STEAM? Game Mode Rates vs Player Preferences

STEAM? Game Mode Rates vs Player Preferences

The distributions don't match as well as we might expect

THE BIG PICTURE

A recent article published by MIDiA, a consulting and research firm, says that a majority of gamers prefer single player games. A summary of that report and an interesting data graphic can be found here:

DISCLAIMER: I’m not affiliated with MIDiA, nor am I promoting their services. I just found the report interesting and thought I’d use it as a buoy marker for a dive into the STEAM? data that I’m studying. ??

Here is that interesting graphic with embedded attribution.

Graphic from the MIDiA research report.

The data are labelled as a snapshot of 2023Q2 — which is when I assume the survey was performed — and segments players into six age cohorts. PVE in this case means ONLINE PVE.

THE QUESTION

The question to ask of our sea of STEAM? game data is, obviously:

Are these preferences among PVE, Couch co-op, Online PVP, and Single player games reflected in publication rates for STEAM? games?

The first task is to map these four categories to STEAM?. I pinged MIDiA for clarification and received the following helpful definitions: ??

  • ONLINE PVE = Playing in a team against the computer
  • COUCH CO-OP = Playing with someone who is physically present in the room
  • ONLINE PVP = Playing solo against other solo players online
  • SINGLE PLAYER = Playing solo against the computer

For those who like details, the mapping of these groupings to STEAM? developer-applied category tags is described in the METHODS section.

The following data include this year through September 30, 2024.

ZOOM IN

Following established formats, we show the data by published counts and then zoom in a bit. Here are the raw counts of published games for these four modes since 2003.

STEAM? data through 2024-09-30 using the MIDiA categories.

We can make some simple observations:

  • We see the usual steadily increasing raw game publication counts.
  • Both COUCH CO-OP and ONLINE PVP rapidly increased until about 2017 but then slowed and possibly stagnated. The result depends on whether the categories are preferentially published in the final months of the year .
  • ONLINE PVE is steadily increasing and put on a burst of speed in 2020 and 2021.
  • SINGLE PLAYER games have by far the largest share by an order of magnitude.

We already knew that STEAM? is publishing games at a crazy, possibly unsustainable, rate , so let’s look at them as a percentage of all STEAM? games published.

STEAM? data through 2024-09-30 using the MIDiA categories.

This view of the data clarifies that:

  • The percentage of COUCH CO-OP and ONLINE PVP game publication rates are declining or stagnant as a percentage of all STEAM? games
  • ONLINE PVE games are, indeed, gaining ground
  • SINGLE PLAYER games have always been in an overwhelming majority

CAVEAT: these four groups are not disjoint. Games can have multiple modes and can be counted in multiple groups. These dat are therefore about offered MODES.

You can get more detail about both CO-OP and PvP game mode evolution in these recently published articles:

ZOOM OUT

There is an obvious distribution mismatch between what people prefer and what’s published on STEAM?. Let’s plot the data since 2019 in the same format as the MIDiA research report to emphasize that.

We look at data since 2019 for two reasons.

  1. STEAM? publication rates can be stratified into eras ; we focus on the most recent, which started around 2019.
  2. We will also look at STEAM? games that are not tagged as Profile Features Limited — a classification only fully implemented in 2019.

STEAM? data through 2024-09-30 using the MIDiA categories.

From the graphic above we can make the following observations.

  • The percentage of SINGLE PLAYER games published on STEAM? is hovering around 94%.
  • This distribution of modes has an increasing mismatch compared to the preferences expressed by players of pretty much all age groups.
  • The 2019 and 2020 distribution profiles sort of match up to the older cohorts in the MIDiA graphic — ages 35-44, 45-54, and 55+.
  • Older cohorts lean more heavily into SINGLE PLAYER games, but not as heavily as STEAM? publication rates.
  • The rise of ONLINE PVE content is unbalanced compared to the MIDiA-reported player preferences, where it is always the lowest preference.

