230°

PC is the most profitable platform for Activision in the first quarter of 2017

Activision Blizzard today announced its first-quarter 2017 results, revealing that the PC was the most profitable platform in this three-month period.

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dsogaming.com
Razzer2963d ago (Edited 2963d ago )

Wish they would break down those console numbers to platform.

dirkdady2962d ago (Edited 2962d ago )

Honestly q1 numbers mean nothing for activision it's no where near what they see during q2-q3. These numbers are largely based off overwatch and hearthstone sales as indicated in the article which are trickle in revenue from games that came out sometime ago.

Saying pc gamers spent more on these games ain't saying much

Derceto2962d ago

But..... but...... but............ all those pirates!? How can this be???

Allsystemgamer2962d ago

Yar. Watya tink we spend all dat booty on?!

SkippyPaccino2962d ago

Stop thinking about all those butt pirates... Take a cold shower

zb1ftw7772962d ago

Because you can't pirate WoW and Hearthstone.

Games that you can pirate get fleeced.

Cobra9512962d ago

They're still there, but they can't play Overwatch with the big crowd.

+ Show (1) more replyLast reply 2962d ago
plmkoh2962d ago

Just a sad state of gaming that the premier title is a low rent multiplayer game with superliminal microtransactions.

Lime1232962d ago

So consoles don't have wow and Hearthstone which make over 100 million dollars a month, still consoles made more money?

btw I'm pretty sure that most money from consoles came from PS4.

ONESHOTV22962d ago

Lime123---- dude PC has the highest revenue of all platforms and no the PS4 doesn't make the most money.

thisismyaccount2962d ago (Edited 2962d ago )

This is not entirely true. Sony alone made more than Valve´s Steam (software sales only) with the PlayStation Division ($5bill. vs $3.6bill).

Steam Fiscal year 2015 $3.5
Steam Fiscal year 2016 $3.6 with twice as many games released in 2016. 14,000games
Sony at 5.4bill. i´m not sure if the final number is actually higher, since it says Q3 results (1,500games)

Sony >>>Q3 FY16 Results<<<
Sales increased 5.2% year-on-year to 617.7 billion yen or $5.4bill. + PS4 hardware sales in >>Q3<< – 9.7M, another 10.3mill. thruout the rest of the year (close to 20mill. in 2016). PlayStation makes about 15 to $20bill. alone each year (hardware, services, software).

Last few years EA, Ubisoft and Activtion reports looked like this :

Console software sales 70 to 85%
PC sales 10 to 20%
others 5 to 10%

Of course it varies, especially with Activ-Blizzard but the "jist" is the same every year. Big 3 Publisher make more dough with console sales than PC ... http://imgur.com/Uny3WWL (ubisoft) noooooow, if we´re talkign about F2P crap from Asia with zero Substance, no story and monotonous repetitive gameplay .. then yeah PC is killing it but only thanks to the Asian Market (Indochina, Indoasia).

Head to steam and check what´s the most played title for the past few years :

- DOTA2
- TF2
- CS
- CS:GO

... all F2P with each 1.5mill. players daily. Faaar on 5th place you can find GTA5 (witcher3 is not even on the list, last time i checked) with only 350k players (daily). The AAA market on the PC is not lucrative unless it´s a GTA or Witcher 3 resp. Diablo 3 (even if the latter one only sold well due them re-re-releasing the game multiple times to fix/add addons+console copies).

Skyrim was a stinker (imho), but the people behind it were uber smart. The re-released the game few times since 2011. One GOTY edition in 2012, then one with more addons in 2013? They sold it at least 3 or 4 times reaching 25mill. sold copies ... which begs the question why is not everyone doing this?! Keep re-re-releasing your game at lower price and you will sell few extra copies. I don´t get the need to recoup all the money on Day 1 ... Skyrim is the perfect example that you can keep selling the game "new"-"Goty& ; ; ;quo t; etc. few times....

