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At least, that is what they market to everyone. Now, MS measures by download, which is the same kind of measurement as people who watch the first 2 minutes of a show. So this change is for the better, and we will probably see the first results on quality of content because of it. Not the amount of people that watch for a short bit, but they changed it again to actually watching people. I just read Netflix changed their measurements again a short while ago and it's for the better. My take is about the overall quality of the service going up or down is depending on how you as a company measure things and react on those measurements. No that's not my take at all, but it is true that people that spend a full price on a game tend to play the game much longer and they choose something much more to their liking (mostly because they did their research and know beforehand this game is something they will like). Interestingly, though, TA player unlocks actually dip below the global Xbox level slightly in the mid-to-late-game, before evening out to the same 2% unlock rate as the wider Xbox pool on the last few achievements. As you might expect from a dedicated achievement-hunting community, tracked TrueAchievements players are off to a considerably better start, with roughly half of those with Wo Long on their tags now past the first hurdle.
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There then follows a pretty steep but steady drop-off in unlocks for the rest of the 17 story-based achievements, gradually falling to just 2% by the time we get to the final story pops - that lower tail end is to be expected when the game has barely been out a week and many will still be working their way through it.
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Compare the Xbox numbers to other platforms where the game isn't available as part of a subscription service and there's a huge disparity that backs up this notion - Journey's Beginning sits at a 33% unlock rate on Xbox, compared to a whopping 85% on both PlayStation and Steam, where players have had to buy the game and are therefore naturally more committed to getting through it. There's a good chance that many players will simply bounce off the game and never come back after being knocked around by the challenging first boss, and some may not even have made it that far before deciding the game wasn't for them and giving up. It's safe to say that a major factor here is Wo Long's availability in Xbox Game Pass, with any subscribers free to jump into Team Ninja's new adventure and try it out.
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