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What are the potential explanations for Star Wars Outlaws underperforming?

Celestial

Member
Disciple Student
I've just played and finished Star Wars Outlaws and I was really surprised that it had received such mediocre reception (75 MC) and more importantly, such underperforming sales (#47 in Europe for 2024 just ahead of FF7 Rebirth and Dragon Age Veilguard, and Jedi Survivor managed to outsell Outlaws in Europe despite being a year older, and in for Circana, it isn't even in the Top 20 for 2024). When they've tried to give the game a new life on Steam via the Wild Card DLC and a launch discount and even marketing, its peak CCU was 2492. So it seems like it just cannot get proper lift off the ground for some reason.

As a product, the game looks gorgeous and expensive, the story is pretty good especially compared to other story-focused Star Wars games like Jedi Survivor, the mechanics and gameplay systems are entertaining and engaging (stealth is accessible, combat is intuitive and engaging, minigames and faction play are innovative and immersive, space flying and space combat feel like a nice entertaining add-on) and the openworld isn't just Ubisoft Formula, as it has some more refreshing ways to explore and uncover locations and loot. And it managed to be a great game and avoid all the laser sword and space magical wizard stuff and still be entertaining and interesting (akin to what Mandalorian achieved). To me, it was one of the better Star Wars games in many years, and definitely more innovative and prettier than the very succesful Jedi series by EA that feels much more derivative and forgettable with a very poor man's Souls formula, smaller and more confined level design, and a Saturday Morning Cartoon level of narrative. But I guess it has laser swords and space magic so it's an easier sell than a scoundrel Han Solo-like Star Wars game?

Regardless of my positive impressions of the actual game, I wonder about the possible explanations for its poor market performance. Like @Christopher Dring , I too am very flabbergasted that it has had such poor legs. It ticks so many mainstream boxes while also innovating and standing out in the marketplace in terms of genre and presentation. Some of the potential explanatory factors I've come across are the following (Bryant Francis also listed some of these for Game Developer back in October):

1) Star Wars fatigue
Maybe consumers are less interested in the Star Wars brand these days, perhaps due to oversaturation of too many big and expensive TV shows? The Acolyte did not get renewed (according to Luminate it was the second-most watched new show on Disney Plus in 2024, but it also supposedly cost around 280-320 million dollars and it had a dedicated hate following ever since it got revealed), the numbers for Skeleton Crew are not very good despite positive reception, and there's some project mishandling of the film productions that keep getting new writers or never get off the ground. Did Star Wars Outlaws suffer from this overall brand perception and fatigue?

2) Rough launch and medicore reviews and high price points at launch
Supposedly the game launched with some immersive-breaking bugs and it had some fail-state stealth sections that meant the game came across as less polished and interesting. The stealth was not on par with more niche stealth genre titles like Dishonored and Prey, and the shooting/action was less of a focus in the design, so it did not excel in any of the departments. This meant that both the bugs and the jack-of-all-trades game design meant the game never really impressed for the launch reviews and the bad word of mouth meant the game's legs were cut under it which helps explain the poor sales tail of Outlaws.

3) Content grifters looking to drum up controversy and reactionary political movements
It's no secret that there's a significant political movement these days that rant about 'wokeness' and 'DEI' etc. whenever a woman or a minority person is prominent in (nerd) entertainment media. There's practically a whole content factory machine on Youtube and video social media that constantly manufacture controversies out of thin air and start sending their viewer communities to spread negative word of mouth about the product that features a woman. Star Wars Outlaws did not escape the ire of these grifters, as it thankfully featured a non-conventional looking woman of color with a very 70s / 80s looking hair style. Outlaws was an innovation in this area where Star Wars video games rarely have much protagonist diversity, where especially the Jedi Fallen Order games are very generic and safe in this department. The question is to what extent these heavily online movements actually have an impact on general sales performances? Do the fake outrage controversies affect the decisionmaking of executives who'd prefer to avoid controversies as to not cause any risk to profits? They also went after Star Wars Acolyte (or Finn in Force Awakes for that matter), so it's not new that a section of the Star Wars audience have some reactionary and very conservative tendencies. But do they affect sales and decisionmakers? I'm afraid that marketing and investors will use Outlaws' performance in the future to reinforce the sexist notion that women don't sell, so we'll need to have yet another white guy as the main character, we can't have enough of those.

