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MacRumors
Jan 5, 2012, 01:12 PM
http://images.macrumors.com/im/macrumorsthreadlogo.gif (http://www.macrumors.com/2012/01/05/infinity-blade-revenue-tops-30-million/)


http://images.macrumors.com/article-new/2012/01/ifbladeII.jpg

In June of last year, Epic Games reported that it had made more than $10 million (http://www.macrumors.com/2011/06/07/infinity-blade-devs-have-made-10-million/) from the sale of Infinity Blade on iOS devices. Now, with the addition of Infinity Blade II to the roster, which Epic says has made more than $5 million since it was introduced at the beginning of December, the Infinity Blade franchise has passed more than $30 million (http://www.joystiq.com/2012/01/05/infinity-blade-franchise-surpasses-30-million-in-revenue/) in total revenue.
Epic Games, Inc. and its award-winning Salt Lake City-based development studio, ChAIR Entertainment, today announced that earnings from ChAIR's blockbuster Infinity Blade video game franchise have eclipsed $30 million in just one year since the introduction of the original game. One of the most popular gaming franchises to be launched on the App Store, the award-winning series has also created significant licensing interest in the underlying Unreal Engine 3 technology from developers worldwide.

Further fueling franchise momentum is the recent release of Infinity Blade II, which has seen net earnings in excess of $5 million in just one month since release on Dec. 1, 2011, a mark which took the original title three months to achieve. Infinity Blade II is on pace to exceed the record success of the original Infinity Blade game, which has grossed more than $23 million to date.Infinity Blade II is a universal app, available for $6.99 (http://appshopper.com/games/infinity-blade-ii) on the App Store. [Direct Link (http://itunes.apple.com/app/infinity-blade-ii/id447689011?mt=8)]

The original Infinity Blade is also available for iPhone and iPad, and is available for $5.99 (http://appshopper.com/games/infinity-blade) on the App Store. [Direct Link (http://itunes.apple.com/app/infinity-blade/id387428400?mt=8)]

Article Link: Infinity Blade Revenue Tops $30 Million (http://www.macrumors.com/2012/01/05/infinity-blade-revenue-tops-30-million/)



*LTD*
Jan 5, 2012, 01:36 PM
A sign of the times, the changing market, and just a minor taste of what's to come. I hope handheld device and console-makers alike are paying attention, in particular Nintendo.

coder12
Jan 5, 2012, 01:43 PM
This game/book/sequel is:


Amazing.

BC2009
Jan 5, 2012, 01:46 PM
Maybe some of the folks from the "Tim Cook Stock Bonus" thread should hop over here and tell us why no game deserves to earn $30M in revenue and that how this is hurting the little guys in America.


Seriously, good for these guys -- they made a great and beautiful game and deserve it for all their hard work.

dakwar
Jan 5, 2012, 01:47 PM
A sign of the times, the changing market, and just a minor taste of what's to come. I hope handheld device and console-makers alike are paying attention, in particular Nintendo.

Agreed. But no matter how great powerful handheld devices get, there will always be much more gaming power available on the desktop computer or a dedicated gaming consol. I hope the gaming industry doesn't stop making games that take full advantage of that power as well.

Andrei90
Jan 5, 2012, 02:39 PM
Wirelessly posted (Mozilla/5.0 (iPod; CPU iPhone OS 5_0_1 like Mac OS X) AppleWebKit/534.46 (KHTML, like Gecko) Version/5.1 Mobile/9A405 Safari/7534.48.3)

This is nothing compared to the amount of money they make on a console game. Take for example call of duty MW3. They've already made one billion in revenue. I think the iPod, iPhone and Ipad are going to destroy the portables from Sony and Nintendo but obviously they won't even touch the consoles which is a good thing :) I just hope Nintendo starts selling its games for ios but likely that won't happen for a few more years.

diamond.g
Jan 5, 2012, 02:50 PM
How much did it cost to make Infinity Blade (I & II)?

mkrishnan
Jan 5, 2012, 03:09 PM
How much did it cost to make Infinity Blade (I & II)?