WHAT ABOUT “BLESSED” GAMES?

We should recognize that the increase in STEAM? game publication rates has coincided with reduced quality in some cases. Valve introduced a secret sauce game quality metric to help players choose — the Profile Features Limited flag.

What does Profile Features Limited mean? I’ve not found a STEAM? definition of the term, but the SteamDB site describes it this way :

Steam automatically enables profile customization features as games reach certain player and sales metrics that give confidence that a reasonable number of customers that are engaged with the game.

If you see the term Profile Features Limited then the game didn’t pass those hurdles (yet).

Let’s limit our data to the games without a Profile Features Limited flag, meaning “UNLIMITED”.

STEAM? data through 2024-09-30 using the MIDiA categories, restricted to games without the Profile Features Limited flag.

The flag is intended, by some accounts, to allow filtering for higher quality and therefore more desirable games. But the patterns are still skewed, even more so than for all games in earlier years. But it is also more consistent over time.

ONLINE PVE game rates are still rising faster in recent years than player preferences in 2023Q2.

Filtering by the Profile Features Limited flag reduces percentages across the board and in recent years SINGLE PLAYER games are relatively more greatly reduced. But we still have a great imbalance of SINGLE PLAYER games relative to the other modes.

WHY IT MATTERS

Intuitions about revenue and efficiency might lead one to expect mode publication rates to match the preferences of players. There are of course complications in determining an optimal distribution:

  • Age cohort finance differences (available money)
  • Age cohort game consumption rates (available playtime)
  • Game mode development costs (SINGLE PLAYER games are far easier to create and publish than ONLINE games)
  • Game mode purchase/spend costs (shorter development time maps to lower cost)

In addition, game development efforts can be focused through a different lens, for example:

  • The team is small and has little experience with ONLINE development requirements.
  • The team members, or founders, of game studios may have a different preference profile than the general player population (and a willingness to ignore market opportunities).
  • Existing game engines (e.g., Unity and Unreal) have different strengths. If team expertise is weighted by one of those engine technologies, then they’ll be influenced by those strengths.

WRAP UP AND SPECULATION

The distribution of games generated by the industry are, on the surface, a mismatch to what what gamers prefer, at least according to the MIDiA report.

On the other hand, raw publication rates don’t capture game popularity, e.g., player community sizes, or revenue.

That could be leaving gamers with fewer options, and possibly causing developers to migrate into what is perceived as more open territory, e.g., ONLINE PVE games.

Or it could just be that the top 2-3 big budget games-as-a-service titles supporting each mode are monopolizing player attention and spend.

There is a widespread belief that a few 362.874 kilogram gorillas are monopolizing players in ONLINE (games as a service) games. The skewing we see in the data presented here could result from game developers avoiding gorilla habitats.

RESOURCES

METHODS

The data presented include applications of type ‘game’ through September 30, 2024. Games with the strings DEMO or PLAYTEST in their name were excluded for all conditions. Based on an email conversation with MIDiA, the following STEAM category tags were used for categorization:

Online Co-op
LAN Co-op
Shared/Split Screen Co-op
Online PvP
Single-player        

The mapping of the above tags to MIDiA group descriptions used was:

  • Online PVE - Playing in a team against the computer -- Any games with the developer defined tag: Online Co-op.
  • Couch co-op - Playing with someone who is physically present in the room -- Any games with the developer defined tags: Shared/Split Screen Co-op, LAN Co-op. [Because this uses the term ‘co-op’ I did not include PVP games in this bucket even though PVP can also be Shared/Split Screen and LAN.]
  • Online PVP - Playing solo against other solo players online -- Any games with the developer defined tag: Online PvP.
  • Single player - Playing solo against the computer -- Any games with the developer defined tag: Single-player. [Note: the user defined tag Singleplayer is not included because of inherent inaccuracy in crowd sourcing. For example, the 3P shooter Rogue Company includes that user defined tag but the only single player experience is a shooting (practice) range.]

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