Over the past few years, scares like Concord (cancelled, $300M+ down the drain) and softer sales from the likes of Marathon (1.8M sold), Saros (506K sold, $40M), Marvel Tokon (725K, $49M), and Lego Horizon Adventures (under 250K across Steam and PS5, $11M) seem to be making PlayStation more wary about its projects.
Today, Sony lifted the press embargo on Wolverine, its big tentpole game from one of its premier studios. It’s had a lukewarm critical reception (by PlayStation prestige and Insomniac standards) – currently 78 on Metacritic, same as the Days Gone Remaster. It’ll sell well all the same, but still…
Guerilla recently went back to the drawing board for the Horizon live-service game, and even the latest Naughty Dog game has been delayed several times and is reportedly a while away from completion.
While Sony has had a few misses since the end of 2022, it’s also had some hits. Some
@alineaanalytics estimates:
- Ghost of Yotei (5.3M sold, $400M in gross revenue)
- Astro Bot (4.5M, $275M revenue, and a GOTY win)
- Stellar Blade (5.3M, $309M in revenue)
- Spider-Man 2 ($1.3 billion across platforms)
As for PS Studios titles from the past three years that made over $125M on PS5, there are seven as per our estimates (see image). We’ve also broken out the physical splits, because a lot of the reporting there – including ours tbf – has zoomed in on the copies-sold split.
The disc decision was largely about margins, control, and killing the secondhand market. So let’s look at what actually matters to PlayStation here, revenue via discs.
Clearly, physical is still a huge chunk of the revenue for these games. And it’s all more concentrated on the kinds of games PlayStation is built on.
The prestige single-player games skew physical, with Astro Bot at 47%, Stellar Blade at 43%, DS2 at 42%, and Yotei at 38%. Helldivers 2, more live-service and online is only at 8% (although, Sony basically didn’t market the game pre-launch and printed a limited disc run, not expecting a success).
But still, physical revenue is huge in the prestige single-player games Sony is getting more cautious about. A disc dollar is worth less to Sony than a digital one, as there’s the retailer cut, manufacturing and distribution. A consideration.
Helldivers’ incredible performance on PS5 – almost 23M sold, $800M in revenue, and still 1M monthly players on PS – is a big part of why Sony keeps gunning for another live-service hit (preferably first-party, not second-party) to give it annual recurring revenue for when a hit-driven prestige period gets rough.
Although live-service is pretty much zero-sum when it comes to PvP, so winning players can be difficult. Still, PlayStation wants these revenues. It sees how much third-party publishers rake in through FC, Fortnite, and Roblox, and on those it only takes its store cut. That’s 30%; 100% would be nicer, despite the budgetary price of admission (see: Concord…).