Mobile Game “Fortnite:Battle Royale” Generated $1 Billion in Just Ten Months

Content goes digital, and mobile. As a result the revenues made with popular offerings are rising to new heights, even related to other media such as movies. 

This is not directly related to Blockchain research, but a notable indicator: Fortnite:Battle Royale, a popular mobile phone game, generates as much money as a successful blockbuster movie. The findings come from a report by Superdata, a market research firm.

This is remarkable for two reasons: Firstly, the game in its current form was only introduced in October 2017, so the revenue was generated in roughly 10 months. Secondly, quality and fairness regarding the user seem to be drivers for such an success.

Why this is important: Production costs for global content creation are rising, due to competition. This is true for all forms of media, in different ways. In the past the bigger budgets were a problem for big game studios. They would invest very high amounts into a game, but when distributed and sold via DVDs the window to make money was limited. This has changed: The most viable platform today are powerful mobile phones, which are always connected to the network and are increasingly capable of streaming high-resolution content. So, if a studio today manages to create a game play engine, the window to generate revenue is wider – as new releases, new variations can be distributed much easier. Essentially the two big distribution hot spots are the Apple and Android app stores.

Fortnite: Battle Royale seems to have found a formula for big success, currently translating to a unprecedented dominance in the growing market for mobile games.

What is “Battle Royale”? The term has a specific meaning, not only for Fortnite. A “battle royale” describes games where multiple player can compete, until one is the winner. So, related to Fortnite the addition describes a specific form of game play.

Chart: Current and projected revenues for “battle royale” video games, by platform. Source: Superdata.

Restraint and fairness as a plus: A second observation is that fairness seems to be a positive driver. Low-quality games have adopted a “pay-to-win” strategy. It means: You can not master the game without buying additional packs and properties. This is different with Fortnite. Not only is it a high quality game, it is “free-to-play” – you can master the game without buying anything. Still, users do, as Fortnite has some nice and funny add-ons (example: dance moves for your game protagonist).

Quote from a report by Superdata: “Unlike other battle royale games, Fornite is both free-to-play and initially launched on all available platforms. The game’s mainstream success started to skyrocket thanks to gaming video platforms and celebrities. Twitch exposed a huge audience to Fortnite through prominent streamers like Ninja. Ninja’s stream with Drake hit 635K viewers, breaking the concurrent viewership record at the time.Add in the fact that the game can run smoothly on most devices, has an accessible learning curve, and kid-friendly aesthetic and the popularity begins to make sense.”

The Bloomen take: Global popularity of digital content transforms markets for creators. While Bloomen does not cover interactive games in a use case, the growing revenues are a pointer that other areas such as music, photos or videos have opportunities for growth. What is even better is that high-quality, entertaining game play can be combined with fair practices, and be a winner. 


Epic Studios: Fortnite Homepage

Erik Kain: ‘Fortnite: Battle Royale’ Has Made Over $1 Billion As It Completely Dominates Video Game Streaming“, Fortune, July 18, 2018

Superdata: Battle Royale Report

Image Credit: Epic Studios/Battle Royale (Screenshot from website)