How about 150m in 5 years?
Whether anything has broad appeal really depends on what’s on offer? It’s up to the developer’s imagination I would think.
Out of curiosity, in your opinion, how many copies of a game need to be sold to be considered successful?
150m in 5 years would absolutely be better, but still, someone would have to do some serious market analysis in order to determine how many of those 150m would
actually be interested in buying games specifically for Mac as opposed to other platforms.
Broad appeal isn’t up to the developer’s imagination, it’s defined by the market that developer’s trying to sell to. For example, Minecraft. It’s a fairly good definition of broad appeal. There’s lots of different ways to play, both single and multi-player plus a very robust third party server community that offers even more ways to play for players across many ages. By comparison, Forza has a much narrower appeal. So does Dark Souls. And Cyberpunk 2077. Not saying that those games didn’t do well, but if you’re trying to sell into a market of just, say 150m, and you’re going at that with a driving simulation game, the number of folks that would possibly buy your game would be far fewer than if you attempted to create something more Minecraft-y.
In my opinion the number of copies of a game that needs to be sold to be considered successful can only be defined by the developer/publisher of that game. If they run a small lean shop and their game doesn’t require a lot of support after the sale, they could sell $200,000’s worth and make the initial investment back. If they plan to pour 2-10 million dollars into the creation of the game (persistent back end server support, etc.) then realistically they should be expecting to make that same amount back. And, in both cases, they probably want to make enough money such that they can continue running the company while they’re working, so maybe a few hundred thousand copies more than that.
So, I just looked up what Cyberpunk 2077 cost to develop. US$313 million! That’s gonna either be a LOT of game sales or a looooot of IAP.