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Modern Warfare 2 Release Week, Console Bannings Have Major Effect On XBLA Sales
by Ryan Langley
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November 17, 2009
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The release of Activision and Infinity Ward's Call of Duty: Modern Warfare 2 spurred Xbox Live to a record-breaking 2 million concurrent players -- but the attention-grabbing launch plummeted sales of Xbox Live Arcade games, along the way.
Gamasutra sister website GamerBytes' editor Ryan Langley regularly analyzes Xbox Live Arcade Leaderboard data to help determine how well a game may be selling, and his latest look reveals sales for top-selling XBLA games down significantly.
For example, the additional weekly entries on Trials HD's Leaderboards, which have grown by around 15,000 each week for some weeks, dropped 40 percent to about 9,000, while South Park, Zombie Apocalypse and Tower Bloxx Deluxe all saw falls of nearly 50 percent in their increments.
The relative decline for The Behemoth's long-term success Castle Crashers was slightly more modest, slipping from 8,727 to 6,023, although Shadow Complex and TMNT Re-Shelled were close to halved.
Defense Grid saw one of the most dramatic 'extra Leaderboard entries' declines following Modern Warfare 2's launch, from 2010 to just 936.
Gamasutra commenters have also pointed out that Xbox Live's console bannings occurred alongside MW2's launch, and may have contributed to the drop. (However, only about 1 million at maximum of the 20 million Xbox Live userbase were affected.)
The following chart illustrates the significantly slower growth the top Xbox Live Arcade titles' leaderboards have seen around the November 10th release of the market-dominating Modern Warfare 2:

GamerBytes will be analyzing the weekly leaderboards immediately following Modern Warfare 2's release, too, but Langley definitely believes that XBLA Leaderboard additions (and therefore sales) will rebound again.
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I suppose if sales went down 5% (ie. the same proportion that was banned), your point would would be stronger. They went down drastically demonstrating that it has something to do with the overall userbase. It's unknown whether or not that pirating 5% were active XBLA purchasers to begin with.
I think Langley is right. I've been completely engrossed in playing Forza 3 and now MW2, to the point where I haven't even checked out the latest XBLA releases. Everyone on my friends list is on and playing something, whether it's Borderlands, MW2, NBA 2K10, or Forza. Moreso than at any time during this year people are playing big name retail releases and perhaps have little time for anything else.
I hate to play the devil's advocate here, but there is no reason to make broad based assumptions that pirates steal every piece of software in their collection. I also imagine since XBLA games don't come on traditional discs, they are a bit trickier to steal unless there is another scene of piraters that buy these games, rip them from their Xbox hard drives, then turn around and distribute them freely.
Piracy may be aberrational as well as those that commit these acts of copy-right infringement, but these are still largely normal people.
The fact that XBLA sales has dropped may well be just down to the fact that it's blockbuster season, but the fact remains that Microsoft has just killed off a minimum of 5% of their active userbase.
(Actually, it'd be interesting to know what criteria Microsoft used to get the "20 million" number. Given that it's generally used as a marketing bulletpoint in the war against Sony/Nintendo, I'd expect it to include every Xbox which has accessed XBL at least once as well as double-dipping from RROD returns and hardware failure replacements. Not to mention the Gold/Silver split. Overall, I'd expect the actual active userbase to be around to 10 million. Admittedly, the question is then whether Microsoft overstated or understated the piracy figures - they may have understated the numbers to avoid embarrassment/perception of an insecure platform or overstated them to sow some FUD among pirates.
I can't decide which is more likely, but assuming a +/- range of 25% and sticking with an active userbase of 10 million, the impact to the XBL userbase could range up to 12.5%. Which is a significant chunk!)
However, the fact is that Microsoft *knows* who the pirates are and also has a copy of their purchasing/gameplay patterns: if said data could be anonymised in some form and released for analysis, it would be a treasure trove of information and go some way towards establishing the true impact of piracy...
For instance: how many disk-based games do pirates have achievements for? How much XBLA/XBIG/movie/DLC did the average pirate purchase? How many subscribed to Gold memberships? What's the total online spend of the average pirate and how does it compare to the non-pirates?
An even more interesting question, assuming there's a way to differentiate between pirated/non-pirated games: how many original disk-based titles did the average pirate purchase and how does this compare to the attach rate for non-pirates?
(I know since my console was replaced under warranty service, and the new one used to show my games as "demo" when I was offline. I had redownload them all to fix it).