Destiny's current population and digital sales revenue
[url=https://www.superdataresearch.com/us-digital-games-market/]Super Data reports that Destiny's digital revenue in September was $59.1M[/url]. Super Data doesn't break down revenue by type of release or microtransaction, and not all of the revenue would be attributable to Rise of Iron itself. Nevertheless, some simple math tells us that the Rise of Iron sold no more than 2M.
The digital revenue is not the only data available, and the PS4 trophy stats show only 11% of Destiny players finished the first Rise of Iron mission. According to VGChartz, Destiny sold 5.65M copies on PS4 and 3.28M copies on Xbox One. If we assume half as many more purchasers bought digital, that 11% trophy figure means up to 1.5M of the original purchasers are still playing Destiny.
So the current population is somewhere between 1.5 and 2M. This isn't just an academic exercise. Although Destiny's population dwarfs games like [url=http://swbstats.com/]Star Wars: Battlefront[/url], I personally still see issues with peak population and 4v5 matches in Rift, Supremacy, and Control. The current Destiny population is also but a fraction (11% to be exact) of total population of Destiny purchasers and microscopic compared to the population of Activisions Call of Duty juggernaut. I seriously doubt Bungie will cater to us remaining players when it comes time to transition to Destiny 2. The $59.1M revenue is also interesting when arguing the business case for funding content through micro-transactions or DLC sales. This is revenue and not profit, so maybe the population is too low to make traditional DLC worth Bungie's time. Further thoughts are welcome.
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