The gaming industry is a booming field which today is supplemented with advanced technology. Every so often a game comes along that conquers the hearts, minds and thumbs of gamers everywhere.
Fortnite: Battle Royale is the new buzz indeed. As a free-to-play game, however, downloads and players don’t translate directly into sales — players have to spend money on in-game cosmetic items for developer Epic Games to make a profit. Now how exactly does this game work, it is like a mix of Minecraft and Hunger Games. Fortnite drops 100 competitors on an island and requires them to scavenge for weapons and other resources, build defensive structures and vanquish opponents in a quest to become the last player standing. Battle Royale is also a pretty good stealth game, allowing players to creep their way into the end-game without firing a shot. It’s also about exploring the world, finding those loot chests, sniper positions, and hide-y holes. It encourages the collection of resources, which are then used to build towers.
Fortnite has handily surpassed PUBG (a strong competitor for Fortnite) in terms of some important engagement metrics like total Twitch viewers — at the time of this writing, Fortnite has about 178,000 viewers to PUBG’s 84,000. Epic Games generated $296 million in the month of April across mobile, console, and PC platforms, according to digital game sales tracker SuperData Research. The developer announced this month that it plans to add emotes to the game in the future, something Fortnite has had since its battle royale game mode launched back in September. Another advantage Fortnite has is its multiplatform accessibility. The game launched on both PS4, Xbox One, and PC all at the same time last year, and just this month, it added iOS in an invite-only beta phase. Already, in roughly one week, mobile analytics firm SensorTower estimates Epic has pulled in as much as $1.5 million from the iOS port alone.
Interestingly, it’s not just middle and high school children who enjoy playing it but it also has a huge number of adult gamers.