4) Broader negative economic climate, consumer spending is down, the general problem of competing for attention as a premium game against the Forever Live Service games
Star Wars Outlaws is not free from the overall pains that the games industry is going through, where higher living costs and lower spending opportunities by consumers mean that they are less likely to go out and spend money on a shiny new expensive AAA game. Star Wars Outlaws had many different pricing strategies with a big and expensive Ultimate Edition for 130 dollars, but of course also the regular 70 dollar edition. The preorder bonuses and season pass stuff caused some controveries when unveiled, but the question is if the reaction this did much damage. Other premium titles like FF7 Rebirth and Dragon Age Veilguard has also performed below expectations, so perhaps this is a case of the type of game it is (expensive AAA premium product with high price barrier of entry?)

5) Ubisoft brand perception
I was talking to a friend who works at Ubisoft and they thought that the general 'core' gamer is really out with their knives when it comes to Ubisoft. That Ubisoft has attained a really negative impression among enthusiasts, probably due to the monetization strategies and their (understandably) formulaic productions that result in very similar open world formula games with huge amounts of labor thrown at each project. Did this Ubisoft brand tarnish and make the general consumer less interested in Outlaws? Certainly I've seen that whole "Ubisoft openworld game *rolls eyes*" reaction both online and offline.

6) No Laser Swords and No Space Magic Wizards
Star Wars is heavily associated with jedis and sith and lightsabers. Some have claimed that people are not interested in Star Wars if these things are not present. Star Wars Solo was such a project and underperformed as a movie and tanked the whole Star Wars Story initiative that Disney was trying to do (but Rogue One didn't?). Outlaws is also a similar story with no lightsabers or flying space wizards, so one might assume it's because ? But that doesn't help explain how something like Mandolorian - at least in its first season and much of its 2nd season - obtained so high success with having no lightsabers or jedis doing backflips. Was it the power of Baby Yoda as a brand then? But Outlaws had Nix who was pretty damn cute as well. So I don't know. I don't think Star Wars needs jedis and lightsabers to be commercially successful.

Overall
The game was projected by JP Morgan to sell around 7.5 million but was downgraded to sell 5.5 by March 2025 after its underperfoming launch. I'm not sure if it will hit even this number considering the first month sales numbers and subsequent poor legs, but I have no idea. The game's credits has almost 6600 people listed (mind you that this includes Disney business people) and the game looks insanely expensive with Uncharted narrative setpieces combined with a heavily detailed open world à la Rockstar. It has since been part of Ubisoft's descent into financial chaos with shareholders and Tencent talks and what-not. I personally think it's a confluence of factors, with Outlaws not being the only premium title that has suffered sales-wise in 2024, that Star Wars it not as hip with the younger audiences any longer, and general bad word of mouth stemming from the mediocre reception at launch. Bryant Francis makes the argument that they should reinvest in a sequel like what they did with AC1 to AC2, but I'm not sure there's a climate for this and that the game simply is not a mass market seller that AAA(A) demand these days. I thought it was one of the more fascinating AAA games that I've played in years if not the best Star Wars game since KOTOR or Republic Commando, so it's sad to see it not get rewarded by the market.
 
Main issue is that it is squeaky clean in a manner that no "outlaw" should be. They should never have decided on an "outlaw" concept if they were never going to allow any kind of morally gray actions to occur.
Also, episodes 7, 8, and 9 did far more damage to the Star Wars IP than even the prequels so surely that also has to do with it as well.
 
It might do fine in the long term but AAA games cannot launch in buggy states. It chops off them at the knees right from the get go. We saw this in a bunch games, most recently with Spider-Man 2 on PC. Those DEI controversies don't land unless the game is kind of bad to start with. The Ubisoft brand issue is icing on the cake as no one gets interested after the middling open world games of the past decade and every one assumes the game will be massively discounted by Month 3. But the month 3 discounted purchase doesn't happen if they let the WoM get that bad.
 
I know that some have mentioned bugs as the main reason, but I don't think it enters the podium for me:

  • Star Wars is a struggling brand
The same game launching 5 years earlier would have done so much better. There's just very little hype around the brand nowadays.

