction genre where the loop gets stale without constant content.

You can write all the theory you want about LTV, ARPU, cross-platform, and "floors." Reality: Bungie/Sony didn't invest this much expecting a slow-burn 15/30k game that feels empty outside peaks. The data shows exactly what we've all been saying: great gunplay got people in the door, but it isn't enough for long-term retention once the hype fades.
Keep writing novels to defend it. The charts don't lie, and your list just proved my point.

You and Men_in_Boxes Men_in_Boxes are complete jokes who can't accept being wrong.

I know what I'm talking about, I'lve been working in the industry for two decades, many years of them working in GaaS (with enough success to get our studio acquired first by a -back then- top 5 mobile publisher and later by a -back then- top AAA publisher due to our GaaS expertise a and success) and I know what I'm talking about.

You have no idea what you're talking about, go back to your troll cave.
 
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In your dreams
But I did, it's here if anyone want a good laugh.

Then you sent me a PM to say you couldn't respond because you were banned, stating "I'll be back there when allowed". But I'm still waiting for an answer on this post, even by PM.
So yeah, you got destroyed by actual FACTS. Please feel free to prove me wrong, we all know you can't but it's gonna be a fun read I'm sure.

As for the message I posted in this very thread... You are just ignoring everything I wrote for a stupid sentence "in your dreams". Well yeah, prove me wrong 🤷‍♂️
 
But I did, it's here if anyone want a good laugh.

Then you sent me a PM to say you couldn't respond because you were banned, stating "I'll be back there when allowed". But I'm still waiting for an answer on this post, even by PM.
I contacted by PM trying to be a gentlemen letting you know why I didn't reply in the thread (you asked for it). Your disgusting and insulting reply shown you don't deserve my time or my respect.

So yeah, you got destroyed by actual FACTS. Please feel free to prove me wrong, we all know you can't but it's gonna be a fun read I'm sure.
The opposite, I already proved you wrong showing an extensive list of successful GaaS with similar or worse Steam CCU numbers or percentual decrease at basically the same point.

It's laughable that you are accusing me of cherrypicking, when you were saying the Marathon numbers were crap using no reference or using only the rare unicorn Arc Raiders as comparision, instead of making a wider comparision that better shows what numbers normal successful AAA GaaS performs and in what ballpark Marathon is.

And that in the context of somebody trying to judge a game's success and retention for its Steam CCU (something already dumb), when it's a multiplatform game that even in PC is in multiple stores and when -even if we'd use CCU as if were DAUs to calculate or at least make a super rough estimate of its retention- we still didn't have anough days to get an idea of its retention in some of the key measurements of retention, and particularly the one outside the launch peak.

As for the message I posted in this very thread... You are just ignoring everything I wrote for a stupid sentence "in your dreams". Well yeah, prove me wrong 🤷‍♂️
I already wasted enough time with your bullshit
 
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I (and everybody else who played the solo mode of the game) know it's true


We don't know its player retention (percent of daily active users that remain after a certain amount of days, traditionally measured D1, D3, D7, D14, D30, D90 and D180), but if you mean the drop in daily CCU peaks, it's normal for the 99.9% of the games.

Launch aligned, Marathon's is in the ballpark of many top live service MP shooter/ action PvP / team based action games in Steam history both in CCU amount or drop vs the first week peak.

Players join a game mainly in the first few days causing a launch peak, then a few days later many stop playing, and the devs keep tweaking the game improving its retention, until at some point games normally reach a floor and keep their userbase relatively stable until some big update / big discount / eSports tournament causes a small peak with returning or new players, after of which some of them remain, sometimes leaving a floor higher than the previous one. When successfully doing so, and/or slowly improving retention by some games achieved their all time CCU peak some weeks, months or years after launch.

It's also worth mentioning that games with higher user lifetime value / average revenue per user need less players to be successful. Meaning, a paid game where on average players spent over $80 on it combining the game purchase and addons (like Helldivers 2) needs less players and less great retention to be successful than a F2P game that made an average of $25/user. In the same way, it's important noting that this average keeps growing over time because players keep buying battlepasses, cosmetics, etc over time, particularly when they played many hours.

It's also worth mentioning that some games are only in Steam, and others like Marathon are in other PC stores plus in console, and some got released outside Steam at the same time, before or later. And also some games/genres are more popular in PC or in console, or have their players more evenly distributed worldwide or focused in a region. So when looking at its CCUs you also have to consider all that, but still the pattern I mentioned regarding losing CCUs and eventually having smaller bumps after launch with some specific events remains.

