Tencent asked Riot to create a mobile version of their landmark MOBA title League of Legends in 2015. ![]() TiMi’s first major project was a title that their parent company, Tencent, had asked Riot Games to create. The following year, Jade Studio merged with 2 other studios in Chengdu and Shanghai to form TiMi Studios. The studio then switched to developing content for mobile and created a pair of exclusive titles for China’s WeChat social platform in 2013. QQ Speed was followed up by an MMORPG (The Legend of Dragon) in 2011 and an FPS (Assault Fire) in 2012. ![]() The title became immensely popular (it still is today) and put Jade on the map. At that time, Shenzhen-based Jade Studios created a massively multiplayer PC racing title for the Chinese market called QQ Speed. To tell the story of Call of Duty Mobile, you have to start all the way back in 2008. The Long and Winding Road to COD: Mobile’s Launch To understand that, you have to understand the developers of Call of Duty. So is COD Mobile dead? Can it ever monetize? Or will it turnaround? The game’s RPI curve has flattened only a little over a month post-launch. With player spending consistently on the rise, Call of Duty: Mobile looks to be on track for a stellar first year, showing the massive appeal this traditionally console and PC IP has around the world and across all platforms.In summary, Call of Duty Mobile has had tremendous success with attracting and retaining players but has faltered with monetization out of the gate. The game is also one of many that has seen a steady uptick in revenue amid the global COVID-19 pandemic. Blockbuster IPīy partnering with Tencent’s Timi Studios-known for its work on the blockbuster Honor of Kings-Activision has found huge early success with Call of Duty: Mobile, on a par with mobile’s other top shooters during their launch periods. has taken the lion’s share of revenue, generating $134 million from player spending to date, or 41 percent of the title’s total. The increased player spending has coincided with the worldwide lockdowns implemented amid the COVID-19 pandemic, which have kept many consumers at home for months. The title has seen an uptick in spending since February, peaking so far in May at approximately $53 million, up 62 percent since January and marking its second best month for revenue ever, just behind its launch month of October 2019 when grossed close to $55 million. This is 78 percent more than the amount generated by PUBG Mobile worldwide during the same period after it began monetizing in April 2018, and about 83 percent of what was spent in the iOS version of Fortnite in the same duration post-launch. ![]() To date, Call of Duty: Mobile has accumulated close to $327 million in player spending globally. 2 country for downloads, while Brazil ranks No. ![]() The installs racked up in the period following its global launch on Octoare more than Fortnite from Epic Games and PUBG Mobile from Tencent were able to generate in the same amount of time following their respective worldwide releases, at 78 million and 236 million, respectively.Ĭall of Duty: Mobile has proven most popular in the United States, where it has seen nearly 45 million downloads, or close to 18 percent of all installs. This total represents installs of all the game’s versions, including those operated by Activision-Blizzard and its international publishing partners.ĭeveloped in partnership with Tencent’s Timi Studios, the title has raced to this milestone in just over eight months. Call of Duty: Mobile from Activision has surpassed 250 million downloads worldwide, Sensor Tower Store Intelligence estimates reveal.
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