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The “$400,000,000” Disaster of Concord

Successful live-service games generate lucrative and recurring revenue streams, courtesy of microtransactions and battle pass sales. Blizzard Entertainment set the standard in many respects considering the way it supported the original Overwatch, which accrued an astounding $1 billion in revenue and 30 million registered users in its first year of availability. Game publishers across the industry quickly jumped at the chance to get a piece of the pie, some pursuing the service trend to great success while others crashed and burned. The gold rush has long held merit given the number of console players who devote playtime to such experiences on a monthly basis. And as a console manufacturer, Sony may have felt doubly incentivized to dip its toes in the same water.

English
  • Originally Aired June 4, 2025
  • Runtime 26 minutes
  • Created February 21, 2026 by
    deathbydentures
  • Modified February 21, 2026 by
    deathbydentures