Audience Analysis  ·  February–June 2026

The State of XBOX Backward Compatibility Demand, H1 2026

Which older XBOX games do players most want to see brought forward, and who are the people asking for them? Drawing on 770,000 votes, this report looks past the rankings at the structure of the demand underneath them.

770,266
Total votes
77,368
Unique voters
2,677
Games tracked
848
Franchises
190
Countries
About this report

XBOXGamePreservation.com is a community voting site launched in February 2026. It tracks which Original XBOX and XBOX 360 titles players most want added to the backward compatibility program on current hardware. Registered users browse a catalog of 2,677 games and vote for the ones they want brought forward. Each account can vote on a game once, with a limit of 10 votes per day, and votes can be cast from anywhere on the site: search results, the leaderboard, the trending list, or a game's own page.

This report draws on two sources. The first is the complete vote table: 770,266 votes cast by 77,368 accounts between February and June 2026. The second is aggregate site analytics covering page-level traffic and country-level visitors. A vote here is a registered, rate-limited expression of demand, not a purchase commitment, and the report treats it accordingly.

Observations vs. interpretations: this report covers the complete voting record, not a sample, so findings are stated as direct counts rather than estimates, and no confidence intervals apply. Where the report interprets behavior, those readings are presented as evidence-based explanations of the data, not directly observed fact.

Key findings

At a glance

Backward compatibility demand is concentrated but highly addressable. Skylanders generated the largest overall demand, while Transformers is the strongest source of baseline demand once acquisition spikes are set aside. Because audiences overlap heavily, a 25-game wave selected for breadth would reach 85.9% of all voters. That demand spans 190 countries and is made up of several distinct communities rather than one homogeneous audience.

Skylanders
Largest total demand (163K votes, 21% of all)
Transformers
Largest baseline demand once acquisition spikes are set aside
Marvel cluster
Strongest overlap: Spider-Man, X-Men, Marvel vote as one bloc
85.9%
Of voters reachable with an optimized 25-game wave (vs. 79%)
190
Countries reached
35%
Of voters supported only a single franchise

Section 1

Demand ranking

The raw vote totals. Skylanders dominates, by a factor of 3x over the next franchise. But raw demand alone is misleading: a franchise can be popular for many reasons, and high vote counts don't tell you whether you're serving one community or many.

Skylanders
163k
Transformers
55k
Spider-Man
37k
Sonic
34k
Need for Speed
32k
The Simpsons
19k
X-Men
15k
Crash Bandicoot
12k
Marvel
10k
Mortal Kombat
9k
Batman
7k
Halo
7k

Section 2

Vote surges over time

Demand didn't accumulate evenly, and the surges come in two distinct types. Platform-wide spikes: the week of May 4, twelve of the top twenty franchises peaked simultaneously, the signature of the site itself going viral. Franchise-specific surges: individual communities mobilizing independently, Transformers in March and Skylanders in May, whose late-May surge at 200x its median week dwarfs everything in the dataset.

059k119k02-1603-0203-1603-3004-1304-2705-1105-2506-08
SkylandersTransformersSpider-ManSonicNeed for SpeedThe SimpsonsX-MenCrash
External validation. The largest surges line up with known, independently documented events. The platform-wide spike followed a post from XBOX's Jason Ronald on X on May 1: daily votes rose from roughly 700 to over 45,000 within two days. The Transformers surge began on March 28, the day a feature ran on the community site TFW2005, jumping from a few hundred daily votes to nearly 5,800. The Skylanders surge began on May 24, the day BoomBringer published a YouTube video, rising from about 50 daily votes to nearly 14,000.

Section 3

Audience overlap

How many voters cast ballots for both franchises? Raw overlap is intuitive but biased toward large franchises: a franchise with 30,000 voters will naturally share more voters with anything else, regardless of genuine affinity.

Fewer shared votersMore
SkylandersTransformersSpider-ManSonicNeed for SpeedSimpsonsX-MenCrashMarvelMortal KombatBatmanHaloSkylandersTransformersSpider-ManSonicNeed for SpeedSimpsonsX-MenCrashMarvelMortal KombatBatmanHalo

Section 4

Affinity lift

Raw overlap counts how many voters two franchises share. Affinity lift asks whether that overlap is larger than the franchises' sizes would predict by chance. A score of 1.0x means no relationship; above 2.0x indicates a genuine community cluster. Red cells fall below 1.0x (less overlap than chance); green cells show clusters.

