The game was a million copies short of hitting EA’s projected goal of 10 million and well under the 14 million sold by its predecessor. īut as effective as microtransactions are for mobile, bringing them into the more traditional console space has been trickier and is a big aspect of what compels some gamers to openly resist their presence altogether.ĮA learned this the hard way with multiplatform game “Star Wars: Battlefront II.” The 2017 sequel to the commercially successful 2015 “Battlefront” reboot, developed by EA’s DICE studio under an exclusive “Star Wars” license from Lucasfilm Games, was met with criticism over its microtransaction model that was harsh enough for EA to suspend microtransactions altogether just before its release.īy the time EA began to tease a revised plan for microtransactions to return to the game as purely optional cosmetic items, as opposed to more controversial loot boxes, the damage had already been done. The sector continues to comprise half of the global games industry in 2022, a year that’s expected to see the overall market surpass $200 million for the first time, per Newzoo. This is impressive, as launch-week data shared with VIP+ from digital intelligence and performance metrics firm Sensor Tower shows that AppMagic’s two-week consumer spend estimate is in the ballpark of what “Call of Duty Mobile” made in its first week, despite global launch-week installs of the Activision title being nearly nine times that of “Diablo Immortal.”Īs strong as backlash against microtransactions is, in-game monetization is the foundation of mobile games. Mobile estimates from AppMagic pin “Diablo Immortal” as having net $24 million from in-game spending within its first two weeks of launch. One might think Blizzard addressing the backlash is a necessity, but the microtransaction model appears to have prevailed already. Why Netflix’s ‘Grand Theft Auto’ Play Could Pave Road to Gaming Success
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