‘Fortnite’ revenue dropped 25% in 2019 but was still the year’s top-earning game with US$1.8bil haul


  • Video games
  • Friday, 03 Jan 2020

Fortnite has fewer players overall than Riot Games' League Of Legends, but Fortnite players on PC are more than twice as likely to spend on in-game content as LOL players, SuperData says. — dpa

LOS ANGELES: Fortnite remained the biggest game of the year for 2019 in terms of revenue, raking in an impressive US$1.8bil (RM7.38bil) – a decline of 25% off a record-setting US$2.4bil (RM9.84bil) take a year earlier, according to research firm SuperData.

Overall, digital games revenue reached US$109.4bil (RM448.60bil) in 2019, up 3% year-over-year, Nielsen-owned SuperData reported.

"Gaming did not need new titles on the level of Fortnite or Red Dead Redemption 2 to continue expanding in 2019," SuperData said in its year-in-review analysis.

Even as Epic Games' Fortnite revenue "stabilised" in 2019, the title still topped other free-to-play games, which represented 80% of the total digital games market for the year (the same as 2018). Fortnite's success is the result of consistent content updates – Epic released the game's Chapter 2 instalment in October – and monetisation through Battle Pass subscriptions, as well as crossover promotions with pop-culture blockbusters like Marvel's Avengers, Netflix's Stranger Things and Star Wars, according to SuperData.

In addition, Fortnite has been very successful at converting players to spenders. For example, Fortnite has fewer players overall than Riot Games' League Of Legends, but Fortnite players on PC are more than twice as likely to spend on in-game content as LOL players, SuperData says.

After Fortnite, the top free-to-play games in 2019 by revenue were Nexon's Dungeon Fighter Online and Tencent's Honour Of Kings (both with US$1.6bil/RM6.56bil); League Of Legends and King Digital's Candy Crush Saga (both at US$1.5bil/RM6.15bil); and Niantic's Pokémon Go and SmileGate's Crossfire (US$1.4bil/RM5.74bil each).

Perennial chart-toppers like Candy Crush Saga and Honour Of Kings pushed mobile's share of free-to-play revenue to 74%, a trend that is expected to continue into 2020, according to SuperData, which Nielsen acquired in September 2018. Last year, a growing number of publishers brought PC and console franchises like Call Of Duty and Mario Kart to smartphones to capitalise on the trend.

Meanwhile, total premium game revenue in 2019 declined 5% year-over-year to US$18.9bil (RM77.50bil) as there were fewer AAA blockbuster titles for the year compared with 2018. Aside from Grand Theft Auto V and Sims 4, the top 10 premium games were all sports games or shooters – No. 1 was EA's FIFA 19 (US$786mil/RM3.22bil) followed by Call Of Duty: Modern Warfare (US$645mil/RM2.64bil).

In 2020, premium games are expected to have their biggest year ever, with revenue growing to US$19.8bil (RM81.19bil), per SuperData. Major releases for the year are slated to include CD Projekt Red's Cyberpunk 2077 starring Keanu Reeves, The Last Of Us Part II and Animal Crossing: New Horizons.

Later in the year, new game consoles – Microsoft's Xbox Series X – and Sony's PlayStation 5 – are targeted for holiday release; those platforms represent "a large expansion opportunity for digital games as powerful hardware enables new, more immersive experiences", according to SuperData. – Variety/Reuters

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