During Electronic Arts’ quarterly earnings conference call, Chief Executive Officer Andrew Wilson and Chief Financial Officer Blake Jorgensen Revealed that DICE’s Star Wars Battlefront II shipped “less than one million copies” under Electronics’ expectations for Q3 (between October and December 2017).
Wilson called this game a learning opportunity, designed with the intent of keeping the community together, incorporating content long after launch. After players’ opinions, they chose to temporarily remove microtransactions from the game.
According to Wilson, the firm “never meant to establish a game which could be viewed as unfair or lacking clear progression. ” He also added that the publisher is “lucky” to have enthusiastic fans who tell them if they get it right and when they don’t. Developers are working hard on more upgrades to satisfy the community, and much more information about that can come in the coming months.
In addition, we hear that players now have spent twice as long playing Star Wars Battlefront II at its own launching quarter compared to the former game of the series.
Wilson continued by mentioning that “live services such as discretionary digital monetization, when done correctly, provide a very important part of choice” to expand and enhance the experience.
Jorgensen clarified that Star Wars Battlefront II underperformed in comparison to expectations, but dwell services “greatly exceeded them. ” We also learn that 28% of sales for the game were digital.
If you want to read more about the game, you can check out our review.
If you want to learn more on Digital Arts’ earnings for the past fiscal quarter, then you can read our dedicated post.