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AlfredoTurkey said:
Neodegenerate said:

That is a very artificial way to define success.

 

Lets say that I made a game that cost me 10,000 to make and I get a dollar on each sale.  The game sells to 2% (round up for ease) of the audience (lets call the audience 50 million) so I get to 1 million sold.  I have made 990,000 dollars.

Now lets say that I made a game that cost me 10,000,000 dollars.  And now instead of 2% of that same account base I hit 20%.  So 10 million.  I am making that same dollar.  I have now broken even.

Which one did well?

I wasn't talking about financial wellness. I was talking about popularity amoungst PS4 owners. I know if I made a game, all that would matter to me as far as money goes is to have enough money to live and to make another game. The true pleasure would be in making people happy and if only 1 out of 100 people bought it, it would really dissapoint me.

And while that is all great and altruistic, by your original definition the game that sold a 20% attach rate in my example isnt getting you a piece of candy let alone a meal, while the 2% game is letting you fund either 99 more games of the same quality, or buy a house, or some combination of the two.  Attach rate is a remarkably overrated stat, especially when you are talking about a single game IP.

Now, when we see attach rates drop dramatically on sequels, the stat becomes relevant.