Below 1.0xWeakCluster
SkylandersTransformersSpider-ManSonicNeed for SpeedSimpsonsX-MenCrashMarvelMortal KombatBatmanHaloSkylandersTransformersSpider-ManSonicNeed for SpeedSimpsonsX-MenCrashMarvelMortal KombatBatmanHalo

Section 5

Jaccard similarity

Jaccard similarity normalizes audience overlap by the union of both franchises' voters. It answers: of everyone who voted for either franchise, what share voted for both? This is the most size-neutral measure of genuine audience cohesion.

Less shared audienceMore
SkylandersTransformersSpider-ManSonicNeed for SpeedSimpsonsX-MenCrashMarvelMortal KombatBatmanHaloSkylandersTransformersSpider-ManSonicNeed for SpeedSimpsonsX-MenCrashMarvelMortal KombatBatmanHalo

Section 6 · Key findings

Audience archetypes

The analyses together reveal that franchises cluster into distinct archetypes, and knowing which archetype a franchise belongs to changes how you'd think about serving it.

Cohesive cluster
Spider-Man + X-Men + Marvel
Highest Jaccard scores and 3.3 to 3.8x affinity, including the largest raw overlap in the dataset. These are all Marvel properties, now under Disney. The licensed-superhero audience votes as a single bloc.
Self-contained fandom
Transformers
Second-largest voter base, but affinity never exceeds 2.0x and it has the second-most single-franchise loyalists. Likely the toy and collector community.
Isolated community
Skylanders
Below-1.0x affinity with every other franchise. The largest voter base on the platform, but a largely separate audience: 14,870 voters supported it and nothing else.
Hub franchises
Spider-Man + The Simpsons
Each shares 1,000+ voters with 13 of the 14 other top franchises, the connective tissue of the platform.
Genre neighborhood
Need for Speed + Burnout + Forza
The racing franchises cross-vote at 3.4 to 4.0x regardless of publisher, the clearest case where genre, not ownership, drives overlap. A racing wave would reinforce itself.
Bridge franchise
Crash Bandicoot
Sits between the action and superhero audiences, sharing overlap with the Marvel cluster (2.1 to 2.5x) while drawing from the broader base.

Section 7

A global audience

Visitors from 190 countries. Traffic data is a proxy, reflecting who finds the site rather than who votes, but the geographic spread reframes what this demand represents. Europe collectively (27%, including the UK) is the second-largest region after the US, and Latin America (12.5%) is a substantial third, ahead of any single European country. For a platform holder weighing backward compatibility, this is evidence that demand for these games is a global market signal, not a regional niche.

47%
United States (170,955)
27%
Europe incl. UK (97,531)
12.5%
Latin America (45,298)
9.7%
United Kingdom (35,212)
2.3%
Middle East & N. Africa
190
Countries reached
Fewer visitorsMore
United States
171k
United Kingdom
35k
Mexico
20k
Canada
15k
Brazil
13k
Germany
11k
Australia
11k
Spain
10k
Italy
9k
Netherlands
7k
France
6k

Traffic data only; does not reflect voter distribution. February–June 2026.


Section 8

Traffic & engagement

302K unique visitors since launch in February 2026, roughly four months. Of those, 77K became voters, a visitor-to-voter rate of 25.6%. Users can vote from anywhere on the site without ever opening a game's own page, which makes the game-page traffic figures a measure of how people first arrived, not of how much they cared.

302K
Homepage visitors
118K
Leaderboard views
77K
All-time voters
25.6%
Visitor to voter rate

Where traffic lands

How visitors are distributed across the site's main sections, each shown as a share of the busiest page. These are independent destinations, not steps in a funnel: a visitor can land anywhere and vote from there.

Unique visitorsShare
Homepage
302,374
100%
Leaderboard
118,554
39.2%
Game pages
76,250
25.2%
My Votes
22,460
7.4%
Trending
19,489
6.4%

Each bar is that section's unique visitors as a percentage of homepage visitors. The figures overlap (one person may visit several sections) and do not sum to 100%.

What page traffic does and doesn't measure

Because a vote can be cast from anywhere on the site, a game's page-visit count is a discovery signal, not a demand signal. It indicates how often that page was someone's way into the site, which usually means its link was shared somewhere, rather than how much the game was wanted. The vote total already measures demand. The two can diverge sharply.

