As sports gamers, we often see an excuse so readily pumped out that it seems it has to be true: “a game needs to keep a certain distance from being a true simulation in order to keep 'casual' fans happy.”
That excuse has almost become cliché at this point. After all, “They’re just making it that way to appeal to the casual audience who makes up the largest demographic of customers.”
Unfortunately, this is becoming an excuse simulation gamers really hate to see, because it means that no change geared toward a more accurate simulation is even on the horizon for our favorite games. But I wonder if the excuse of catering to casual players and their needs is a justifiable excuse or not?
Most of us are able to comprehend that the development of sports video games is a business, and making money is at the forefront of the production of said games. Selfishly, we would like the game to be as accurate of a simulation as possible, but that doesn’t make the “sim” demographic any less aware of reality that simulations are hard to produce and cater to an audience even harder to please.
But is it possible that casuals are no longer the largest demographic? Even if they are, what if they too are looking for an accurate simulation of what they see on television? At some point, it becomes fair to believe that simulation gaming is in the best interest of everyone, and not just the more hardcore sports gamers. So to test this theory, I wanted to take a look at the sales numbers for a couple of sports gaming series in relation to their Metacritic scores -- both are standards for which games are judged internally within gaming companies for their quality.
NCAA Football has experienced rising sales alongside more realism.
Given that I don’t have access to the accounting books from EA and Sony, I have opted to use VGChartz which can be as flawed as it is useful for my sales numbers -- but bear with me as I work through the data:
NCAA Football (360 Sales)
NCAA Football 07 – 710,000 Globally (79 on Metacritic)
NCAA Football 08 – 680,000 Globally (81 on Metacritic)
NCAA Football 09 – 690,000 Globally (83 on Metacritic)
NCAA Football 10 – 920,000 Globally (83 on Metacritic)
NCAA Football 11 – 900,000 Globally (86 on Metacritic)
NCAA Football 12 – 960,000 Globally (82 on Metacritic)
NCAA Football 13 – 940,000 Globally (76 on Metacritic)
The numbers we see here can be explained in a few different ways. The game had a tendency of selling very well after a version of the NCAA series does well critically, which would usually indicate a more accurate simulation. Every time the series improved upon itself from a critical standpoint, sales would take a jump the following year. However, every year the series took a step down critically, the sales would drop. The sales are close enough though, that it’s reasonable to expect that they are within some sort of a margin of error except the notable jump from NCAA Football 09 to 10.
MLB: The Show is held as a standard bearer for realism in our genre.
Let’s take a look at another game in our genre, the critically adored MLB: The Show series:
MLB: The Show
MLB 07: The Show – 300,000 Globally (79 on Metacritic)
MLB 08: The Show – 680,000 Globally (85 on Metacritic)
MLB 09: The Show – 690,000 Globally (90 on Metacritic)
MLB 10: The Show – 680,000 Globally (91 on Metacritic)
MLB 11: The Show – 510,000 Globally (90 on Metacritic)
MLB 12: The Show – 860,000 Globally (87 on Metacritic)
Now what we see here is a very exciting trend. As the MLB series improved, the sales improved with it. Baseball, which has a decidedly smaller market than football, generally hasn’t been this close to the top of the sports video game market since sports gaming first became a genre. Despite the smaller market, MLB: The Show has performed quite well in sales, surpassed NCAA Football on the PS3 in terms of sales according to VGChartz numbers. (NCAA Football had a mere 720,000 sales for the 2013 version).
Because of the fairly small sample size, and with the fact that VGChartz numbers are oftentimes wrong, it’s hard to say for sure that what we are seeing here is a trend towards simulation gaming selling well or perhaps a trend towards more sales as a game reaches a certain quality level.
However, it is a near certainty that MLB: The Show is closer to achieving an accurate simulation of baseball than NCAA Football is for football. That The Show’s sales have spiked recently is not only good news for simulation gamers, but it’s actually great news.
As we near the next generation of game consoles, it’s a hopeful thought that developers are starting to get the message. Not to mention, we’ve seen sales in 2K’s NBA series bolt upwards as it became a better and better game (from 840,000 in ‘08 to 2,540,000 in ’12 according to VGChartz).
Over the last generation, we’ve questioned how much sports game developers are listening to our voices as simulation gamers. While games continue to become more realistic, we haven't yet seen many development teams double down on realism. It does appear that as a game becomes more realistic, it not only gets better reviews, it also tends to sale more games.
And we all know this: money talks, and it talks loudly.