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by beardedscotsman 1092 days ago
No, a 3 attach rate was huge, I said in a previous reply other consoles at the time were around 1.25. Over the lifetime older consoles needed around 5 games per console to break even and Xbox 360 hit that super fast compared to the competition.

This needs to be noted that it’s average as in 5 games per unit sold. So two consoles and 10 games sold to one person. The attach rate is a term related to games sold with the console at time of console purchase.

360 for sure was selling for a loss on cogs, that was rectified with the Xbox one that I believe was 400 cogs for 500 retail. It frustrated a ton of folk because 360 was 300 retail, but this was a clear change to make the console profitable without sales since they were worried people were buying it as a media device, hence the media focus of the Xbox one.

Just to be clear they managed to reduce the cogs with the Xbox 360 small and sold them at a profit without license sales.

1 comments

I've never seen this idea of attach rate as "related to games sold with the console at time of console purchase". I've seen people say attach rate is %of platform which took the game (so e.g. some First Party Nintendo titles score very highly because if you own a Nintendo Wii U, you are very likely to take the Wii-U specific franchise titles) and use tie rate for games per console unit. But never the description you've used.
In industry, attach rate (aka software tie ratio) is typically the number of titles purchased for the console over the lifetime of ownership, not just at purchase (though that number is tracked as well).
Ok, we used a different term and associated attach rate as with console purchase. Either way, just take what I said as games sold with console purchase.