Long story short

console AAA >> most lucrative market
PC AAA <<<<< only if the name is big (GTA, Witcher), if ya go PC keep the price stupidly low $15 or make it F2P
Mobile starting to take over pc market, many parts of the world

outdated 2015 world map market http://imgur.com/lc7eLCN

Sony made more money than Valve in the past 2 years (Software alone), add MS revenue and Nintendo once the Switch takes off ... among the 3 they hit easily $10bill. each year if not more.

addictgamer2961d ago

@thisismyaccount
In the third quarter, the most profitable and highest volume quarter btw, Sony sold 50.4 million software units. Steam sold 369.9 million software units in 2016. That figure is ONLY paid titles and that is despite the fact that steam has a return policy unlike sony.

In December 2016 alone 588 new titles released on steam and there are over 14,000 titles in the steam catalogue so it's not very surprising that only the very best games get huge sales numbers.

And final note, there is a BIG difference between revenue and profit. I suspect that steam is much, much cheaper to run than the sony games division.

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80°

Inside the ‘Dragon Age’ Debacle That Gutted EA’s BioWare Studio

The latest game in BioWare’s fantasy role-playing series went through ten years of development turmoil

In early November, on the eve of the crucial holiday shopping season, staffers at the video-game studio BioWare were feeling optimistic. After an excruciating development cycle, they had finally released their latest game, Dragon Age: The Veilguard, and the early reception was largely positive. The role-playing game was topping sales charts on Steam, and solid, if not spectacular, reviews were rolling in.

HyperMoused2d ago

Its easy they called the die hard fans people in their nerd caves who will buy anything and then went woke to reach modern audiences....insulting the nerds in their caves along the way showing utter contempt for their fan base. very hapy it failed and any company who insults their fan base and treat their customers with contempt and insults, in future, i also hope fail.

neutralgamer19922d ago

It’s disappointing but not surprising to see what's happening with Dragon Age: The Veilguard and the broader situation at BioWare. The layoffs are tragic — no one wants to see talented developers lose their jobs. But when studios repeatedly create games that alienate their own fanbase, outcomes like this become unfortunately predictable.

There’s a pattern we’re seeing far too often: beloved franchises are revived, only to be reshaped into something almost unrecognizable. Changes are made that no one asked for, often at the expense of what originally made these games special. Then, when long-time fans express concern or lose interest, they’re told, “This game might not be for you.” But when those same fans heed that advice and don’t buy the game, suddenly they're labeled as toxic, sexist, bigoted, or worse.

Let’s be clear: the overwhelming majority of gamers have no issue with diversity, LGBTQ+ representation, or strong female leads. In fact, some of the most iconic characters in gaming — like Aloy, Ellie, or FemShep — are proof that inclusivity and excellent storytelling can and do go hand in hand. The issue arises when diversity feels performative, forced, or disconnected from the narrative — when characters or themes are inserted not to serve the story, but to satisfy a corporate DEI checklist. Audiences can tell the difference.

When studios chase approval from a vocal minority that often doesn’t even buy games — while simultaneously dismissing loyal fans who actually do — they risk not just the success of individual titles, but the health of their entire studio. Telling your core customers “don’t buy it if you don’t like it” is not a viable business strategy. Because guess what? Many of us won’t. And when the game fails commercially, blaming those very fans for not supporting it is both unfair and self-defeating.

Gamers aren’t asking for less diversity or less progress. We’re asking for better writing, thoughtful character development, and a respect for the franchises we’ve supported for decades. When you give people great games that speak to them — whether they’re old fans or new players — they will show up. But if you keep making games for people who don’t play them, don’t be surprised when those who do stop showing up

Armaggedon2d ago

I thought the writing and character development were fine. Sometimes things just dont resonate with people.

90°

Report: Just Cause 5 Was in Development at Sumo Digital, But Got Cancelled

Recent evidence we discovered indicates that the next game in the Just Cause series may have been canceled, potentially two years ago.

RaidenBlack4d ago

NOooooooooooooooooooooo....... ..............

mkis0073d ago

Well if it went back to being more like 3 I would have liked it. 4 was crap.

280°

Bend Studio Reportedly Lays Off 30 Percent of Staff Following Live-Service Project Cancellation

Sony's Bend Studio lays off 30 percent of its workforce following the cancellation of its live-service project.

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twistedvoxel.com
Jin_Sakai4d ago

And to think we could’ve been playing Days Gone 2 by now.

