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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26.
 
Re: May 2019 Digital Game Sales
Jun 25, 2019, 16:38
Kxmode
 
26.
Re: May 2019 Digital Game Sales Jun 25, 2019, 16:38
Jun 25, 2019, 16:38
 Kxmode
 
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

Because their store is not up to par, they shouldn't be engaging in anti-consumer tactics to be sustainable. In other words, they cannot succeed on merit alone. That's some underhanded BS. Anyone who supports Epic's anti-consumer exclusives is as shady as they are.

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

I know their magic wand-waving requires resources. The thing is they have all the resources they need. In 2018, they made $3 BILLION in profit, and in 2017, they made over a billion, at least. Epic isn't strapped for cash. But their focus on purely on obtaining exclusives because their platform cannot compete against Valve's superior product today.

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

CD Projekt Red developed The Witcher 3 in about three years. Part of the reason they were able to do it was during the peak of production they had around 1,000 people working on the game. ONE THOUSAND PEOPLE all over the world so that the game could be in continuous development. CDPR has a minuscule fraction of Epic's profits, and yet they went full-bore on the talent required to get the product done. How many people do you suppose Epic has hired to work on their store? I guarantee it's not as much as CDPR's commitment to The Witcher 3.

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.

If they were serious about bringing their store up to par, they would hire a deluge of talent. Instead, they burn through their funds on exclusives because exclusives are easier and sexier than updating the store.

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.

See my last two points above. If CDPR could do that for The Witcher 3 with a fraction of the money, then there's no limits or restrictions for Epic. The only question to ask is what interests Epic more? A better storefront or anti-consumer exclusives. As I see it, they lean the later.
"There are times when I would rather have some Kahlua instead of a clue." - Mr. Tact (May 27, 2021)
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