Change between the Steam CCU peak of the first week (until first Sunday) -> CCU peak during the 5th week, the one just ended in case of Marathon (added the two SF and Tekken games with the best CCU retention/CCU all time peak by far in the genre):
  1. Helldivers 2 155.93K -> 437.63K (280.66% of the first week)
  2. PUBG 65.63K -> 138.48K (211%)
  3. Rainbow Six Siege 11.19K -> 20.11K (179.71%)
  4. Fallout 76 22.10K -> 32.98K (149.23%)
  5. ARC Raiders 354.84K -> 418.52K (117.95%)
  6. Ark Survival Evolved 64.98K -> 75.18K (115.70%)
  7. Apex Legend 116.66K -> 113.38K (97.19%)
  8. Warframe 19.39K -> 18.79K (96.91%)
  9. Delta Force 118.96K -> 114.51K (96.26%)
  10. Marvel Rivals 480.99K -> 425.97K (88.56%)
  11. Escape from Tarkov 47.8K -> 37.23K (77.89%)
  12. Destiny 2 292.51K -> 196.35K (67.13%)
  13. Monster Hunter World 334.68K -> 213.78K (63.88%)
  14. Battlefield 6 747.44K -> 441.04K (59.01%)
  15. Street Fighter 6 70.57K -> 39.83K (56.44%)
  16. Tekken 8 49.98 -> 25.47K (50.96%)
  17. The Finals 242.62K -> 117.04K (48.24%)
  18. The Division 2 9.17K -> 4.33K (47.22%)
  19. First Descendant 264.86K -> 118.35K (44.68%)
  20. Elden Ring Neightreign 313.59K -> 136.91K (43.66%)
  21. Overwatch 75.61K -> 32.33K (42.76%)
  22. Palworld 1291.97K -> 535.09K (41.42%)
  23. Marathon 88.34 K -> 36.20K (40.97%)
  24. Halo Infinite (MP) 272.59K -> 104.31K (38.27%)
  25. The Division 113.98K -> 41.50K (36.4%)
  26. Tekken 7 18.97K -> 6.47K (34.11%)
  27. Arma III 13.51K -> 4.57K (33.82%)
  28. Payday 2 57.62K -> 18.79K (32.61%)
  29. Monster Hunter Rise 134.26K -> 43.16K (32.15%)
  30. Back 4 Blood 65.99K -> 17.56K (26.61%)
  31. For Honor 45.92K -> 10.91K (23.76%)
  32. Mortal Kombat 1 38.13K -> 9.38K (26.6%)
  33. Street Fighter V 14.78K -> 3.4K (23.00%)
  34. Hunt: Showdown 1896 13.17K -> 3.01K (22.85%)
  35. Deep Rock Galactic 4.30K -> 0.96K (22.33%)
  36. Monster Hunter Wilds 1384.61K -> 308.13K (22.25%)
  37. Borderlands 4 304.40K -> 60.10K (19.74%)
  38. Mortak Kombat 11 35.15K -> 6.75K (19.20%)
  39. Killing Floor 2 20.55K -> 3.83K (18.64%)
  40. Gray Zone Warfare 72.44K -> 12.60K (17.39%)
  41. Halo MCC 161.02K -> 21.29K (13.22%)
Please remember some are F2P, others were made F2P after launch, others released before outside Steam, others released as early access, some released at the same time in console while others debuted in console later.

Same games, but sorted by their Steam CCU peak of their 5th week:
  1. Palworld 535.09K
  2. Battlefield 6 441.04K
  3. Helldivers 2 437.63K
  4. Marvel Rivals 425.97K
  5. ARC Raiders 418.52K
  6. Monster Hunter Wilds 308.13K
  7. Monster Hunter World 213.78K
  8. Destiny 2 196.35K
  9. PUBG 138.48K
  10. Elden Ring Neightreign 136.91K
  11. First Descendant 118.35K
  12. The Finals 117.04K
  13. Delta Force 114.51K
  14. Apex Legend 113.38K
  15. Halo Infinite (MP) 104.31K
  16. Ark Survival Evolved 75.18K
  17. Borderlands 4 60.10K
  18. Monster Hunter Rise 43.16K
  19. The Division 41.50K
  20. Street Fighter 6 39.83K
  21. Escape from Tarkov 37.23K
  22. Marathon 36.20K
  23. Fallout 76 32.98K
  24. Overwatch 32.33K
  25. Tekken 8 25.47K
  26. Halo MCC 21.29K
  27. Rainbow Six Siege 20.11K
  28. Payday 2 18.79K
  29. Warframe 18.79K
  30. Back 4 Blood 17.56K
  31. Gray Zone Warfare 12.60K
  32. For Honor 10.91K
  33. Mortal Kombat 1 9.38K
  34. Mortak Kombat 11 6.75K
  35. Tekken 7 6.47K
  36. Arma III 4.57K
  37. The Division 2 4.33K
  38. Killing Floor 2 3.83K
  39. Street Fighter V 3.4K
  40. Hunt Showdown 3.01K
  41. Deep Rock Galactic 0.96K
All these games are in the top 200 sorting all 145K Steam games by their all time CCU peak.

