Ubisoft has described Skull and Bones as one of its most captivating titles to date. This assertion was supported by the company revealing the game's "record" daily playtime metric during the launch of Skull and Bones Season 1.
Originally intended to follow in the footsteps of the successful Assassin's Creed 4: Black Flag, Ubisoft's pirate game faced the challenging task of maintaining player interest throughout its lengthy development. With a production period spanning 11 years and encountering seven delays, Skull and Bones was eventually released for PC and current-generation PlayStation and Xbox consoles on February 16.
Skull and Bones Players Averaging 4 Hours of Daily Playtime
Ubisoft's Skull and Bones Season 1, known as Raging Tides, recently launched. The company reported that players have been spending an average of four hours per day playing the game since its release. This level of player engagement has made Skull and Bones the second most successful game for Ubisoft. However, the lack of specific sales data being shared by the publisher suggests that they may not consider the game's sales figures to be particularly impressive.
A recent report from Insider Gaming in late February suggested that Skull and Bones had attracted around 850,000 players in its lifetime following the release. This number, while not disappointing for a game that faced delays and skepticism from gamers, may not accurately represent its actual sales. The reported player count may have been boosted by the fact that Ubisoft has been providing an 8-hour free trial of Skull and Bones since its launch.
Skull and Bones ocean battle - Since Ubisoft hasn't said otherwise, it's to be assumed that the 4-hour daily playtime average includes both trial players and paying customers
It can be assumed that the 4-hour daily playtime average for Skull and Bones includes both trial players and paying customers, as Ubisoft has not provided any clarification on this matter. The disclosure of this figure indicates that players who have been engaging with the game are enjoying it. Whether Ubisoft will continue to update this metric in the future could reveal the level of player interest in Skull and Bones throughout Season 1.
Despite not reaching the status of a major success, Skull and Bones had a better launch month compared to Suicide Squad: Kill the Justice League, which currently has less than 1,000 daily players and has been deemed a disappointment by Warner Bros. The lukewarm receptions of both games have reignited discussions about the expectations for $70 live-service games and whether they are meeting player demands.
Editor's P/S:
The article presents some interesting insights into the performance of Ubisoft's Skull and Bones. Despite its lengthy development cycle and delays, the game has managed to attract a significant player base, with an average of four hours of daily playtime. This suggests that the game has resonated well with players, particularly those who enjoy pirate-themed experiences. However, the lack of sales data and the fact that the player count may be inflated by free trial users raise questions about the game's overall commercial success.
Overall, the article underscores the challenges faced by live-service games in meeting player expectations, especially in the context of their high price point. The lukewarm reception of Skull and Bones and Suicide Squad: Kill the Justice League highlights the need for publishers to strike a balance between delivering engaging content and ensuring that players feel satisfied with their purchases.