Godzilla: Save the Earth drew about 1,000 page visits and 1,043 votes, a near match: people landed on its page and voted there. Skylanders: SuperChargers drew 865 page visits but 25,385 votes. Almost everyone who supported it arrived through some other part of the site and voted from a list.

The practical implication: the leaderboard and search, not individual game pages, are where most voting happens. Page-level traffic is a useful map of which titles draw people into the site, and little more.


Section 9

Voter behavior: most people vote once and leave

How do 77,368 people actually use a demand-signal platform? The mechanics matter: each user may vote on a game only once, with a cap of 10 votes per day. Within those rules, the dominant pattern is a single visit: two-thirds of multi-vote users cast everything inside one 10-minute window, and the median of 7 votes sits just under the daily cap. But the 17% who come back are a genuine power-user tier. Because a game can only be voted on once, supporting many games means returning across many days: 475 users have backed 100+ different games, 74 have backed 300+, and 14 have backed 500+, each one a distinct title they wanted brought forward.

6.7%
1 vote
19%
2–5
60.6%
6–10
8.6%
11–20
4.5%
21–100
0.6%
100+

Distribution of votes per user. The 6–10 cluster sits right at the 10-per-day cap.

Power laws at both ends

Concentration shows up on both sides of the platform. A small core of voters supplies an outsized share of votes, and a small set of games absorbs an outsized share of demand. 463 of 2,677 games have fewer than ten votes each.

15.5%
Of all votes from the top 1% of voters
38.8%
From the top 10% of voters
27.1%
Of votes go to the top 10 games
49.4%
To the top 50 games

The single-franchise voter

35% of all voters, 27,390 people, voted for exactly one franchise and nothing else. More than half of them belong to a single fandom: Skylanders. This is the sharpest evidence for the isolated-community archetype.

Skylanders
14.9k
Transformers
3.4k
Sonic
1.1k
Need for Speed
812
Jet Set Radio
612
Spider-Man
379
Simpsons
270
Crash
241
Jet Set Radio is a quiet standout: 612 single-franchise loyalists for a series with a fraction of Skylanders' footprint. Relative to its size, one of the most devoted single-cause followings on the platform.

Section 10

The publisher stakes

Backward compatibility is partly a rights question, and the demand data shows where ownership is concentrated, though feasibility depends on factors beyond this dataset. Titles published by Activision account for 39.4% of all demand, and since Vivendi Games merged with Activision in 2008 (bringing Sierra with it), the Vivendi/Sierra catalog's 5.0% effectively sits under the same roof, pushing the Activision Blizzard total to roughly 44%. With Microsoft's acquisition complete, that share nominally sits in-house. The catch: much of it is licensed IP. Spider-Man, X-Men, and Marvel titles need Disney's sign-off, and Transformers needs Hasbro's.

Activision 39.4%Electronic Arts 12.1%SEGA 7.3%Microsoft 5.5%Vivendi / Sierra 5%All others 30.7%

One block stands out. Skylanders, at 163K votes and 21% of all demand, is wholly Activision-owned IP, which makes it the largest block of demand with the fewest external rights-holders. That said, ownership is only one input to feasibility. The Skylanders titles relied on the Portal of Power peripheral, whose support within the backward compatibility program is an open question, and even wholly-owned games can carry licensed music, engine middleware, or other third-party components that need clearing. Fewer external rights-holders than the licensed catalog, but rarely zero.

Publisher attribution reflects each game's original publisher; many of these catalogs have since changed hands.


Section 11

The delisted cohort

In mid-May, delisted games were added to the voting catalog: titles that are already backward compatible on XBOX but are no longer available for digital sale, or were never made available digitally. With XBOX embracing a digital-first lineup through the XBOX Series S and the all-digital Series X, these games are increasingly unobtainable for fans. Voting has been open for under a month, so totals aren't comparable to the rest of the catalog, but the early signal is strong.

~205
Delisted titles added to voting
17.3K
Votes in under a month
5,824
Distinct supporters
#30
Left 4 Dead 2 rank in the window
Left 4 Dead 2 accumulated 1,346 votes in four weeks, about 45 a day, ranking it #30 among all games on the platform during that window. Left 4 Dead (1,066), Batman: Arkham Origins (815), Mortal Kombat 2011 (624), and The Orange Box (606) round out the cohort. Median per-game velocity matches the established catalog almost exactly. These games arrived cold and immediately performed at parity.

