Forum Discussion
32 Replies
- NateWhiplash5 years agoSeasoned AceI'm honestly not surprised, it's a great game with wide appeal. It's also very versatile--you can tell the story any way you want to, from mild to wild
- cool yay :)
- Sharooonia5 years agoSeasoned AceIt’s a wonderful game when it works right and it has gorgeous graphics so I’m not surprised that it has so many players. I will probably return to it again at some point in the future if they ever fix the bugs, improve the gameplay and for the love of god make the sims sit down to watch TV and eat.
- logionX5 years agoLegendI assume that you mean lifetime players, that is not active players and it is since 2014.
I think active players are around 10 million. Which is still, a lot. - ImMendota5 years agoSeasoned Ace
"logion;c-17674702" wrote:
I assume that you mean lifetime players, that is not active players and it is since 2014.
I think active players are around 10 million. Which is still, a lot.
No it is active players... google it. EA reported it in their quater profit call. Well here is a link:
https://twinfinite.net/2020/07/electronic-arts-results-q1-2021/ - 30 million players is £1,050,000,000 in base games alone (no expansions)
- logionX5 years agoLegend
"Mendota;c-17674714" wrote:
"logion;c-17674702" wrote:
I assume that you mean lifetime players, that is not active players and it is since 2014.
I think active players are around 10 million. Which is still, a lot.
No it is active players... google it. EA reported it in their quater profit call. Well here is a link:
https://twinfinite.net/2020/07/electronic-arts-results-q1-2021/
It's LTD (Life to Date) amount of players since the game launched. https://s22.q4cdn.com/894350492/files/doc_financials/2021/q1/EA-Transcript.pdf Start of page 4, mentioned as well at the end of page 5.
Active players reached record high, so they still have a lot of active players but they don't say how many they are in that report. - More interesting (in my opinion) would be for them to tell shareholders how many of the players that received a free copy of base (given away several times)
didhad they continued tomaintainretain (keep buying and playing). That would be interesting to know if those new players kept buying and stuck around and or how they plan on keeping those players as returning customers. Oh, and if by active players they meant that at any given point in time there were x amount of people playing the game or just on the gallery, and or if they meant x amount of players over a running total of months or just at one point in time. I actually don't think it's fair to compare the pc game to the mobile game, and filled with microtransactons like buying recolors, to 'active' players and or within an iteration's lifetime but format to format would be a better breakdown in my opinion. Maybe more people play Sims mobile than the pc game with such vague numbers. How many console players, how many pc gamers, how many Mobile players would be more interesting to me. And did they give away those games away for free several times to reach the numbers. ETA: And if since it's numbers for 'The Sims' does that mean they aren't counting Sims Free Play in there, too? I think they are saying across all platforms which isn't a great reflection on a game but more interesting to know the break down of which type of players stuck with them for several months or years in a row and how many who got games for free dropped out. - logionX5 years agoLegend
"Cinebar;c-17674745" wrote:
More interesting (in my opinion) would be for them to tell shareholders how many of the players that received a free copy of base (given away several times)didhad they continued tomaintainretain (keep buying and playing). That would be interesting to know if those new players kept buying and stuck around and or how they plan on keeping those players as returning customers. Oh, and if by active players they meant that at any given point in time there were x amount of people playing the game or just on the gallery, and or if they meant x amount of players over a running total of months or just at one point in time. I actually don't think it's fair to compare the pc game to the mobile game, and filled with microtransactons like buying recolors, to 'active' players and or within a iteration's lifetime but format to format would be a better breakdown in my opinion. Maybe more people play Sims mobile than the pc game with such vague numbers.
It would be interesting to know how many of their lifetime players that are still active today. It's easy to say that the game have a lot of people that have started the game once since 2014. But how many of those people play the the game regularly today? That's why I am more interested in active players, but they don't mention those numbers very often in their reports. "logion;c-17674754" wrote:
"Cinebar;c-17674745" wrote:
More interesting (in my opinion) would be for them to tell shareholders how many of the players that received a free copy of base (given away several times)didhad they continued tomaintainretain (keep buying and playing). That would be interesting to know if those new players kept buying and stuck around and or how they plan on keeping those players as returning customers. Oh, and if by active players they meant that at any given point in time there were x amount of people playing the game or just on the gallery, and or if they meant x amount of players over a running total of months or just at one point in time. I actually don't think it's fair to compare the pc game to the mobile game, and filled with microtransactons like buying recolors, to 'active' players and or within a iteration's lifetime but format to format would be a better breakdown in my opinion. Maybe more people play Sims mobile than the pc game with such vague numbers.
It would be interesting to know how many of their lifetime players that are still active today. It's easy to say that the game have a lot of people that have started the game once since 2014. But how many of those people play the the game regularly today? That's why I am more interested in active players, but they don't mention those numbers very often in their reports.
If skintones can bring back players then they must have really, really loved TS4 if they waited six years to see the corrections and improvements and or even extra (100) more skintones when they could just get custom content that would be ten times better and or return to older games (skintones of any type in any of these games haven't been all that great) where they could have done this stuff themselves. If people actually return because of this, then I have no idea why they left it when custom skins have always been better tones than Maxis in all the last three games.