![]() A title that gets 90%+ in aggregate will sell three times the number of units as a title that scored in the 80% to 89% band, and nearly eight times the number of units as a title that scored in the 70% to 79% range, within the crucial first three months post-launch period. Working backwards to unpack that – Metacritic scores are a convenient way of estimating how well a game will sell. That’s simple: it’s a quantitative measure of game quality, popularity and helps forecast sales. “Why are publishers so in love with Metacritic?”, is a question often asked. ![]() The most often leveled criticism against Metacritic is its use by publishers as a key performance indicator – if you want a contract and / or to receive a development bonus, you must receive a certain Metacritic score or better. But it is something to keep in mind when people complain about Metacritic scores being set at certain points. ![]() It’s an industry issue that hasn’t been dealt with and I’m not going to point fingers at who is to blame for this here – that’s just the facts. Video game scores traditionally skew high on a 0 to 10 (or equivalent) scale. You can clearly see the skew in review scores for both Gamespot and IGN… and this was in 2006.
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