During Digital Arts’ quarterly earnings conference call, Chief Executive Officer Andrew Wilson and Chief Financial Officer Blake Jorgensen Revealed that DICE’s Star Wars Battlefront II Sent “less than a Thousand copies” under Electronic Arts’ Hopes for Q3 (between October and December 2017).
Wilson called this game a learning possibility, made with the intent of maintaining the neighborhood together, adding content long after launching. After players’ feedback, they chose to temporarily eliminate microtransactions in the game.
According to Wilson, the company “never meant to launch a game that may be perceived as unfair or lacking clear progress. ” He also added that the writer is “lucky” to have enthusiastic fans who inform them when they get it and if they don’t. Programmers are working hard to more updates to meet the neighborhood, and more news about that can arrive in the forthcoming months.
We also hear that players have spent twice as long playing with Star Wars Battlefront II at its own launching quarter in contrast to the former game of the series.
Wilson continued by mentioning “live services such as discretionary electronic monetization, when done right, provide a very important part of decision” to expand and increase the experience.
Jorgensen clarified that Star Wars Battlefront II underperformed compared to expectations, but reside services “significantly surpassed them. ” We also learn that 28% of sales for the game were all electronic.
Star Wars Battlefront II is currently available for PS4, Xbox One, also PC. If you want to read more about the game, you may take a look at our inspection.
If you would like to find out more on Digital Arts’ earnings for the past fiscal quarter, you are able to read our committed post.