As you see, each one with different circumstances mentioned before (two games never had the exact 1:1 conditions and aren't 1:1 the same to compare) to be in the ballpark of keeping around 30-50% of the first week CCU peak after 5 weeks and be in the 30-45K ballpark for the 5th week CCU peak isn't that dramatic. Many very successful games had these or worse numbers and they were fine with them.
My balls dropped 2 inches in the time it took to read all that cope
 
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Yeah that site and many like it are just flooded with tons of articles about any game that is getting any attention.

NeoGAF has become hater central really. It's rare any game is liked, and then any time one is, it becomes paranoid about anyone who doesn't like that game. All conspiracy theories all the time.
It's almost as if gamers on gaming enthusiast websites don't like shitty games
 
I contacted by PM trying to be a gentlemen letting you know why I didn't reply in the thread (you asked for it). Your disgusting and insulting reply shown you don't deserve my time or my respect.
I just stated facts. You don't like facts right?

The opposite, I already proved you wrong showing an extensive list of successful GaaS with similar or worse Steam CCU numbers or percentual decrease at basically the same point.
I responded to that, you then picked a single sentence on my whole post and said "in your dreams". I wouldn't call that "proved you wrong". But again instead of actually responding (because you can't) you are changing the subject, bringing your feelings. Please try to stay focus and respond to what I'm actually writing.

It's laughable that you are accusing me of cherrypicking, when you were saying the Marathon numbers were crap using no reference or using only the rare unicorn Arc Raiders as comparision, instead of making a wider comparision that better shows what numbers normal successful AAA GaaS performs and in what ballpark Marathon is.
A wider comparaison, like what I did there? Let's quote me again since we already had that talk but you never responded. And now we moved from "week 2" to "week 5" lmao:

You claim these games had 'similar or worse' second-Saturday CCU than Marathon's 58k and still became huge successes. That's not what happened. That's not even close.
Let's break it down:

  • PUBG 75k? Bullshit. It launched Early Access Dec 20 2017 and was already exploding past 300k-500k by the end of December, hitting 1 million concurrent shortly after and peaking at 3.25 million. It wasn't "similar" to Marathon, it was growing like a rocket.
  • ARK 69k? Early Access dinosaur game with cheap entry, mods, and years of updates. Later free weekends pushed it to 200k+. Not comparable.
  • Overwatch 47k? The Steam version came years after it was already a global phenomenon on Battle.net. Zero relevance to a brand-new paid launch.
  • Halo MCC, Tarkov, Rust, R6 Siege, Payday 2, L4D2, TF2? Early Access, ancient launches (2009-2017 era), many cheap or free-to-play later, or Steam releases long after they already had massive audiences elsewhere. Tarkov was a cult hit in beta for years before its Steam drop.
Please stop the fantasy world, these weren't "similar or worse on second Saturday and succeeded anyway", most succeeded because they were cheap/EA/F2P with years to grow, viral word-of-mouth, or completely different retention models (battle royale/survival = endless grind, not punishing extraction).

Marathon has not the trajectory of the games that actually became "some of the most successful in the genre." That's a game bleeding players hard.
Your list doesn't prove Marathon is fine. It proves you're desperately grasping at straws, comparing a premium AAA launch to the weakest random Saturdays of slow-burn Early Access legends while ignoring price, expectations, genre churn and actual trend.


And that in the context of somebody trying to judge a game's success and retention for its Steam CCU (something already dumb)
Legit question, explain to me why is it stupid to look at the CCU numbers of the biggest platform for a multiplayer only game to get an idea of how it's doing? Also you know damn well that if the numbers were good, you'll be slapping them EVERYWERE. We all know it, that's called hypocrisy.

, when it's a multiplatform game that even in PC is in multiple stores and when -even if we'd use CCU as if were DAUs to calculate or at least make a super rough estimate of its retention- we still didn't have anough days to get an idea of its retention in some of the key measurements of retention, and particularly the one outside the launch peak.
Oh boy, you will have a very rude awakening if you think hovering around 25K players just a month after the release will give Bungie time to fix the game. Thing is someone like StreetsofBeige StreetsofBeige actually knows how to read data, and they are not good. At all.

I already wasted enough time with your bullshit
That's the answer of someone that don't have anything to say, especially after writing a whole essay on why I was mean lmao.

Keep coping.
 
I wouldn't call that "proved you wrong".
I proved you wrong posting a long list of factual data of successful GaaS games on Steam with siimlar or worse CCUs

Let's break it down:
  • PUBG 75k? Bullshit. It launched Early Access Dec 20 2017
No, PUBG released March 23, 2017 in Steam with 39.52K peak in the first day, as I said gettting its first week a 65.63K peak, its second Saturday 75.68K and the peak of its 5th week was 138.48K. This is what steamdb says.

  • ARK 69k? Early Access dinosaur game with cheap entry, mods, and years of updates. Later free weekends pushed it to 200k+. Not comparable.
It's a paid action MP GaaS game with survival for Steam + consoles. Yes, it's perfectly comparable.