  • Ubisoft doesn't have any goodwill left from its audience
After a slate of underwhelming games, fast discounts and toxic work culture, people won't blindy jump in at launch.

  • The game was good, but good is no longer enough

Current market is difficult for any game, especially those attached to weaker brands and/or without great reviews. Competition is fierce with the GaaS blackhole games and a cheaper/better back catalogue.


I also think the release window (Late August) was poor, just like the marketing but that's a notch below the three reasons above.
 
I honestly think #1 factor was the female protagonist. These outrage mob things dont always make a lot of sense but for some reason it seemed targeted while some other games arent.

it's easy to retconn explanations knowing the game "failed" already. But some other things.

-Ubisoft fatigue
-Didn't really stand out
-Maybe some SW fatigue, I think SW FO/Survivor sold ok, but nothing wild. And, those two had the advantage of starring a real jedi which Disney is sparing how many games are allowed to use actual Jedi protagonists vs just some generic "outlaw" etc as this game. It was my understanding it was the high quality track record of respawn that got got Disney to approve Cal. Theyre also really good, well FO I can say is. And even at that I still never bought Survivor yet.
 
1. Uninspired story and ethnically-ambiguous strong non-sexualized female protagonist that was embroiled in the center of a conservative-led "Ubisoft is woke and DEI pandering" controversy for months on end, which generated TONS of negative PR seen by millions along with a negative feedback loop of disinterest

2. Rushed development with a janky end product that was widely mocked:



3. Poorly received among consumers:

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4. Egregious monetization from the outset:

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5. General Disney's Star Wars franchise fatigue

6. Ubisoft increasingly unable to convince mainstream consumers that the value proposition of their products is worth the premium asking price

7. General macroeconomic decline in consumer luxury spending, with spending on untested AAA games chiefly impacted
 
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Quality, Ubisoft's current reputation and the Star Wars licence being run into the ground.

I don't consider this title to be woke per say, but the protagonist's appearance alone has not done it any favours. I don't think DEI is going over particularly well with gamers who are steadfast in their ways, and I'm expecting to see the industry pivot away from it as it's far too risky from a financial standpoint in the current industry climate.

I honestly think #1 factor was the female protagonist. These outrage mob things dont always make a lot of sense but for some reason it seemed targeted while some other games arent.
I agree and also find it odd and perhaps convenient to see which titles are being targeted. BG3 and KCD2 have some strong DEI elements for instance, but the PC audience eats these titles up-- perhaps it comes down to choice-- you can choose to play how you want in rpg's like this, while in Outlaws you are Kay Vess whether you like it or not. The optics from its initial appearance set off alarm bells.

All things considered though, DEI seems to be a significant contributing factor and talking point against some of the catastrophic flops we've seen this past generation, and you have to wonder if publishers are going to continue play Russian roulette (a controversial subject which probably deserves its own thread).
 
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I saw a gameplay clip where the player threw a grenade into a room with several NPCs and they didn't react to the explosion in any way at all. Just some smoke that dissipated and then like nothing happened.

Games over 20 years ago would have NPCs react to the player attacking them. That makes the game that is supposedly a AAA production look cheap with a lack of care and effort put into it. Which seems typical for Ubisoft nowadays. Skull & Bones is another game where tons of gameplay clips I've seen showed how much more limited it is even compared to Ubisoft's own games from 10-20 years ago.

Gameplay videos should make people want to play a game, not laugh at how pathetic it looks and dismiss it entirely.

(Also terrible facial animations, poor voice acting and boring dialogue from what I've seen.)
 
I think the main reason is Marketing, and I found that some game companies' Marketing is somewhat outdated. They still use those marketing methods of the previous era.
 
Quality, Ubisoft's current reputation and the Star Wars licence being run into the ground.

I don't consider this title to be woke per say, but the protagonist's appearance alone has not done it any favours. I don't think DEI is going over particularly well with gamers who are steadfast in their ways, and I'm expecting to see the industry pivot away from it as it's far too risky from a financial standpoint in the current industry climate.


