Video Game Editors “Publisher Games EUA”-Wisegamer2021-12-10
Publisher Games EUA. 🙂
Whether they develop video games with their in-house studios or simply publish the productions of independent developers, publishers play a crucial role in funding, advising and communicating the projects they handle.
Activision Blizzard has long been the world’s leading publisher, as known for the power of its intellectual properties and portfolio as it is feared for its uncompromising industrial approach to video game media.
Activision / Blizzard Games
- Top Activision games: Call of Duty, Guitar Hero, Tony Hawk, Destiny, Skylanders,
- Top Blizzard Games: Diablo, Starcraft, Hearthstone, Overwatch, World of Warcraft, Warcraft
- King’s Top Games: Candy Crush, CC Saga, CC Soda
The Activision/Blizzard story
Founded in 1979, Activision had its biggest successes in the 2000s/2010s with Call of Duty and Guitar Hero, which propelled the handyman publisher into a success monomaniac, known for showing few feelings when making his decisions (editorial, managerial, industrial).
Since 1991, Blizzard has forged a solid reputation among PC gamers with strong licenses that regularly declines with such success, until the epiphany World of Warcraft, whose popularity is still radiant sixteen years after its initial release.
Grouped under the umbrella of Vivendi in 2007 and independent in 2013, Activision Blizzard affirms its position as the undisputed leader in world video games with the acquisition of King (Candy Crush) in 2016 for 5.9 billion dollars. And if the inevitable Chinese giant Tencent has already surpassed it, Activision Blizzard remains one of the most powerful publishers on the planet, not least because of its propensity to diversify its sources of income, of which only 30% comes from the direct sale of video games.
The remaining 70% comes from licensing, microtransactions, subscriptions, or even advertising: Activision, Blizzard and King, which seem to be managed separately despite their marriage of convenience, share a love of varied resource flows, optimization, and the absence of risk. Investors are satisfied.
Activision / Blizzard in numbers
- 2019 turnover: 5.35 billion euros
- of which game sales: $1.63 billion (30%)
- of which sales of services, licensing and others: 3.72 billion dollars (70%)
- 2019 earnings: $1.24 billion
- Workforce: 9,200 (December 2019)
- Number of studios: 13
- Games published and developed by Activision: 587
- Games published and developed by Blizzard: 19
- Games published and developed by King: 24
It’s at stake! The famous EA Sports slogan has marked generations of players, and it is always on its famous sports licenses (FIFA, NFL, NHL, Tiger Woods, UFC) that the American publisher bases its activity, which is much more diverse.
Electronic arts games
Major Licenses: FIFA, Sims, Battlefield, Mass Effect, Madden, Star Wars, Need for Speed, Medal of Honor, Apex Legends
The history of Electronic Arts
Founded in 1982, Electronic Arts is typical of the American success story. Driven by the vision of its creator and the creativity of its developers, it is at the origin of many 80s innovations, before turning to sport and licenses (NFL, NBA, FIFA, Star Wars) to experience meteoric growth in the 2000s. Choice acquisitions multiplied (Bioware, DICE, Criterion, Respawn Entertainment), and Electronic Arts likely struggled to synchronize its growth and ambitions.
Despite resounding commercial successes, EA is regularly cited among the most hated companies in the United States, and its notable ludic or commercial successes (FIFA, Battlefield, Apex Legends) seem to be inevitably followed by resounding industrial accidents (Need for Speed, Mass Effect, Anthem).
A pioneer in downloadable content, microtransactions and in-game advertising, Electronic Arts is paying visibly for its various abuses and questionable editorial choices, while remaining one of the heavyweights of the consumer video game industry.
Electronic arts in numbers
- 2020 turnover: 4.56 billion euros
- Digital: 3.56 billion euros
- Physical: 1.01 billion euros
- Workforce 2018: 9300
- Number of studios: 19
- Games developed and published (1982-2020): 758
- Published games only (1982-2020): 485
Take Two Interactives
Known primarily for owning Rockstar and Grand Theft Auto games, Take Two Interactive brings together different publishers, each with their own specifics and editorial line.