Section 12

Non-franchise games: demand with no machine behind it

Several hundred games in the catalog belong to no franchise: single releases with no sequel, no toy line, no fandom infrastructure behind them. They collected 40,127 votes (5.2% of the total) from 13,607 distinct users. These votes can't ride a slate. Nobody voted for Alpha Protocol because they were already voting for its sequels; there are none. Each of these votes is a deliberate, individual choice.

Alpha Protocol
1,221
Gun
1,166
Wet
958
Eternal Sonata
937
Brute Force
880
The Saboteur
864
Darkwatch
686
Singularity
685
Remember Me
645
Lollipop Chainsaw
517

The leaders: Alpha Protocol (1,221 votes), Gun (1,166), Wet (958), Eternal Sonata (937), Brute Force (880), and The Saboteur (864).

Accounts that voted for at least one non-franchise game voted for more games overall than the typical account (a median of 10 versus 7), suggesting these titles are found by users who browse deeper into the catalog.


Section 13 · Implications

A prioritization framework

Vote totals are one input, but they conflate three things a decision-maker needs separated: how big the demand is, how concentrated it was in time, and how its audience is structured. The analyses below pull those apart, and they change the answer to "what should ship first."

How dependent is each franchise on its campaign?

The campaign dependency ratio: what share of a franchise's voters touched nothing else on the platform? High values reflect an audience concentrated within a single fandom; low values indicate support drawn from the platform's broader cross-catalog base. Half of Skylanders' voter base exists only for Skylanders. X-Men, The Simpsons, and Halo draw overwhelmingly from the broader audience.

Dependency describes the shape of an audience, not the value of its demand. A vote from a single-franchise Skylanders fan counts exactly as much as a vote from a broad cross-catalog voter; both are real people who want a game back. What the ratio adds is context for how that demand was reached and who it represents, which matters for planning a release, not for judging whether the demand is legitimate.

Skylanders
49%
Transformers
23%
Sonic
9%
Jet Set Radio
9%
Need for Speed
7%
Crash
5%
Spider-Man
3%
Simpsons
2%
Halo
2%
X-Men
1%

Baseline demand vs. event-driven demand

After removing each franchise's two largest acquisition weeks, the top of the leaderboard reorders: Transformers becomes the platform's largest source of baseline demand, while Skylanders remains the largest source of total demand. Skylanders' support is 82% concentrated in its two biggest weeks; every other top franchise sits between 35% and 54%.

FranchiseRawRankExcl. top 2 wksAdj.Surge
Transformers54,867232,111141%
Skylanders163,396129,254282%
Spider-Man37,047320,078346%
Sonic The Hedgehog34,143419,365443%
Need for Speed31,563514,487554%
The Simpsons18,62068,756653%
Crash Bandicoot12,48787,453740%
X-Men14,61277,160851%

The optimized wave: wide beats deep

If XBOX shipped a single 25-game backward compatibility wave, licensing and rights set aside, which slate would serve the most distinct fans? Because voters vote the slate, one game per franchise satisfies most of its fandom. A simple selection method makes this concrete: repeatedly pick the game that adds the most voters not yet served by an earlier pick (the standard "greedy" approach), limited to one title per franchise. The optimized wave reaches 85.9% of all 77,368 voters. The naive top-25-by-votes list, which spends six slots on Skylanders alone, reaches 79%. Notably, allowing repeat franchises would lift coverage only to 86.0%: once a franchise's flagship is in the slate, a second entry from it adds almost no one new, which is the clearest possible evidence that breadth beats depth.