I agree and also find it odd and perhaps convenient to see which titles are being targeted. BG3 and KCD2 have some strong DEI elements for instance, but the PC audience eats these titles up-- perhaps it comes down to choice-- you can choose to play how you want in rpg's like this, while in Outlaws you are Kay Vess whether you like it or not. The optics from its initial appearance set off alarm bells.

All things considered though, DEI seems to be a significant contributing factor and talking point against some of the catastrophic flops we've seen this past generation, and you have to wonder if publishers are going to continue play Russian roulette (a controversial subject which probably deserves its own thread).
I really don't think it matters all that much, tbh. I can't say it doesn't matter at all considering who Americans voted for, but people offended by that kind of stuff (which isn't even a bad thing) are always going to yell about it no matter the game. I mean, just look at the infamous list on Steam.

Baldur's Gate 3 and Kingdom Come Deliverance 2 are really good games at the end of the day, so people play them and really don't care. Star Wars Outlaws wasn't a good enough game so that kind of outrage took a better hold. If the actual game was good ,this really wouldn't be much of a factor.
 
I really don't think it matters all that much, tbh. I can't say it doesn't matter at all considering who Americans voted for, but people offended by that kind of stuff (which isn't even a bad thing) are always going to yell about it no matter the game. I mean, just look at the infamous list on Steam.

Baldur's Gate 3 and Kingdom Come Deliverance 2 are really good games at the end of the day, so people play them and really don't care. Star Wars Outlaws wasn't a good enough game so that kind of outrage took a better hold. If the actual game was good ,this really wouldn't be much of a factor.
I'm not picking a side from an ethical standpoint, but it matters a great deal. Giant projects like Star Wars Oulaws or Concord flopping catastrophically are enough to sink development studios and even publishers at this point. I'm not completely blaming DEI for the failures of these games-- it's a factor though-- and a signifcant one at that. I've never heard of a game flopping catastrophically because it's not woke enough, but the inverse does not seem to be true. Will publishers take the risk of having any significant talking points against their games and bad word of mouth leading up to release when they can forgo it altogether? I don't believe they will and many of the larger projectis will pivot. The current state of the Western AAA market is dire-- who's going to chance it?
 
I'm not picking a side from an ethical standpoint, but it matters a great deal. Giant projects like Star Wars Oulaws or Concord flopping catastrophically are enough to sink development studios and even publishers at this point. I'm not completely blaming DEI for the failures of these games-- it's a factor though-- and a signifcant one at that. I've never heard of a game flopping catastrophically because it's not woke enough, but the inverse does not seem to be true. Will publishers take the risk of having any significant talking points against their games and bad word of mouth leading up to release when they can forgo it altogether? I don't believe they will and many of the larger projectis will pivot. The current state of the Western AAA market is dire-- who's going to chance it?
While you do make a good point about whether publishers might be willing to risk things anymore (see that one Ubisoft internal memo), I still dont think that being "woke" is a significant deterrent. At best it only pulls down a game that has more significant issues, and as such it's really not a problem. Ghosts of Yotei has a female protagonist. As long as that game is good, no amount of people crying about how "woke" it is because of that will stop the game from being a success.

With the bolded, I will ask - are you referring to Concord here, particularly in regards to it's character designs?
 
Boring main character + boring gameplay design + Ubisoft = A great recipe for disaster.

Gamers are pretty much done with Ubisoft's games at this point, and AC: Shadows will be the final nail in the coffin for them.
 
The biggest issue in my estimation is simply that Star Wars is a tired and misused franchise. Starts from the top down.

Episode VIII (Last Jedi) was a... uh... divisive title to say the least. And IX (Rise of Skywalker) couldn't put the hodge-podge of scattered ideas and deconstructed lore back together (Hence the "Somehow..." meme). It's the only trilogy of the three where all three films declined after the previous. Both VI (Return of the Jedi) and III (Revenge of the Sith) brought back audiences for a satisfying and engaging conclusion. Just ignore Ewoks defeating the Emperor's most elite forces.

Point is, Star Wars is already started to be looked on suspiciously by its fanbase by 2019. Heck, 2018, a head-scratching decision for Disney to push a Star Wars side movie only five months after Last Jedi (Honestly, Solo got a bad rap. Good movie given an impossible task).