RaidenBlack4d ago

I would even pay 80 bucks for an UE5 based more immersive Days Gone 2 .... or even a new Syphon Filter.
But nah .... rather lay off staff & re-remasters Days Gone i.e Days Gone Reloaded.

Cacabunga4d ago (Edited 4d ago )

Stubborn Sony not wanting to listen to fans is paying the price of its arrogance. They could have let these studios grow and do what they do best and let others like Bungie maybe make gaas for those who want it.

Days Gone 2 is obviously what they should focus on next. We’ve had enough remasters and reeditions of the first one

Profchaos4d ago

Sony's not paying the price its workers are.

z2g4d ago

They were listening to the money that games like Fortnite were pulling in. Market research shows service games when successful make more money. It’s a gamble that Sony was too cocky to worry about. Now ppl are losing their jobs in an economy that’s gonna slow down any minute.

gerbintosh3d ago

@Profchaos

The workers let go were probably hired for the live service game and released now because it was cancelled

jznrpg4d ago

People needed to buy the first game! And not at 20$

neutralgamer19924d ago

I understand the argument that if fans truly wanted a sequel to Days Gone, they should've supported it at launch at full price. But that perspective misses a lot of important context.

First of all, Days Gone launched in a broken state. It needed several patches just to become stable and playable. For many gamers, paying $60 for something clearly unfinished just wasn’t justifiable. That wasn’t a lack of support—it was a fair response to a product that didn’t meet expectations out of the gate.

Despite that, over 8 million people eventually bought the game. It built a strong, passionate fanbase—proof that the game had value and potential once it was properly patched. A sequel would’ve had a much stronger foundation: a team that had learned from the first game, a loyal audience, and way more hype around a continued story.

But Days Gone also had to contend with another challenge—it was unfairly judged against other first-party PlayStation exclusives. Critics compared it directly to polished, masterful experiences like Uncharted, The Last of Us, and God of War. And while those comparisons might make sense from a branding perspective, they didn’t reflect the reality of the situation.

Studios like Naughty Dog and Santa Monica Studio had years—sometimes decades—of experience working with big teams and high budgets on flagship titles. Days Gone was Sony Bend Studio’s first major AAA console release in a very long time—their last being Syphon Filter back in the PS1 era. Before that, they were mostly focused on handheld games. Expecting them to match the output of the most elite studios in the industry, right out of the gate, was unrealistic and frankly unfair.

The harsh critical reception didn’t reflect the potential Days Gone actually had, and it probably played a big role in Sony's decision not to greenlight a sequel. Instead, they pushed Bend and other talented studios like Bluepoint toward live service projects—chasing trends instead of trusting the kinds of games their fans consistently show up for. Many of those live service games have since been canceled, likely wasting hundreds of millions of dollars and valuable time that could’ve gone toward meaningful single-player experiences.

So when people say, “You should’ve bought Days Gone at launch if you wanted a sequel,” they’re ignoring the bigger picture. Gamers didn’t reject the game—they waited for it to be worth their time. And once it was, they absolutely showed up. That should’ve been seen as a foundation to build on, not a reason to walk away from the franchise

InUrFoxHole3d ago

@neutralgamer1992
Has a point. I supported this game day 1. There was either and audio sync issue or a cut scene issue that ruined the game for me early on. I dont blame gamers at all for holding off until it meets their standard.

raWfodog4d ago

I seriously wonder who makes these types of decisions. Days Gone was a solid game. It didn't get that much love at first but people eventually saw the diamond in the rough. The ending basically guaranteed a sequel, but someone said "nope, let's pitch a LS game instead". And the yes-men were all "Great idea, sir!!"

+ Show (1) more replyLast reply 3d ago
-Foxtrot4d ago

Urgh. Jim Ryan’s sh***y GaaS plans still ripple across their studios even today.

Such a shame, they should have just been allowed to make Days Gone 2.

Sony need to truly let go of their live service plans once and for all.

OMNlPOTENT4d ago

Agreed. I think the live service era is dead. Even titans like Destiny are starting to fall apart. Sony needs to shift their focus back to their single player games.

ABizzel14d ago (Edited 4d ago )

I don’t think the GaaS overall was a bad idea they’ve seen the success of others, however, forcing all your studios to focus on it was absolutely insane.

