Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Latest News
spacer View All spacer
 
February 7, 2012
 
Design success means knowing what to do with feedback [1]
 
January's game sales hurt by lack of major releases, says analyst
 
GDC 2012 details Google, Facebook, Unity dev days
spacer
Latest Features
spacer View All spacer
 
February 7, 2012
 
arrow Building the World of Reckoning [3]
 
arrow SPONSORED FEATURE: TwitchTV - How to Build Community Around Your Game in 2012 [8]
 
arrow Happy Action, Happy Developer: Tim Schafer on Reimagining Double Fine [8]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 7, 2012
 
Minmaxing - Is turn-based fun anymore? [25]
 
PRICED TO DIE [1]
 
What happened with Shadow Physics: An Introduction [3]
 
Developers Deserve Residual Royalties [20]
 
Examining The Concept of the "Anti-Co-op" Experience [10]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 7, 2012
 
Nintendo of America Inc.
CONTRACT - Localization Translator (Brazilian Portuguese)
 
A2Z-OC Research and Development Center
3D Animator
 
A2Z-OC Research and Development Center
Software Game Development Engineer
 
A2Z-OC Research and Development Center
Software Game Development Engineer
 
A2Z-OC Research and Development Center
Games Development Engineer
 
A2Z-OC Research and Development Center
LEVEL Designer
spacer
Latest Press Releases
spacer View All     RSS spacer
 
February 7, 2012
 
Game Insight Announces
The Launch of My
Country:...
 
Grab Sanctum on Steam
Today for 66% Off!
 
Battlestar Galactica
Online Carriers Begin
Space...
 
GamesIndustry.biz
Prepares For
International...
 
No Gravity 1.4.2 updated
for 60beat's gamepad
and...
spacer
About
spacer Editor-In-Chief/News Director:
Kris Graft
Features Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
Sponsor
News

  Call Of Duty: Modern Warfare 2 Hits $1 Billion
by Leigh Alexander [PC, Console/PC]
14 comments
Share on Twitter
Share on Facebook RSS
 
 
January 13, 2010
 
 Call Of Duty: Modern Warfare 2  Hits $1 Billion

Activision called its shot, so to speak, with Modern Warfare 2, and thus far the gigantic release continues to measure up by the numbers: It's passed the $1 billion mark in worldwide retail, the publisher says.

"Call of Duty: Modern Warfare 2 has exceeded our expectations and shattered theatrical box office and video game records," says Activision CEO Bobby Kotick.

When it comes to expectations, Activision said it wanted the "biggest entertainment launch of all time" for the title, and it seems to have achieved it: Modern Warfare 2 sold $550 million in its first five days, trumping five-day box office gross for major blockbusters like Avatar and Harry Potter and the Half-Blood Prince.

"There are only a handful of entertainment properties that have ever reached the $1 billion mark, which illustrates the power of the Call of Duty franchise and mass appeal of this game," says Kotick.

Developed by Infinity Ward, the title released November 10, 2009 on Xbox 360, PlayStation 3 and PC. Square Enix was the game's publisher in Japan. In late November, Activision said at the time that the Call of Duty franchise in total had generated over $3 billion worldwide.
 
   
 
Comments

Reid Kimball
profile image
Really awesome accomplishment no doubt, but I don't understand why the comparison to film in monetary terms. Comparing dollar amounts between game and movie sales is not productive at all and misleading. How many units sold to players vs. tickets sold to viewers is a more accurate picture if one wants to compare how popular an entertainment event was.

Both Avatar and MW2 have claimed to have sold 1 billion worth.

MW2:
1 bil / 60 (cost of MW2) = 16.6 mil people bought it as a rough estimate.

Avatar:
1 bil / 10 (cost of Avatar ticket) = 100 mil people bought it as a rough estimate.

The difference is that Avatar was experienced by 83.3 million more people.

Joshua Sterns
profile image
Interesting idea Reid. How would you factor in played vs. watch? I would assume that, in the theater, one ticket would equal one viewer. You can't make the same assumption about MW2. I have played with people who haven't purchased the game, and I'm sure others have too.

I know getting the number of actual players is ridiculously difficult. I do, however, believe the gap between viewers and players is smaller. Regardless I agree that more people have probably watched Avatar then have played MW2.

mario notaro
profile image
Another interesting thought: Include in the computation how many hours did each of those people spend viewing/playing each piece of media...

David Delanty
profile image
Reid brings up a point for pricing, but I'd like to point out a couple other factors. For example, Avatar doesn't have to compete with an install base. The film can be seen by 7 billion people worldwide, but MW2 only has a consumer market limited to just the several million that own a next-gen console.

Making a billion off of a game is a phenomenal feat.

Bart Stewart
profile image
I think it's also fair to point out that pricing matters -- a static analysis misses the reality that people will change their purchasing behaviors based on price.

How many fewer people would have gone to see _Avatar_ if the ticket price had been the equivalent of $60?

If the answer is "a lot fewer," then the accomplishment of MW2 is that much greater.

Luis Guimaraes
profile image
Also not considering how many people worldwide have played a pirated copy of MW2. I'd bet every GPU in the world, newer than a 8600GT, have ran this title...

Bart Stewart
profile image
"I'd bet every GPU in the world, newer than a 8600GT, have ran this title... "

There's at least one that hasn't. ;)

A game whose single-player mode is even shorter than that of CoD4:MW -- at the same cost, without any improvements I care about like letting me save my game when I want -- doesn't get my money.

