philip lelyveld The world of entertainment technology

26Feb/19Off

Fornite’s revenue dropped 48% in January, but the lull won’t last long

fortnite02While a 48 percent revenue drop might sound like a mortal wound, the game’s unique sales model and seasonal trends mean that we shouldn’t start prepping any Fortnite obituaries any time soon. With a free-to-play model, Fortnite relies on in-game purchases of digital goods like dance animations and elaborate character skins to drive revenue. With no recurring subscription fees apart from quarterly season passes, Fortnite’s revenues were never going to track a more traditional game’s numbers.

Case in point: Fortnite maker Epic looks to have socked away $3 billion in profit over the course of last year. By November, data from Sensor Tower estimated that Fortnite players were spending $1.23 million a day just on iOS. Given Fortnite’s platform agnosticism, that’s just one stream of many, from mobile to console to PC.

For Fortnite, a dip in revenue also doesn’t necessarily indicate declining user numbers or less play overall — it just means people were less likely to spend money on virtual goods. Those purchases are purely cosmetic and don’t confer a meaningful competitive advantage, so it’s kind of a strange metric to judge the game’s overall current health, though obviously an important one for the business of the game.

See the full story here: https://techcrunch.com/2019/02/25/fortnite-january-revenue-report/

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