Regarding Early Access, all GaaS are basically released as an early access, that's one of the key points of GaaS: they release basically a MVP and keep building on it taking into consideration metrics and player feedback.

  • Overwatch 47k? The Steam version came years after it was already a global phenomenon on Battle.net. Zero relevance to a brand-new paid launch.
  • Halo MCC, Tarkov, Rust, R6 Siege, Payday 2, L4D2, TF2? Early Access, ancient launches (2009-2017 era), many cheap or free-to-play later, or Steam releases long after they already had massive audiences elsewhere. Tarkov was a cult hit in beta for years before its Steam drop.

Yes, it released before in battlenet but in Steam it got released in August 2023 as I said with 75.61K as peak of the first week, having 47.48K the second Saturday and as peak for its 5th week 32.33K according to steamdb.

Despite being old the GaaS behavior regarding Steam CCUs (or regarding amount of users, retention) work in a similar way (same goes in console or mobile) as shown in the comparision. Same goes with having released the game before elsewhere, because in all platforms most players play mostly or only in a single platform, in this case Steam, so if the game has been released at the same time, before or later elsewhere often don't affect them.

Marathon has not the trajectory of the games that actually became "some of the most successful in the genre." That's a game bleeding players hard.
Your list doesn't prove Marathon is fine. It proves you're desperately grasping at straws, comparing a premium AAA launch to the weakest random Saturdays of slow-burn Early Access legends while ignoring price, expectations, genre churn and actual trend.
Later when comparing the 1st vs 4th or 5th weeks I expanded the amount of Steam GaaS compared to show way more examples of very successful titles that at the same point were in a similar or worse ballpark both in weekly CCU peak and first to 4th or 5th week percentual decrease, so "bleeding players hard" around the same or worse. So yes, I proved with factual data from steamdb.

Regarding the pricing, it often -not always at all- affects the CCU amount, but almost not to the typical GaaS CCU trend (launch peak that often is the all time peak, long decrease until stabilizes at some point and smaller peaks with key game updates that once are over sometimes once are done retain a bigger number of players keeping a higher floor) that again, not always happens because every game is different and behaves differently.

Oh boy, you will have a very rude awakening if you think hovering around 25K players just a month after the release will give Bungie time to fix the game.
No, because as I proved with factual data many successful GaaS reached in Steam 25K or lower at the same point -or earlier- than Marathon.
 
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Idk if it's quite that extreme but solo Marathon is a very different game than team Marathon. The game is stupidly tense in solos.

In solo mode (better supported in Marathon than Hunt), sound propagation dominates: distinguishing creaking girders, lightning, volt-fire splashes, door hisses, or vent clatters makes every action risky
I can't tell you how many times the towers shaking in the wind have made me think I hear somebody walking on metal especially when I'm anywhere near the tunnels.

Is so embarrassing seeing losers doing whatever they can to shit on this game.

Quite poetic I think. This case need to be study.
Fixed it for you.
 
Summary of Yurinka's gems in a single post:

- PUBG/Marathon? Same trajectory
- This one is pure gold: releasing a game like Overwatch exclusively on Battle.net THEN years later on Steam often had no impact on the Steam CCU (precisely: if the game has been released at the same time, before or later elsewhere often don't affect them (the CCU))
- Most PC players interested in a game, won't install any other launcher than Steam to play said game, even if it's exclusive to another launcher
- GAAS are Early Access releases

Hope you enjoy the summary, dear lazy reader !

Now let's respond properly.

I proved you wrong posting a long list of factual data of successful GaaS games on Steam with siimlar or worse CCUs
But as I told you that list make no sense.

No, PUBG released March 23, 2017 in Steam with 39.52K peak in the first day, as I said gettting its first week a 65.63K peak, its second Saturday 75.68K and the peak of its 5th week was 138.48K. This is what steamdb says
And tell me, what's the difference with Marathon. Hint: numbers go brrr

It's a paid action MP GaaS game with survival for Steam + consoles. Yes, it's perfectly comparable.
Look what I wrote here

"I made a mistake btw as I said December was EA, when it was the full release"

Oh and you can compare them, it just won't look good for Bungie. PUBG has been in constant grown since it's EA release which is not the case for Marathon. It wasn't "similar" to Marathon's which is bleeding players.

Regarding Early Access, all GaaS are basically released as an early access,
Well that's new. I didn't knew Helldivers II (for example) released in EA. You should tell Sony and the studio.

that's one of the key points of GaaS: they release basically a MVP and keep building on it taking into consideration metrics and player feedback.
As you said yourself, the keyworld is BUILDING. They don't release as EA (meaning incomplete games). They add content AFTER the release but the core game is already there, with it's complete 1.0.