Grab two interactive games
Major Licenses: Grand Theft Auto, Red Dead Redemption, NBA 2K, Borderlands, BioShock, Top Spin, XCOM, Mafia
The Story of Take Two Interactive
If we cannot sum up Take Two to Rockstar and its Grand Theft Auto license, it is clear that the success of the American publisher is largely based on the gigantic sales of its favorite series (130 million in GTA V, 25 million in GTA IV, 12 million in GTA III).
The publisher managed to bet on itself and repel the onslaught of Electronic Arts, Microsoft or even Activision Blizzard between 2008 and 2011 to enjoy today a success and a reputation that cannot always be boasted by the companies that tried to buy it.
Created in 1993, Take Two was built on talent and millions of dollars. For example, he knew how to exploit the scandalous flavor of the first GTA by offering the license an influence and ambition of another magnitude, but he also bet on the talent of the studios he owned (Firaxis with XCOM, Illusion Softworks with Mafia, Visual Concepts with NBA 2K ) to assert itself today as one of the largest publishers in the world.
Take Two Interactive in numbers
- Turnover 2019-2020: 2.8 billion euros
- Net profit 2019-2020: 368 million euros
- Workforce 2019: 5214
- Number of studios: 20
- Games developed and published by Take Two (1994-2006): 87
- Games published by Rockstar (1999-2020): 55
- Games published by 2K (2005-2020): 22
- Games published by 2K (2005-2020): 227
- Games published by Private Division: 4
- Games published by Global Star Software (1997-2007): 118
Before the Fortnite hurricane, Epic Games divided its time between creating an internal engine, the Unreal Engine, and producing video games serving as a showcase for this development solution. But that was before.
Epic Games Games
Major Licenses: Epic Pinball, Unreal, Unreal Tournament, Gears of War, Infinity Blade, Fortnite.
History of epic games
Founded in 1991, Epic Games really took off in 1998 with the release of their first 3D game, Unreal. It is this title that will propel you to market your in-house designed development engine, the Unreal Engine, and to develop various titles meant to demonstrate its capabilities.
Tencent enters the capital in 2012, with up to 40%, and begins an ideological turn that will disrupt Epic’s existence. Its engine changes its economic model and becomes free (with royalty payment according to billing), and it is in the same logic that Epic incorporates a free Battle Royale mode in its latest Fortnite title, relatively confidential until now. there when it was released in the summer of 2017.
The game’s popularity continues to grow, reaching indecent proportions: 350 million registered players as of May 7, 2020, $2.4 billion earned in 2018, and still 1.8 billion in 2019, despite a relative drop in the game’s influence. . this resounding success that will lead Epic to compete with Steam with its Epic Games Store on PC in 2018 and to attack Apple and Google in August 2020 to vie for the 30% commission taken by the two giants’ distribution platforms on mobile , also considered High. Thanks to Fortnite, Epic Games is now a major player in global video games.
Epic games by numbers
- Turnover 2018-2019: 3.3 billion euros
- Profits 2018-2019 (EBITDA): 601.6 million euros
- Workforce 2019: 1000
- Number of studios: 13
- Games published and developed: 32
Interactive Warner Bros.
A subsidiary of the famous American entertainment giant, Warner Bros Interactive specializes in big-budget licensed video games.
Warner Bros Interactive Games
Major Licenses: Lego, Mortal Kombat, Harry Potter, Batman, The Lord of the Rings, Dying Light, Injustice, FEAR,
The history of Warner Bros. Interactive
Created in 2004 for the development and publishing of video games for the Matrix movie license, Warner Bros Interactive has strengthened over time with the acquisition of several development studios in the United States and Europe.
Her partnerships with DC Comics and her logical knowledge of the film world make her one of the specialists in licensed games, whether developed in-house or by third-party studios. The publisher is the subject of persistent acquisition rumors during the summer of 2020, but has yet to be sold by its parent company, telecom giant AT&T, in late 2020.
Warner Bros. Interactive in numbers
- Turnover: NC
- Workforce: NC
- Number of studios: 11
- Games published: 138