![]() Over the last six years, however, it has grown quietly, layering features while porting to PlayStation 4, Xbox One and, most recently, Nintendo Switch.Īccording to estimates provided by SuperData, Warframe's revenue has grown an average of 27% year-on-year, reaching $182.5 million in digital revenue across 2018 - a figure that is comparable to the significantly higher profile Destiny 2, which has an estimated $300 million in digital revenue for 2019. Launched by Unreal co-creators Digital Extremes in 2013 - as the Canadian studio's last ditch attempt to save itself - Warframe was met with a mediocre reception. It simply does not conform to norms, yet manages to be beautifully playable and endlessly fascinating. Digital Extremes' game is symphonically AAA and lean, PC and free-to-play, bewilderingly complex and immensely popular. Warframe is a cult loot shooter that is simultaneously remarkable for what it's achieved and unremarkable in embodying many trends of recent years. This is the first in a series of articles examining what the industry can learn from single topics, such as games, research and trends.
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