Yes, it released before in battlenet but in Steam it got released in August 2023 as I said with 75.61K as peak of the first week, having 47.48K the second Saturday and as peak for its 5th week 32.33K according to steamdb.
Overwatch with it's Steam release in 2023 was a port of a game that was already a massive global phenomenon on Battle.net for years. Completely irrelevant to a brand-new Bungie title.

You keep saying "GaaS are basically Early Access" and "old games show the same pattern." No. Modern premium live-service shooters (especially extraction ones) live or die on early retention and momentum. Punishing loops + $40 price tag mean you can't afford a slow bleed like a 2017 Early Access title or an F2P survival game.

Despite being old the GaaS behavior regarding Steam CCUs (or regarding amount of users, retention) work in a similar way (same goes in console or mobile) as shown in the comparision.
But your comparison shown nothing but Marathon is failing. That's the point. Not to mention it's flawed in many ways.

Same goes with having released the game before elsewhere, because in all platforms most players play mostly or only in a single platform, in this case Steam, so if the game has been released at the same time, before or later elsewhere often don't affect them.
WAIT WAIT WAIT DID I READ THAT CORRECTLY

Are you saying that, for example Overwatch, released earlier on Battle.net had no impact on the Steam CCU (or minor at best)? And you actually think that most PC players won't install any other launcher than Steam to play a game that is exclusive to another launcher, like... really?

Ricky Gervais Lol GIF


Oh you need to show proof of that with such a bold claim.

Later when comparing the 1st vs 4th or 5th weeks I expanded the amount of Steam GaaS compared to show way more examples of very successful titles that at the same point were in a similar or worse ballpark both in weekly CCU peak and first to 4th or 5th week percentual decrease, so "bleeding players hard" around the same or worse. So yes, I proved with factual data from steamdb.
Yeah, very similar behavior that other successful GAAS.

He91NtGtW1U49iJf.png



Regarding the pricing, it often -not always at all- affects the CCU amount, but almost not to the typical GaaS CCU trend (launch peak that often is the all time peak, long decrease until stabilizes at some point and smaller peaks with key game updates that once are over sometimes once are done retain a bigger number of players keeping a higher floor) that again, not always happens because every game is different and behaves differently.

No, because as I proved with factual data many successful GaaS reached in Steam 25K or lower at the same point -or earlier- than Marathon.
You keep comparing a hyped premium extraction shooter to:
  • Games that were cheap or free
  • Games with endless grind loops (not punishing extractions)
  • Games that had massive prior hype or different business models
  • Games that grew or stabilized at much higher absolute numbers
Many of those titles you listed either grew after week 1 or stabilized at levels that keep matchmaking healthy. Marathon is bleeding players fast, and the "great gunplay" honeymoon (boosted by the free Server Slam) clearly isn't carrying long-term engagement.
You can keep posting giant tables and claiming "I proved you wrong with facts." All you're proving is how desperate the defense has become.

Facts still show Bungie cooked a shooter with strong first impressions that very few want to stick with once the novelty wears off
 
Clearly some people genuinely love this game.

But it's basically the world's most polished, immersive griefing simulator. The people who love it are the ones who are good at griefing. Everyone else are the cattle getting farmed. And the cattle quickly get sick of it and leave. It's not a winning formula.
 
Clearly some people genuinely love this game.

But it's basically the world's most polished, immersive griefing simulator. The people who love it are the ones who are good at griefing. Everyone else are the cattle getting farmed. And the cattle quickly get sick of it and leave. It's not a winning formula.

Look man, just shut up and enjoy getting fucked up the ass with a fiddle every session!
 
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Summary of Yurinka's gems in a single post:

- PUBG/Marathon? Same trajectory
- This one is pure gold: releasing a game like Overwatch exclusively on Battle.net THEN years later on Steam often had no impact on the Steam CCU (precisely: if the game has been released at the same time, before or later elsewhere often don't affect them (the CCU))
- Most PC players interested in a game, won't install any other launcher than Steam to play said game, even if it's exclusive to another launcher
- GAAS are Early Access releases
I never said that, you're lying again. Go back to your cave.

But as I told you that list make no sense.
It's a comparision table of objective, factual data of Steam GaaS CCU amount and evolution after a certain amount of weeks.

Of course it makes sense, it helps to compare the CCU amount and variation after that same period getting some context against most somewhat similar titles and see the differences of different groups or tiers.

Your objective personal opinion saying it doesn't make sense doesn't mean a shit and doesn't invalidate it at all, particularly when you're a troll that has no idea what he's talking about. It's just a toxic take with zero value to any debate.

Criticism that would make sense would be to highlight that would be better to add this or that game, or correct some typo. Or to provide a more meaningful comparision table for this period for other more important metrics like revenue generated until that point, DAU, ARPU / LTV etc but they aren't available.

And tell me, what's the difference with Marathon. Hint: numbers go brrr
The one I mentioned several times before: PUBG had the first week less CCUs than Marathon, so it was highly stupid to say Marathon CCUs were a disaster back then.

