Seed has raised more than 8 million dollars for development of the unique MMO, while Niantic has acquired another game studio. Fortnite is still making more money than anyone could ever count, but a massive mobile game from China has turned into a huge disappointment for Tencent. Plus, we have more lootbox news, which includes some very interesting statistics that show most players don’t care about them at all.
Klang Raises $8.75 million for space MMO Seed
Space colony MMO Seed has an extra $8.75 million to work with for the development of the game thanks to recent fundraising efforts. This brings the total the studio has raised for the game up to $13.95 million, thanks to a previous funding round in March. Speaking about the latest funding Klang’s CEO Mundi Vondi said: “We’re truly humbled to have secured the Series A for the development of Seed, a project that we believe will play an integral role in the next generation of social simulations. We are honored to share our vision with Northzone, and are more excited than ever to tackle this very ambitious project.”
Fornite Earned $1 Billion From In-Game Purchases Alone
Yes, Fortnite has become one those topics we’re covering every week and starting next week we’re going to lump all the Fortnite news into one section. This week thankfully we only have one thing to talk about, and that is that Fortnite has earned 1 billion dollars just from in-game purchases. Monthly revenue for the game has done nothing but climb since October as shown by the graph above. In May viewers watched almost 700 million hours of battle royale content, 83% of that was Fortnite. More on Fortnite coming soon…
“Coming Soon” No Longer Allowed in German Preorders
A recent court ruling in Germany may have a ripple effect around the world as it was declared that using vague terms like “coming soon” in preorders isn’t allowed. Part of the ruling said: “in the view of the judges, this information was too vague to comply with the statutory information obligation of the providers. According to this, potential customers should know before the end of the ordering process how long the delivery time will be at the maximum.” Exactly what this means for the future of gaming isn’t clear yet but it could possibly put an end to vague release dates, Kickstarter claims, and much more.
Video Game Kickstarters Equal Almost $10 million So Far in 2018
ICO Partners have put out their regular report on Kickstarter campaigns for video games which shows that video game Kickstarters have brought in $9.82 million so far this year. That’s up just $400,000 from the same period last year. This was in fact done with fewer Kickstarter campaigns than in previous years, just 723, the lowest first half of the year since 2012. Kickstarter is generally seeing a bit of a slowdown when it comes to video games, as people are learning how difficult it is to put a successful campaign together.
Niantic Acquires Seismic Games
Just last week we were talking about Pokemon Go creators Niantic acquiring a company and now here we are with another, their fourth acquisition in recent months. This time they have acquired Seismic Games, the makers of Marvel Strikeforce and VR experience Blade Runner: Revelations. John Hanke, the CEO said this in a statement: “We recently gave a peek under the hood of the Niantic Real World Platform, and we see the addition of Seismic Games as a significant accelerant for realising our vision of an operating system that bridges the digital and the physical worlds. At Niantic, we’re committed to our mission of motivating people to exercise, be social, and discover new places. We’re confident that Seismic Games will help us deliver on that mission – faster, and better.” All of these acquisitions are putting Niantic in position for a lot of awesome in the future which makes you wonder, what are they coming up with next?
Mobile Game Spending Up in the First Half of 2018
Mobile game revenue is up 19% in the first half of 2018 in the App Store and Google Play. App Store spending was about $6 billion higher than Google Play. Combined, the estimate is that global spending on the two platforms was at $26.6 billion. That’s a 19.1% increase year on year. One thing that may have an impact on Google Play’s revenue is that it isn’t available in China, at all. Also, many Android apps are available in third-party stores which isn’t the case for iOS. The top grossing games across both stores were Honor of Kings, Monster Strike, and Fate/Grand Order. But, PUBG mobile was the most downloaded. All of this just goes to show that mobile gaming is here to stay and there’s a lot of money to be had.
Arena of Valor Revenue Passes $3 million in 7 Months
Its only been 7 months since Arena of Valor launched in the west and in that time they’ve brought in $3 million. For any other game that would be fantastic, but Arena of Valor is Tencent’s Honor of Kings, one of the most successful mobile games at the moment. The Chinese version of the game has 200 million players and in 2017 brought in $1.9 billion in revenue. The founder of Sensor Tower, the intelligence firm who released this information spoke about the launch of the game and why they think it’s underperforming. “Arena of Valor launched in the US just as the battle royale craze was beginning to heat up, with Fortnite hitting mobile three months later-and subsequently dominating the time and wallets of the very users Tencent’s MOBA is gunning for. Undeterred, the publisher has continued to build out the game in the West, adding new modes, content, and characters, most recently the eagerly anticipated debut of Batman as a playable hero.” All fair points…also, Batman will be playable? Where do I sign up?
A patch was introduced to CS:GO for Dutch and Belgian players that locks containers, making it so you can’t open lootboxes in those countries. In June, Valve disabled item trading in the Netherlands in response to the threat of prosecution from the Dutch Gaming Authority. At the time they also said they hoped to fight it, now it seems that item trading is back but lootboxes may be gone for good.
A survey of gamers from the UK, France, Germany, and Spain has revealed that the majority of gamers are either unaware of lootboxes or largely indifferent to them. According to the survey, only 27% of gamers in these countries are aware of lootboxes. When it comes to general consumers that number drops to 17%. When asked if lootboxes are a positive influence on the games industry, 29% had no opinion while only 25% thought they don’t. In question after question, the respondents showed they had very little opinion on lootboxes at all. It would seem that those talking about them and thinking about them often are in the vocal minority.