May 2019 Digital Game Sales

SuperData Research offers a summary report on the worldwide digital games market for May 2019. Word is this is down 4% compared to last May, and they place blame on a decline in mobile and a falloff for Fortnite:
Worldwide digital game spending dips on every platform. Consumers spent $8.7 billion digitally on games across console, PC and mobile in May, down 4% from the same month last year. This was driven by a 6% decline in Mobile, which continues to be a larger contributor than console and PC combined. The drop off in Fortnite also continues to drag both console and PC.

Top Grossing Titles by Category
Worldwide, ranked by May 2019 earnings
PC CONSOLE MOBILE
1 League of Legends Fortnite Honour of Kings
2 Dungeon Fighter Online FIFA 19 Perfect World
3 Fantasy Westward Online II Mortal Kombat 11 Candy Crush Saga
4 Crossfire NBA 2K19 Clash of Clans
5 Fortnite Call of Duty: Black Ops IIII Monster Strike
6 Total War: Three Kingdoms Devil May Cry 5 Pokémon GO
7 World of Tanks MLB The Show 19 Fate/Grand Order
8 Tom Clancy's The Division 2 Days Gone Homescapes
9 Overwatch Tom Clancy's The Division 2 Mafia City
10 Dota 2 Grand Theft Auto V Clash Royale
Source: SuperData Arcade. Please visit http://bit.ly/sdarcade for more info.
© 2019 SuperData. A Nielsen Company. All Rights Reserved
SUPERDATA
A NIELSEN COMPANY

Fortnite gets a boost from Season 9 but is still far off from its peak. Fortnite made $203 million across console, PC and mobile, up significantly from April but down 38% from May 2018. Console continues to contribute the largest share of players and revenue.

FIFA Ultimate Team revenue declines year-over-year. We estimate that FIFA in-game spending generated $93 million across console and PC in May, down from the same month last year, partly due to a tough comparison against the initial strength of the World Cup mode last May. However, we note that World Cup performance weakened over time and will likely lead to more favorable comparisons in the coming months.

Total War: Three Kingdoms breaks one million units at launch. Sega’s latest strategy game led the top rankings on PC this month with $62 million in digital revenue.

PlayerUnknown’s Battlegrounds quietly continues to sell millions of units. We estimate that PUBG has sold 4.7 million digital units across PC and console year-to-date through May, maintaining its position as one of the best selling shooter titles on any platform despite losing much of the spotlight to EA’s Apex Legends and Fortnite.
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21.
 
Re: May 2019 Digital Game Sales
Jun 25, 2019, 03:36
Kxmode
 
21.
Re: May 2019 Digital Game Sales Jun 25, 2019, 03:36
Jun 25, 2019, 03:36
 Kxmode
 
Jerykk wrote on Jun 23, 2019, 05:17:
StingingVelvet wrote on Jun 23, 2019, 01:43:
I have a feeling Borderlands 3 will make or break their chances. Not only how well it sells compared to 2, but also how much more casual players hate the client they're forced to use (if they hate it).

I don't think Borderlands 3 will really prove anything. It's a highly-anticipated sequel in a popular franchise. It's going to sell well regardless of where it's sold.

The real question is whether or not games that aren't exclusive to EGS can still sell well on EGS. If the answer is no, then EGS will not be sustainable.

You know the mathematical answer to that question. However, here are the raw numbers to provide proof.

"Epic Games said during a GDC presentation today that there are now 85 million registered users of the Epic Games Store on PC" Source

Companies tout "registered" users all the time as if they're supposed to mean something. Registered users are meaningless. Steam has one billion accounts. Who cares how many registered accounts a platform has? What matters is active monthly users.

"Steam now has 90 million monthly users" Source

In other words, Steam has more monthly active users than EGS has registered users (although, in full disclosure, given the dates of the articles, it could be less now).

The bottom line is if the same game appeared on Steam and EGS, there's no way Epic could ever compete based on sheer numbers. That's why Epic went exclusive because they can't compete with Steam as a platform. It's not unlike a kid picking a fight and then running behind their dad for protection. In this case, Epic picked a fight with Steam with all their bombastic talk and then hid behind their exclusives. Valve called out Epic on their nonsense via a post on the Steam Metro Exodus store page:

"We think the decision to remove the game is unfair to Steam customers, especially after a long pre-sale period. We apologize to Steam customers that were expecting it to be available for sale through the February 15th release date, but we were only recently informed of the decision and given limited time to let everyone know."

EGS was seen by most, myself included, as a legit competition for Steam that would create a flat landscape where one platform pushes the other to innovate and visa verse. But once Epic went exclusive, the hatred toward them reached a boiling point. I've read people's comments where they've made it clear they won't support Epic, and if they had a choice to buy on a publisher's platform (like UPlay for Division 2), they will buy there. People aren't factoring in all the negativity towards EGS as a cause for their downfall.

You have three main factors:
- Epic is burning through its Fortnite profits to astroturf brand loyalty. Astroturfing isn't organic, and people only stick with EGS for as long as the freebies exist, or because they're forced to buy a game from EGS.
- A considerable drop in revenue from 2018 coming from consoles (Fortnite's number one money maker), which is likely to drop once nextgen consoles arrive or before if the popularity wanes.
- A high degree of negativity surrounding exclusives.

All these conditions exist now, and they will lead to a negative sum game.

This comment was edited on Jun 25, 2019, 03:52.
"Hard times create strong men. Strong men create good times. Good times create weak men. And, weak men create hard times." - Those Who Remain by G. Michael Hopf
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