Because of what is shown in the table that compares the change after several weeks: almost all GaaS normally keep losing daily CCU peak over time week after week until they get some meaningful update, but a tiny portion of them, includes PUBG, are rare unicorns that keep growing during the first weeks reaching their launch peak not in the first week as usual, but instead several weeks or months later.

That launch peak is often the all time CCU peak, but several cases isn't, because many GaaS have minor peaks with certain key updates and keep improving their retention with fixes and additions, sometimes to the point of them having its all time peak several months or years after launch.

As of now, having 5 complete weeks of Marathon, Marathon sits in the ballpark or better of many popular and success Steam GaaS. But obviously not isn't in the league of the 1 percenters of the 1 percenters like Pubg, Helldivers 2 or Arc Raiders.

Regarding big updates that could attract new users or bring back previous ones, Marathon still didn't have them: they mainly had fixes, tweaks, some experiments and minor rebalancing. Their main addition were a couple endgame things that back then were going to be used only by a tiny portion of high level players already very engaged, the long term retention benefits of Cryo & ranked for most of the existing players, plus new ones, won't be noticed until later.

Potential future updates that could cause a CCU spike (traditionally smaller than the launch peak) would be things focused to attract new players or retain/bring back low level and medium level players: new playable character, new non-endgame map, new weapons, new non-endgame mode (as could be PvE), new missions/progression/unlockable types etc.

Well that's new. I didn't knew Helldivers II (for example) released in EA. You should tell Sony and the studio.
You keep saying "GaaS are basically Early Access" and "old games show the same pattern."

I never said Helldivers II released in EA. I said almost all GaaS are mostly released as if they were a EA because that's the whole point of GaaS: to release a MVP and keep building on top having a flexible roadmap of post launch additions, which keeps adapting to the results of the project, to the feedback, to the market and so on.

Unlike the non-GaaS games that aren't released as EA, which mostly are released as a static project that other than a few fixes or tweaks and maybe a handful DLCs they don't meaningfully evolve after launch.

But your comparison shown nothing but Marathon is failing. That's the point. Not to mention it's flawed in many ways.
What my comparision shows and proves is that falling Steam CCUs during the first weeks is a normal thing for 99.99% of the games in Steam including many of the most popular ever, so it's a highly stupid to claim a game is failing because their Steam CCUs fall. Same goes with the CCU amount.

The comparision shows that Marathon is in the ballpark or better than several popular GaaS available in Steam (the games in the comparision are from the top 200-250 out of 145K Steam games sorting by their all time CCU peak) regarding CCU amount and percentual decrease after X weeks. Destpite obviously not being in the league of the unicorns.

WAIT WAIT WAIT DID I READ THAT CORRECTLY

Are you saying that, for example Overwatch, released earlier on Battle.net had no impact on the Steam CCU (or minor at best)? And you actually think that most PC players won't install any other launcher than Steam to play a game that is exclusive to another launcher, like... really?

Oh you need to show proof of that with such a bold claim.
The Steam CCU comparision table compares CCU in Steam, not elsewhere.

It includes GaaS titles that are in the top 200 or so Steam games sorted by their all time CCU peak. As seen in the table, Overwatch performed in Steam similar to many others including games that released at the same time in PC and console, that released only in PC, that released first in PC and later in console, that in PC released day one on Steam or after some time in other launcher, etc.

Regardint Steam CCUs, what makes special the Overwatch case is that they had their all time CCU peak years after releasing it on Steam: when they did the reboot back in February changing the name and releasing all that stuff.

You keep comparing a hyped premium extraction shooter to:
  • Games that were cheap or free
  • Games with endless grind loops (not punishing extractions)
  • Games that had massive prior hype or different business models
  • Games that grew or stabilized at much higher absolute numbers
What I kept comparing are games that are:
  • MP GaaS titles on Steam that are in the top 200-250 aprox
  • Have PvP, are team based, are shooters or have survival elements
Independently if released before, later or at the same time elsewhere (because we're comparing Steam) or their price at release etc.

The idea is to compare their Steam CCU after a certain amount of completed weeks (5 until now, soon 6) plus percentual decrease vs the first week to show where Marathon sits among them.

Many of those titles you listed either grew after week 1 or stabilized at levels that keep matchmaking healthy.

Marathon is bleeding players fast, and the "great gunplay" honeymoon (boosted by the free Server Slam) clearly isn't carrying long-term engagement.

You can keep posting giant tables and claiming "I proved you wrong with facts." All you're proving is how desperate the defense has become.

Facts still show Bungie cooked a shooter with strong first impressions that very few want to stick with once the novelty wears off
All these games in the table, including the ones that were performing launch aligned way worse than Marathon, had their matchmaking healthy after 5 weeks, seen in the fact that many of them still had/have a health matchmaking years later.