I'd be curious to know, also. The first one was described as having a 12-member dev team and five months, so direct labor costs probably would have been in the (rough guess) $500-750k USD range, so depending on what they spent on rendering farm time or other non-labor costs... maybe somewhere around $1-2M?

FasterQuieter
Jan 5, 2012, 05:05 PM
I bought this game to see the graphics and they are impressive indeed. Why anyone would want to actually play the game is beyond me though. As far as I could tell, all you do is swipe your finger back and forth ferociously and hope the big metal baddy dies before you do. I couldn't figure out how to be better at swiping, and it got old very fast. So instead I just wandered around for a bit and enjoyed the scenery. That was the one and only time I ever played it. Well done to them all the same.

Broojo02
Jan 5, 2012, 05:20 PM
Good for them :) Its a good price as well, not some rock bottom 99 cent price.

joeshmo2010
Jan 5, 2012, 05:32 PM
Too bad the game updates made me lose all my game saves :(

steve knight
Jan 5, 2012, 05:36 PM
I bought this game to see the graphics and they are impressive indeed. Why anyone would want to actually play the game is beyond me though. As far as I could tell, all you do is swipe your finger back and forth ferociously and hope the big metal baddy dies before you do. I couldn't figure out how to be better at swiping, and it got old very fast. So instead I just wandered around for a bit and enjoyed the scenery. That was the one and only time I ever played it. Well done to them all the same.

well ya but you need to block or parry or dodge to get very far, three different weapon types this time means three different ways. so just swiping will not work later on it is about timing.

Dagless
Jan 5, 2012, 06:06 PM
A sign of the times, the changing market, and just a minor taste of what's to come. I hope handheld device and console-makers alike are paying attention, in particular Nintendo.

They made an estimated 1,260,000,000 from the last generation (IV) on Pokemon alone and 32,315,670 from Mario 3DS Land (released in Nov 2011).

Seems to me like they don't need to pay attention.

Congrats to Chair though. It's not my kind of game at all but it's great seeing such a small studio doing so well.

Hastings101
Jan 5, 2012, 07:10 PM
At least this gives me a very tiny bit of hope that maybe one day Nintendo will start making iOS games, I'm tired of having to use so many different devices

HarryKeogh
Jan 6, 2012, 07:45 AM
I bought this game to see the graphics and they are impressive indeed. Why anyone would want to actually play the game is beyond me though. As far as I could tell, all you do is swipe your finger back and forth ferociously and hope the big metal baddy dies before you do. I couldn't figure out how to be better at swiping, and it got old very fast. So instead I just wandered around for a bit and enjoyed the scenery. That was the one and only time I ever played it. Well done to them all the same.

Yeah, it does get old fast. Nice to see what graphics the iPad 2 was capable of though.

LeoCastillo
Jan 6, 2012, 10:10 AM
I bought this game to see the graphics and they are impressive indeed. Why anyone would want to actually play the game is beyond me though. As far as I could tell, all you do is swipe your finger back and forth ferociously and hope the big metal baddy dies before you do. I couldn't figure out how to be better at swiping, and it got old very fast. So instead I just wandered around for a bit and enjoyed the scenery. That was the one and only time I ever played it. Well done to them all the same.

You're playing it wrong.

The Phazer
Jan 6, 2012, 10:33 AM
Shame some of the money wasn't spent on beta testing it before release.

Phazer

savvos
Jan 6, 2012, 09:15 PM
Re: poor beta testing: In the original Infinity Blade I managed to get the camera stuck behind objects a couple of times - still not sure how I managed that since everything is on fixed walk paths. Had to force quite and reload the last check point to fix it. I also discovered that doing a super attack as you die results in you not dying and you can't hurt the other guys, so everyone just stands around until you quit.

Dowjohnny
Jan 7, 2012, 12:31 AM
Re: poor beta testing: In the original Infinity Blade I managed to get the camera stuck behind objects a couple of times - still not sure how I managed that since everything is on fixed walk paths. Had to force quite and reload the last check point to fix it. I also discovered that doing a super attack as you die results in you not dying and you can't hurt the other guys, so everyone just stands around until you quit.

This. A friend of me suffered this about once a day ^^