During Electronic Arts’ quarterly earnings conference call, Chief Executive Officer Andrew Wilson and Chief Financial Officer Blake Jorgensen disclosed that DICE’s Star Wars Battlefront II shipped “less than one million copies” under Electronic Arts’ expectations for Q3 (between October and December 2017).
To be more specific, Jorgensen mentioned that the company expected to sell eight million copies in the quarter, and the game fell short of that prediction by less than one million units.
Wilson called the game a learning opportunity, designed with the intent of keeping the community together, adding content long after launch. Following players’ feedback, they decided to temporarily remove microtransactions from the game.
According to Wilson, the company “never intended to launch a game that could be perceived as unfair or lacking clear progression.” He also added that the publisher is “fortunate” to have passionate fans who tell them when they get it right and when they don’t. Developers are working hard on more updates to satisfy the community, and more news about that will come in the coming months.
We also hear that players have spent twice as much time playing Star Wars Battlefront II in its launch quarter compared to the previous game of the series.
Wilson continued by mentioning that “live services including optional digital monetization, when done right, provide a very important element of choice” to extend and enhance the experience.
Jorgensen explained that Star Wars Battlefront II underperformed compared to expectations, but live services “significantly exceeded them.” We also learn that 28% of sales for the game were digital.
Star Wars Battlefront II is currently available for PS4, Xbox One, and PC. If you want to read more about the game, you can check out our review.
If you want to learn more on Electronic Arts’ earnings for the past fiscal quarter, you can read our dedicated article.