And what facts of the table prove is that player 'bleeding' in Marathon is similar or better than where many other top GaaS in Steam were 5 weeks after launch.

This is factual data you don't want to accept and that you only fight it with your subjective personal opinion (which means nothing against factual data) and with trolling attacking the person who shows the data and that you're the desperate one here and that your takes add nothing to any debate.
 
The industry isn't collapsing, that gay narrative has been around since the 90s... Just put it to bed already
More true than ever, but you are correct. It's the industry as we know it. So the problem is Sony is charging customers for each blockbuster game misfire through higher subs and console prices. They will stop making games after enough failure, there is no upside as a monopoly for the premium experience. They will just set up the PlayStation to collect store fees. It will have a chilling effect on other game makers.
 
I'm tired of repeating myself.

VgsqQdHqVE6Fybv6.png


For you this is totally fine. You keep mentioning MASSIVE games like PUBG/Overwatch in the same sentence with Marathon. You are a clown

i don't know idk GIF by Robert E Blackmon


I never said that, you're lying again. Go back to your cave.
Go read your own message Mr Butthurt.

It's a comparision table of objective, factual data of Steam GaaS CCU amount and evolution after a certain amount of weeks.

Of course it makes sense, it helps to compare the CCU amount and variation after that same period getting some context against most somewhat similar titles and see the differences of different groups or tiers.
Your objective personal opinion saying it doesn't make sense doesn't mean a shit and doesn't invalidate it at all, particularly when you're a troll that has no idea what he's talking about. It's just a toxic take with zero value to any debate.

Criticism that would make sense would be to highlight that would be better to add this or that game, or correct some typo. Or to provide a more meaningful comparision table for this period for other more important metrics like revenue generated until that point, DAU, ARPU / LTV etc but they aren't available.

The one I mentioned several times before: PUBG had the first week less CCUs than Marathon, so it was highly stupid to say Marathon CCUs were a disaster back then.
My guy comparing Steam CCU in 2017, 9 YEARS ago against 2026. And even with a 9 years growth of the platform, Marathon is failing. Just this simple fact should be enough to shut down your own post.
PUBG kept growing, Marathon has lost 75% of it's playerbase in a month.

Because of what is shown in the table that compares the change after several weeks: almost all GaaS normally keep losing daily CCU peak over time week after week until they get some meaningful update, but a tiny portion of them, includes PUBG, are rare unicorns that keep growing during the first weeks reaching their launch peak not in the first week as usual, but instead several weeks or months later.
Not like Marathon. But you're gone too far I fear.

That launch peak is often the all time CCU peak, but several cases isn't, because many GaaS have minor peaks with certain key updates and keep improving their retention with fixes and additions, sometimes to the point of them having its all time peak several months or years after launch.

As of now, having 5 complete weeks of Marathon, Marathon sits in the ballpark or better of many popular and success Steam GaaS. But obviously not isn't in the league of the 1 percenters of the 1 percenters like Pubg, Helldivers 2 or Arc Raiders.

Regarding big updates that could attract new users or bring back previous ones, Marathon still didn't have them: they mainly had fixes, tweaks, some experiments and minor rebalancing. Their main addition were a couple endgame things that back then were going to be used only by a tiny portion of high level players already very engaged, the long term retention benefits of Cryo & ranked for most of the existing players, plus new ones, won't be noticed until later.

Potential future updates that could cause a CCU spike (traditionally smaller than the launch peak) would be things focused to attract new players or retain/bring back low level and medium level players: new playable character, new non-endgame map, new weapons, new non-endgame mode (as could be PvE), new missions/progression/unlockable types etc.
More nonsense, I don't have the energy anymore.

I never said Helldivers II released in EA. I said almost all GaaS are mostly released as if they were a EA because that's the whole point of GaaS: to release a MVP and keep building on top having a flexible roadmap of post launch additions, which keeps adapting to the results of the project, to the feedback, to the market and so on.

Unlike the non-GaaS games that aren't released as EA, which mostly are released as a static project that other than a few fixes or tweaks and maybe a handful DLCs they don't meaningfully evolve after launch.

What my comparision shows and proves is that falling Steam CCUs during the first weeks is a normal thing for 99.99% of the games in Steam including many of the most popular ever, so it's a highly stupid to claim a game is failing because their Steam CCUs fall. Same goes with the CCU amount.
The comparision shows that Marathon is in the ballpark or better than several popular GaaS available in Steam (the games in the comparision are from the top 200-250 out of 145K Steam games sorting by their all time CCU peak) regarding CCU amount and percentual decrease after X weeks. Destpite obviously not being in the league of the unicorns.
So much bulshit/whataboutism. If you think Marathon is doing well, good for you. I'll quote you the day it's death is announced.

