Key Takeaways
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- Marathon has sold over 1.2 million copies, generating $55 million in revenue, with the majority coming from PC sales via Steam.
- The games learning curve, non-intuitive interface, and time-consuming onboarding process may have contributed to lower initial sales growth compared to some other titles.
- Despite these challenges, Marathon has a dedicated player base with high levels of engagement, averaging more playtime hours than console players.
- The performance of Marathon on PS5 was underwhelming compared to competitors, raising questions about Sony Interactive Entertainments multiplatform strategy for internal productions.
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Released on March 5th, Bungie’s Marathon has achieved initial sales of over 1.2 million copies, generating approximately $55 million in revenue, according to Alinea Analytics. The game’s sales distribution is particularly noteworthy given that it is a first-party title within PlayStation Studios; the game performs significantly better on PC than on PS5, prompting questions about Sony Interactive Entertainment’s multiplatform strategy and the importance of the originating platform for internal productions. Data indicates that nearly 70% of sales, roughly 800,000 copies, originate from Valve via Steam. In contrast, the PS5 accounts for only 19% of sales, with slightly more than 200,000 units, while the Xbox Series represents approximately 11%. Consoles combined account for roughly 30% of total sales. Before its release, Marathon held a public server slam to build momentum. However, unlike Arc Raiders, which saw an 80% sales increase after its test, Marathon’s sales only increased by 49%. Analysts attribute this difference to Marathon’s steeper learning curve, non-intuitive interface, and time-consuming onboarding process, which may deter some players.
Marathon’s Enduring Appeal: Comparing Player Engagement and Revenue with Competitors
Despite these initial hurdles, Marathon has attracted a dedicated player base. The game currently boasts around 40,000 daily active users on Steam, after peaking at over 88,000 during its launch weekend. Over 20% of Steam players have surpassed 50 hours of playtime, and nearly 7% have exceeded 100 hours. Furthermore, Marathon has 345,000 daily active users (DAU), averaging about 380,000 DAU over the weekend, and Steam players average 27.8 hours of playtime. This exceeds the console averages of 16.5 hours on PS5 and 17.3 hours on Xbox. This engagement suggests that Marathon resonates with players who invest time in it, a trend seen in previous Bungie titles like Destiny 2. In a recent review, Mewgenics Agilio Macabasco gave Marathon a score of 9.5 out of 10. Ultimately, Marathon’s launch presents a mixed picture. While the game has surpassed 1.2 million units sold, generating $55 million in revenue, its PS5 performance was underwhelming compared to competitors. This highlights the growing understanding that success is often achieved over time.
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They also talk about it
Links to external sources for further reading
- What next for Bungie's ultra hardcore extraction shooter?What next for Bungie's ultra hardcore extraction shooter?ign.com
- Less than a month after launch, Marathon has done the impossibleLess than a month after launch, Marathon has done the impossiblepolygon.com
- Our ScoreOur Scoremobalytics.gg
- ConsConstechradar.com
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