That personal viewpoint doesn't prevent me from appreciating MW2's true commercial success, though.

Luis Guimaraes
profile image
Ya that statement was to point to how bigger the numbers really are.

My point is about "how big the gamming audience is against other medias". Well, it's of course a lot smaller, but many times bigger (in reality) than we use to think. Piracy is a key problem and in the end, it makes the audience for $60 games be real tiny. But the real amount of people playing these games is far wider.

http://torrentfreak.com/the-most-pirated-games-of-2009-091227/

This post only considers direct downloads from uTorrent. The piracy world is bigger than that tiny slice which makes the go-for-free savvy crowd.

Christian Keichel
profile image
"
MW2:
1 bil / 60 (cost of MW2) = 16.6 mil people bought it as a rough estimate.

Avatar:
1 bil / 10 (cost of Avatar ticket) = 100 mil people bought it as a rough estimate.
"

This rough estimate seems logic, but is to high for MW2 in my opinion. Activision sold a large ammount of games outside the US in europe for example, here the game was sold for 60€, this equals about 87 US$. The "official" price in the UK is 55 GPD, which equals 89 US$.


But the problem is the news itself. Activision can't know, how much MW2 made, cause they only know how many copies for what price they sold, they don't know, what the retailers sold the game for. Right now, Amazon sells the game for much lesser then 60 US$, 60€ or 60 GPD.

Kevin Jones
profile image
@ Christian Keichel


"Activision sold a large ammount of games outside the US in europe for example, here the game was sold for 60€, this equals about 87 US$. The "official" price in the UK is 55 GPD, which equals 89 US$"


Ummm.. MW2's price was cut in the UK by huge supermarket chains like Tesco and Asda to only £29/ £32 even BEFORE the game launched.
http://www.mcvuk.com/news/36427/Could-MW2-price-drop-further-still

A huge chunk of the 3 million units of MW2 sold in the UK, were sold at these supermarkets at these very low prices.
No one bought the game for £55.

Also, the game has been selling in the US for as low as $40/$45 even since November/December from Best Buy, Amazon etc. Currently, Amazon is selling it for just $45.
So when you average it out, the average price of MW2 could very well be the $60 that poster "Reid Kimball" was talking about.
Of course we have the "Prestige Edition" and the "Hardend Edition" so that complicates the average price calculations.

Ken Nakai
profile image
Like mario noted, you're talking $10 for an Avatar ticket during which you sit for about 2.5 hours. That's $4/hour of entertainment. At approximately $60 for a copy of MW2 and assuming you include SP and spec ops only...let's say it takes you about 10 hours to complete (I'm assuming you're not playing veteran since the stats seem to show few people are). You're talking about $6/hr of entertainment. But, if you add in MP, that goes down substantially. For me, for instance, I've logged almost 50 hours in SP, SO, and MP combined. So, I'm down to nearly $1/hr of entertainment.

Does that stop me from going to the movies? Of course not. The movies bring you new content on a regular basis. MW2 is the same until they offer DLC or a new version which could take a few months to a couple years.

In the end, though, props to IW and Activision for having a very successful game. $1 billion is a lot of money no matter how many people were required to fork it over. If you assume a 25/25/50 splits (dev/pub/retailer), IW is walking away with plenty of cash for future development. Let's hope they put it to good use.

Christian Keichel
profile image
@ Kevin Jones

You don't seem to understand my argument. Activision can't have numbers about the ammount of many MW2 made, cause they only know, at what price they sold the game, not for what price the game was sold in retail. So it is impossible for Activision to say what money MW2 generated in general. They can only say how much it made for Activision or how many copies they sold.
Both numbers are unknown to the public right now.

Kevin Jones
profile image
@ Christian Keichel

"Activision can't have numbers about the ammount of many MW2 made, cause they only know, at what price they sold the game, not for what price the game was sold in retail"

It doesn't really matter.
Acivision know how much they charge retailers for the game and how much retailers have paid them, and how much revenues they made from the game, and how much profits they made from the game.
Also Activision know what the RRP(recomemnded retail price) of the game is in every country they sell the game at, how many units they have shipped in every country, what the sell through figures are (from NPD, Chartrack etc), and what prices retailers are actually selling the game for. It's their business to monitor all these things, see?.
So it's pretty easy for them to know how much the game has

a. Sold though in units in every country
b. Generated in retail in every country.
c. Generated for Activision themselves in total revenue and profits

Christian Keichel
profile image
@ Kevin Jones

You write
"Also Activision know what the RRP(recomemnded retail price) of the game is in every country they sell the game at, how many units they have shipped in every country, what the sell through figures are (from NPD, Chartrack etc), and what prices retailers are actually selling the game for."

How should Activision know, at what price retailers are actually selling a game for? They can't know this, they can't check every store and write down the prices, how do you think something like that should be possible? And you can be sure, the retailers don't have any interest in telling anyone, for how much money they sold how many games. That's internal data, that isn't spreaded to anyone outside. And besides of this, Activision only know how much units somebody bought, they can't know how many units the buyer actually sold.
It is clear, the 1 billion US$ is a marketing number, that can't be proven in any way. This is the reason, it is uncommon to say something like this in the games business, usually, success is measured in units sold.


none
 
Comment:
 




 
UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.