The Steam CCU comparision table compares CCU in Steam, not elsewhere.
It includes GaaS titles that are in the top 200 or so Steam games sorted by their all time CCU peak. As seen in the table, Overwatch performed in Steam similar to many others including games that released at the same time in PC and console, that released only in PC, that released first in PC and later in console, that in PC released day one on Steam or after some time in other launcher, etc.

Regardint Steam CCUs, what makes special the Overwatch case is that they had their all time CCU peak years after releasing it on Steam: when they did the reboot back in February changing the name and releasing all that stuff.

What I kept comparing are games that are:
  • MP GaaS titles on Steam that are in the top 200-250 aprox
  • Have PvP, are team based, are shooters or have survival elements
Independently if released before, later or at the same time elsewhere (because we're comparing Steam) or their price at release etc.

The idea is to compare their Steam CCU after a certain amount of completed weeks (5 until now, soon 6) plus percentual decrease vs the first week to show where Marathon sits among them.

All these games in the table, including the ones that were performing launch aligned way worse than Marathon, had their matchmaking healthy after 5 weeks, seen in the fact that many of them still had/have a health matchmaking years later.

And what facts of the table prove is that player 'bleeding' in Marathon is similar or better than where many other top GaaS in Steam were 5 weeks after launch.

This is factual data you don't want to accept and that you only fight it with your subjective personal opinion (which means nothing against factual data) and with trolling attacking the person who shows the data and that you're the desperate one here and that your takes add nothing to any debate.
You spent multiple walls of text claiming Marathon's Steam CCU drop and current numbers are "normal" and "in the ballpark of many successful GaaS" because you found some old/cheap/F2P/ports/Early Access titles that had low weeks at some random point.

Your giant comparison table only proves survivorship bias and apples to oranges nonsense. You're lumping a $40 premium extraction shooter from Bungie/Sony (with sky high expectations) together with cheap survival games, ancient F2P titles, endless-grind battle royales, and ports then declaring "see, it's normal!" when Marathon sits near the bottom of your own 5th-week ranking.

Marathon is at ~12k–17k concurrent right now on Steam, with 24h peaks around 28k. That's a ~65-75%+ drop from the 88k launch peak in just over a month. It regularly falls out of the top 100 too.
This isn't a normal, healthy retention for a successful GaaS. This is a steep bleed for a hyped Bungie title that had every advantage (free beta, strong gunplay honeymoon, big marketing). The punishing extraction loop + $40 price means it can't afford the slow-burn Early Access lifestyle you keep romanticizing.

You can keep hiding behind "objective factual data" calling people trolls and writing essays to normalize failure. All you've actually shown is desperation.
 
For you this is totally fine. You keep mentioning MASSIVE games like PUBG/Overwatch in the same sentence with Marathon. You are a clown
Yes, it's totally fine for me to accept the factual data that shown when were talking about their second Saturday the numbers were PUBG 75.68K, Marathon 59.36K and Overwatch 47.48K. And same with their 4th, 5th, 6th etc week.

If something the clown is the one who doesn't accept it because of potatoes.

You spent multiple walls of text claiming Marathon's Steam CCU drop and current numbers are "normal" and "in the ballpark of many successful GaaS" because you found some old/cheap/F2P/ports/Early Access titles that had low weeks at some random point.

Your giant comparison table only proves survivorship bias and apples to oranges nonsense. You're lumping a $40 premium extraction shooter from Bungie/Sony (with sky high expectations) together with cheap survival games, ancient F2P titles, endless-grind battle royales, and ports then declaring "see, it's normal!" when Marathon sits near the bottom of your own 5th-week ranking.

Marathon is at ~12k–17k concurrent right now on Steam, with 24h peaks around 28k. That's a ~65-75%+ drop from the 88k launch peak in just over a month. It regularly falls out of the top 100 too.
This isn't a normal, healthy retention for a successful GaaS. This is a steep bleed for a hyped Bungie title that had every advantage (free beta, strong gunplay honeymoon, big marketing). The punishing extraction loop + $40 price means it can't afford the slow-burn Early Access lifestyle you keep romanticizing.

You can keep hiding behind "objective factual data" calling people trolls and writing essays to normalize failure. All you've actually shown is desperation.
As seen in my tables, the data shows that Marathon numbers are in the ballpark or better than many successful Steam GaaS titles that lasted for years.

So yes, so far it's normal and healthy because games don't need to be the next Fortnite and only a few Steam titles have been in the league of titles like Helldivers 2, Arc Raiders or PUBG.

That's until now. For the future/long term, to see the long picture and a make a long term projection/viability we'd need to see where it stabilizes reaching a stable floor plus the effect of new characters, weapons, non-endgame stages, battlepasses etc. To make a proper professional long term projection, instead of looking at CCUs we'd need to have access to its DAU, average revenue per user and retention, particularly the one they still don't have because it's too early: D30, D90 and D180 retention. The D1, D3 one are key too but so far despite don't having them, the CCU hint at them being ok/on par with many important paid AAA GaaS despite not being top tier.
 
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