Ubisoft had to dig deep to find a metric to praise Skull and Bones for

When in doubt, there is always “player engagement”
Ubisoft had to dig deep to find a metric to praise Skull and Bones for
Ubisoft had to dig deep to find a metric to praise Skull and Bones for /

Ubisoft’s self-proclaimed “quadruple-A” pirate game Skull and Bones received a rather lukewarm welcome by the gaming community after it finally managed to leave port earlier this month. The live-service game entered its first season, titled Raging Tides, just yesterday and its publisher desperately wanted to say something good about it on that occasion.

That’s completely understandable, given that so many games had great sales numbers to report shortly after launch this year. Think of the success stories of Palworld, Helldivers 2, Persona 3 Reload, or Like a Dragon: Infinite Wealth – it’d be strange if the world’s first “quadruple-A game” released its first season and didn’t have something similar to boast about at the same time.

Skull and Bones promo art
It's not exactly smooth sailing for Skull and Bones / Ubisoft

Well, Ubisoft apparently didn’t find any satisfying sales numbers or a record of concurrent users to share. Instead, the company praised Skull and Bones for achieving “record player engagement, with four hours average daily playtime.” This, the company added, is “the second highest ever at Ubisoft.” That’s one whole hour per A.

It’s already kind of funny that it had to use the dreaded player engagement metric for this, which no one in the public really cares about, but its “quadruple-A game” only landing on second place in a competition of its own choosing, selected specifically to make the game look good, is the comical cherry on top.

Now, it’s not like Ubisoft doesn’t have experience in turning around struggling live-service games. Rainbow Six: Siege is stronger that ever going into Year 9 and For Honor is still online thanks to a very dedicated fan base. If Skull and Bones can repeat this story (and a dedicated player base that is willing to put four hours a day into it, as much as I mock the metric, is surely a good start to that), Ubisoft will probably be happy in the long term. But Skull and Bones already took a long time and a lot of investment to make – so can Ubisoft afford that patience?

Still, with how much it hyped the title up to be something revolutionary, this sure feels a little disappointing – and like cherry-picking stats to cover up underwhelming sales numbers.

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Marco Wutz
MARCO WUTZ

Marco Wutz is a writer from Parkstetten, Germany. He has a degree in Ancient History and a particular love for real-time and turn-based strategy games like StarCraft, Age of Empires, Total War, Age of Wonders, Crusader Kings, and Civilization as well as a soft spot for Genshin Impact and Honkai: Star Rail. He began covering StarCraft 2 as a writer in 2011 for the largest German community around the game and hosted a live tournament on a stage at gamescom 2014 before he went on to work for Bonjwa, one of the country's biggest Twitch channels. He branched out to write in English in 2015 by joining tl.net, the global center of the StarCraft scene run by Team Liquid, which was nominated as the Best Coverage Website of the Year at the Esports Industry Awards in 2017. He worked as a translator on The Crusader Stands Watch, a biography in memory of Dennis "INTERNETHULK" Hawelka, and provided live coverage of many StarCraft 2 events on the social channels of tl.net as well as DreamHack, the world's largest gaming festival. From there, he transitioned into writing about the games industry in general after his graduation, joining GLHF, a content agency specializing in video games coverage for media partners across the globe, in 2021. He has also written for NGL.ONE, kicker, ComputerBild, USA Today's ForTheWin, The Sun, Men's Journal, and Parade. Email: marco.wutz@glhf.gg