Those kind of games are backed by hundreds if not thousands over 1,000 developers working on those games year-round even after release for continuous new content monthly, quarterly, and huge annual or bi-annual updates. It was stupid to expect taking your single-player focused studios and have them become GaaS focused studios when many of them have skipped Multi-player modes the entire last generation (a stepping stone into GaaS).

He was after his Fortnite, Apex, etc… and I feel they could have found that by building a singular new studio dedicated to helping developers like Naughty Dog bring Faction 2.0 to life. At most they should have had:

Factions 2.0 GaaS (PlayStation’s Open World Survival)
Destiny 3 (Bungie needs to revamp Destiny)
Horizon GaaS (PlayStation’s Monster Hunter)
A new AAA IP

That’s it. I mean technically Gran Turismo is a GaaS so that could count, and an Open World InFamous meets DC Universe Online could work with custom hero / villain classes.

raWfodog4d ago (Edited 4d ago )

"I don’t think the GaaS overall was a bad idea they’ve seen the success of others, however, forcing all your studios to focus on it was absolutely insane."

What's more interesting is that SIE was not actually 'forcing' their studios to make GaaS games. I have to find the article again but it was explained that these studios knew about Jim's plans for GaaS games and typically pitched those types of games to SIE because they would have a better chance of getting greenlit for production. They were chasing dollars instead of their ideal games.

Edit: I found the article. Take it for what it is, lol

https://wccftech.com/playst...

ABizzel13d ago (Edited 3d ago )

@ra

I don’t think they were forcing all of their studios, however, that initiative didn’t just come out of no where. Jim Ryan’s entire purpose was to make PlayStation more profitable than ever, and a collection of successful GaaS across platforms would have definitely done that. Based on his talk tracks and interviews he is a numbers guy, and he and Herman Hulst ran with this GaaS solution to all the PlayStation teams.

And when your CEO says this is what we’re getting behind and what the company and shareholders want going forward, everyone falls in line and pushes towards it.

Naughty Dog probably wanted Faction 2 with or without influence.

Sony Bend wanted Days Gone 2 and it was shot down, and now more than ever it makes way more sense, since the game, while initial impressions were slightly above average (which at the time wasn’t good enough being compared to God of War, Ghost, TLoUs, etc…), has found a cult following and has ended up selling extremely well across both PS4 and PS5. But instead they were dropped into this GaaS IP that failed and now they’ve wasted years of development when Days Gone 2 could have already been released or releasing.

4d ago
Obscure_Observer4d ago

Sony literally sent Playstation studios into a death trap!

They forced studios into this GaaS bs just cancel their games midway in development and fire thousand of people in the end!

WTF is happening over there? Why those CEOs still got to keep their jobs after billions and billions dollars invested in new studios and games just to so many developers fired and projects canceled in the end?

This is the worst generation of Playstation! Period!

CrimsonWing694d ago

Jim Ryan got fir—err I mean, retired.

anast4d ago

Jimmy followed Phil's advice.

4d ago
raWfodog4d ago (Edited 4d ago )

They didn't actually 'force' their studios, per se, but the initiative was certainly there.

https://wccftech.com/playst...

-Foxtrot4d ago

They didn't have a choice lets be honest, a new boss comes in and lays out all these plans....what are any of them going to do? Pitch a single player game with none of the things that guy is asking for? You're just asking to be given less funding, less notice, less resources and the like. or maybe you're scared incase the guy decides to get rid of you for someone who will actually give him things that he wants.

They didn't get brutally forced but they had no choice but to go with the flow or Jim would find someone who would.

raWfodog3d ago (Edited 3d ago )

@Foxtrot
No, they definitely had a choice but many chose the path of least resistance.

We have plenty of single-player, non-LS games that began development during the LS initiative. Those projects obviously got greenlit for production. These studios just needed to have good ideas for single player games, but most just chose to come up with half-assed LS pitches.

slate914d ago

Can't believe Sony has been shooting themselves in the foot this gen. Abandoning what made them great to chase industry trends

Skyfly474d ago (Edited 4d ago )

Alanah explains the reasons why in this video which goes into more detail: https://www.youtube.com/wat... But its basically down to appeasing their shareholders

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