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Ubisoft Financials

Ubisoft announces the release of financial results (Adobe Acrobat format) for their fiscal year 2013, saying their numbers for the year are "at the upper end of the recently-raised target ranges." They report annual sales are up 18% to €1,256 million and non-IFRS operating income is up 79% to €100 million. The results include perspective from Ubisoft CEO Yves Guillemot:

"In 2012-13 our financial performance outstripped the targets that we had announced a year ago, notably with non-IFRS operating income up 79% and higher-than-expected cash generation. The expertise and talent of our teams enabled Ubisoft to manage the year’s difficult market conditions and the drop in the casual segment remarkably well. In addition, the success of Far Cry 3 confirmed our strong comeback in the major segment of shooter games.” Guillemot continued "We began fiscal 2012-13 with two major franchises: Assassin’s Creed and Just Dance. Twelve months later, we have substantially extended our reach by establishing Far Cry as another major franchise, building upon the great potential for our newest brand, Watch Dogs, and making our online/digital segment an increasingly significant part of our business. The steady rise in our operating and financial performance during the last three years is the direct result of the longterm investments we have made, with the continued development of our creative capacity and the bolstering of our expertise in online activities.”

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40. Re: Ubisoft Financials May 18, 2013, 06:36 Jerykk
 
There were many forms of DRM and players decided that Steam was the best. That's why most publishers use Steamworks and why most developers want to be on Steam.

As for Sleeping Dogs, that's not a particularly good example to use against automatic updates, as the devs decided to put all the DLC into the updates and force everyone to download them, even if they didn't actually own the DLC. This is a good example of poor DLC implementation, not any inherent flaw of automatic updates.

And really, you're arguing that having low prices is bad..? Seriously? You'd rather have all games remain at full price forever and never go on sale? You say that sales hurt smaller developers but everything they've said is to the contrary. There have been multiple statements by indie devs showing how sales significantly boosted their revenue and continued to boost it even after the sales ended. It's all about perception of value. If people think they are getting a good deal, they're more likely to spend money. They believe that they are getting a product for significantly less than it's worth, which motivates them to buy things that they otherwise wouldn't have bought. It's the basic psychology that drives all sales.

F2P has nothing to do with Steam, so I'm not sure why you bring it up. It's a business model used by many games that don't use Steamworks and aren't even available on Steam. Same with DLC, which was popularized by consoles. How you somehow equate these with Steam is beyond my comprehension. I'm surprised you don't blame Steam for MMOs.

Here are the actual, objective downsides to Steam:

1) You have to be online to activate your games.
2) You have to be online to update your games.
3) If you lose your account, you lose all your games.
4) Digital distribution isn't really viable if you have a slow connection or strict bandwidth limits (though this is a downside shared by all digital distribution platforms, not just Steam).

That's it. Now here are the objective benefits:

1) You have all your games in one place, making it easier to find the games you want without having to shuffle through huge disc wallets or shelves full of cases.
2) Downloadable games require no physical space.
3) Automatic updates make it much easier to update your games.
4) Silent installs make it much easier to install your games.
5) Integrated social features (IM, chat rooms, forums, etc) make it easier to discuss your games with other people.
6) Achievements are available for people who need extra incentive to experiment and try new things in their games.
7) You can install and play your games on any PC without needing to carry around discs.
8) Cloud saves allow you to retain your progress if you use multiple PCs.
9) Integrated leaderboard, achievement and matchmaking functionality make it easier for developers to implement said features.
10) Multiplayer invites make it much easier to get into matches.
11) Steam Workshop makes it much easier to install mods.
12) Steam Greenlight brings much-needed exposure to indie developers.
13) Steam Market gives modders an easy way to make money from their work.

If you honestly think Steam hasn't had a beneficial impact on the PC gaming industry, you must be completely oblivious as to the state of PC gaming ten years ago.

This comment was edited on May 18, 2013, 06:43.
 
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