85.9%
Voters served by the optimized 25-game wave (one per franchise)
79.1%
Served by the naive top-25-by-votes list
1 / franchise
Optimal slate depth for nearly every fandom
#GameVotesNew votersCumulative
1Skylanders: Spyro's Adventure29,00229,00237.5%
2Transformers: War for Cybertron12,86410,08950.5%
3The Simpsons: Hit & Run11,5176,35858.7%
4Need for Speed: Most Wanted (2005)8,5803,91463.8%
5Sonic Heroes8,2643,11267.8%
6Jet Set Radio Future6,7822,18870.7%
7Spider-Man: Shattered Dimensions8,7561,61572.7%
8Def Jam: Fight for NY4,5271,46074.6%
9Army of Two: The 40th Day2,71891975.8%
10Forza Motorsport 42,74787576.9%
11Deadpool8,05072377.9%
12Crash Twinsanity3,11865378.7%
13Burnout 3: Takedown3,66359979.5%
14Minecraft: XBOX 360 Edition3,22455480.2%
15Dead or Alive Xtreme 21,61353280.9%
16MechAssault1,34049481.5%
17Blur2,88348282.2%
18Buffy the Vampire Slayer91641182.7%
19Guitar Hero III: Legends of Rock5,97238883.2%
20Marvel: Ultimate Alliance3,21237683.7%
21Silent Hill 4: The Room2,19536984.2%
22007: Quantum of Solace1,55235584.6%
23WWE SmackDown vs. Raw 20071,48034485.1%
24Halo 22,94933085.5%
25Armored Core 41,24729485.9%

Selection method: at each step, choose the game that adds the most voters not already served, limited to one title per franchise. Removing the limit changes coverage by about 0.1%. Rights complexity is not modeled; several entries carry licensing constraints that would shape a real slate.

Coverage economics

Demand is concentrated enough that modest waves go far: 50 games cover half of all expressed demand, and 250 cover three-quarters. The split by console generation is 68% XBOX 360 to 32% Original XBOX, but per-game demand is nearly identical, so generation share mostly reflects catalog size.

0%25%50%75%100%102550100250500Top N games by votes

Cumulative share of all votes captured by the top N games. Demand is spread widely: it takes 50 games to reach half of all votes, and 250 to reach three-quarters.

Putting it together, prioritization comes down to four questions: How many people want it? (volume). Was the demand spread across the period or concentrated in a few large events? (event-driven vs. distributed). Does it come from one mobilized fandom or the broad audience? (structure). And how hard is it to ship? (rights). At the platform level, the optimized wave shows that breadth beats depth: once a franchise's flagship ships, additional entries reach almost no one new.


Appendix

How the metrics were calculated

Each measure is computed directly from the complete voting record. None involves sampling or estimation.

Affinity lift. For two franchises, divide the number of voters who supported both by the number expected if voting were independent (voters of A × voters of B ÷ total voters). 1.0 means the overlap is exactly what sizes predict; above 1.0 means more than chance, below means less.

Jaccard similarity. For two franchises, divide the voters who supported both by the voters who supported either. Runs from 0 (no shared voters) to 1 (identical audiences). Unlike affinity lift, it is not adjusted for chance.

Campaign dependency ratio. The share of a franchise's voters who supported no other franchise. High means an audience that arrived for that franchise alone; low means one drawn from the broader population.

Baseline vs. event-driven demand. Remove each franchise's two highest-vote weeks and re-rank the remainder. Franchises holding rank drew support across the period; those falling sharply drew it from short events. "Surge share" is the percentage of votes from those two weeks.

Optimized coverage selection. To find a 25-game slate reaching the most distinct voters, proceed one game at a time, each step adding the game bringing in the most voters not already covered. This is the standard greedy approach to coverage problems. Finding the provably optimal slate is computationally infeasible at this scale, but greedy is the established approximation and, on this data, the result is stable.


Conclusion

Demand is many stories in one number

A vote count looks like a single number. This report has shown it compresses at least four different stories. Volume is not the same as steady accumulation: remove each franchise's two largest acquisition weeks and the leaderboard reorders, with Transformers becoming the largest source of baseline demand. Volume is not structure: half of the largest franchise's voters exist only for that franchise, while X-Men and The Simpsons draw almost entirely from the broad audience. Demand is not navigation: voters vote the slate from the leaderboard. And demand is not feasibility: the largest blocks of demand run through layered rights, expired licenses, and peripheral hardware.

Most importantly, the data suggests backward compatibility demand is not one audience but a collection of distinct communities, each with its own structure, acquisition pattern, and degree of overlap with the broader ecosystem. The practical synthesis is the optimized wave. Because fans vote in slates, one well-chosen game per franchise serves most of its supporters, and 25 titles selected for breadth, one per franchise, would reach 86% of every person who has ever voted on the platform. The list of what players want is long. The list of what it would take to satisfy most of them is surprisingly short.

Data: XBOXGamePreservation.com · 770,266 votes · 77,368 unique voters · 361K site visitors across 190 countries · February–June 2026