@zaryia said:
@boxrekt said:
BTW I always hear PC's user base supposed to be like 3x larger than that of Playstation 4's, yet PC only managed 3% higher than PS4 here?
Guess the highly used user base argument get's swept under the rug when it's not an attempt to damage control PS4 sales.
This is really poor damage control. PC won in sales for a generally more console oriented market, which is pretty damn good. You're spin is terrible.
And yes, PC does have an extremely larger user base than PS4. But they also have an incredibly higher number of games to choose from, so it's more diluted. I"m not sure they're really into the same games as consoles gamers as well.
So that's the excuse?
Ok that argument would work if Sony's library of games was similar to Nintendo's but it's not.
PS4 has a huge library of AAA, AA, and indie level games, in fact PS4 has more high profile AAA caliber titles then PC. PC simply has more low level indies.
So going by user base/ratio argument (not mine) those PC sales # compared to PS4 are quite mediocre.
Having a large library of games to choose from was never accepted as an reason to dismiss this argument before, so it won't accepted as an excuse now.
@XVision84 said:
@calvincfb said:
I think you don't know what attach rate stands for.
"An attach rate — which is also called an attach ratio — measures how many add-on products your business sells with each major product"
People have been using their PC's for gaming for a very long time (longer than consoles have been around). Attach rate is a general term that encompasses any additional products sold with the primary product. Considering PC is an open platform, it runs circles around consoles in the amount of products available and consumers of those products.
That's not how it works with video games.
Attach rate
in the gaming industry, though it is common in many technology-related marketing discussions. For instance, in an example related to computer or game console software, a situation may occur wherein:[citation needed]
- Platform hardware type A has sold 1,000 units, and software publishers have subsequently sold 5,000 titles specific to Platform A, and
- Platform B has sold 10,000 hardware units, and software publishers have subsequently sold 10,000 titles specific to Platform B.
In this example, Platform A has a much higher attach rate (5 titles sold per hardware unit sold, or 5:1), versus Platform B (1 title sold per hardware unit sold, or 1:1) Hence, while in absolute terms, Platform B is outselling Platform A (by a factor of 10:1), the much higher attach rate of Platform A (5:1, vs. 1:1) has business implications. In particular, software publishers may view Platform A as the more attractive, depending on the rate of sales of each platform, because that platform only needs to sell an additional 1,000 units for their title sales to match the sales related to Platform B.
https://en.wikipedia.org/wiki/Attach_rate
This example reveals how PS4 has a higher attach rate for Ubisoft games than PC because of PC's vastly higher user base number but less games bought per customer.
Overall their games did sell slightly more on PC, but at a far lower attach rate than PS4 with a smaller user base.
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