The Disney juggernaut was going full steam ahead though, with countless projects and billions of dollars moving to keep the franchise going. Seven fully produced live-action tv series. Some well received (Mandalorian, Andor), some... not so much (Acolyte).

But still, SEVEN separate major pieces of Star Wars content in the span of four years. All of them pushed out after the new trilogy had already created a lack of enthusiasm.

~

Ubisoft is also a publisher with an enthusiasm problem recently. None of us here are ignorant to the issues that Ubisoft has been having of late. Assassin's Creed aside (and even that one isn't out of the heat), audiences do not have a good, trusting consumer relationship with the business. Ubisoft games (for all the myriad of reasons) are today met with a shrug at best, and hostile suspicion from more engaged audiences.

If Star Wars: Outlaws was released eight years ago. Same name, same game, same flaws, same controversies (whether valid or not). It would have done much better. That's my hot take. The world eight years ago was a different world: in its attitudes towards both companies and before cultural concepts were currencies.

~

Last point, let's talk about DEI and Woke.

Problem is that these concepts are extremely nebulous, especially Woke. Ask ten people what "Woke" means, and you'll get 10 different answers. It's why it's an incredibly frustrating thing when it enters conversations (especially online ones, especially among people you haven't built common understanding and relationship with): you're talking about differing concepts and you're engaging in cultural/political conflict.

And when it comes to cultural/political conflict, our two system understanding (Liberal/Progressive vs Conservative/Traditional) makes it incredibly easy to sink into logical problems.

If *insert side* is bad, then thing *insert side* is arguing for/against must also be bad. (Guilt by association)

If *insert side* is bad, then my side and my views that *insert side* disagrees with must be good. (Zero-Sum game)

Let's be honest about who we are and where we've come from. InstallBase comes out of ResetEra, which came out of NeoGAF. We come from a more left-wing/progressive tradition. And in general, main-stream internet spaces are more left-leaning. This shouldn't be controversial or surprising to anyone who's been around the block haha. And it's not a bad thing by any means, but something to help us know what we're used to culturally.

The point I'm trying to make is that we can default to saying that because we belong to a particular political position, our political position is inherently good/right and the criticism/response must be inherently reactive/wrong. Hence this inability to deal with the concepts of Woke/DEI. They were articulated, created, and implemented by left-leaning ideologies, and so our marching orders are clear: it is good and right. All of the time. In all ways. And so say otherwise is to cede ground to the other side.

(This example can be easily switched in a right-wing situation as well, for what it's worth).

Now, here's *my* definition of "Woke". I find it to be clarifying and useful:
  1. The institutions of society are currently and intentionally set up to oppress [minorities and others]
  2. Virtually all gaps/differences in performance between large groups prove that his oppression exists
  3. The solution to this is equity: which means proportional representation regardless of context or space.
And of course DEI is a top-down institutional and cultural enforcement of those previous three understandings to try and ensure that "Equity".

Now, you can argue that Woke and DEI are necessary, good even. That's your right and your prerogative. I would simply ask that we be more critical in understanding the consequences of such a comprehensive, top-down cultural reformation movement. Where there can be flaws, where there can be blind spots, where there can be bias, etc. And that perhaps a side does not have all the answers and all conclusions. Maybe one more than the other (because at the end of the day we must make choices)! But not all wisdom belongs to one group. That another group with concerns doesn't have to be acting in bad faith or malice.

Of course there's grifters and predatory reactionaries who will use their opposition to create division, hate, and bitterness (and then line their own pockets with engagement or cash). But there's the Latin saying "Abusus Non Tollit Usum" meaning "Abuse does not take away from proper use". Audiences can have a negative reaction to this cultural moment for a plethora of reasons (summed up as "Woke!", which is yes, annoyingly simplistic and easily turned tribal) but have a point in some way or another. Woke and DEI should not be incorruptible monoliths that simply replace of the previous monolith they sought to replace.

TLDR: It's okay for us to understand and even critique "Woke" or "DEI" concepts in trying to understand how said concepts affect game creation and game sales. Preferably, we can avoid wholesale, simplistic judgments and act with precision, sophistication, and good will. It does not have to be wholly corrupt or wholly righteous. And we can discuss and debate in trust and common understanding as fellow people.

~

So *claps* anyway! Star Wars... Outlaw. Yeah.
 
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