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 |
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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
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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.
Beamer wrote on Jun 25, 2019, 09:00:Kxmode wrote on Jun 23, 2019, 01:56:
...
1) They ARE pushing their store up to par. But until it is up to par, they're trying to ensure it has a user base
Beamer wrote on Jun 25, 2019, 09:00:
2) You can't waive a magic wand and make something up to par. Part of what is required is resources. Resources are hard. Getting good people isn't easy, despite what all the people not in hiring positions here keep saying. You want smart people, that fit your culture, know what they're doing, and hit the ground running. This isn't easy. And yes, Epic has quite a few, but they can't pull their best people off of Fortnite without accelerating the decline of Fortnite
Beamer wrote on Jun 25, 2019, 09:00:
3) It also takes time. There's a finite limit. A coding problem doesn't necessarily move faster with 1000 coders than 100. It almost definitely doesn't move faster with 10,000 than 1,000, and especially 100,000 than 10,000. At some point, people need other people to finish things, and some pieces aren't modular enough to be built by multiple people. Some modules can't be started until others are finished
Beamer wrote on Jun 25, 2019, 09:00:
What they're doing is a stop-gap. If they waited until the store was fully finished, they'd never get it out. If they didn't have exclusives, they wouldn't have customers.
Beamer wrote on Jun 25, 2019, 09:00:
I literally don't understand what you want them to do. What's your solution? One that makes sense in a business world.