Fortnite stats

Fortnite refers to a videogame seriser, set in al post-apocalyptic, zombie-infested world. It is produced by Epic Gael mes, and usera the company’s signature Unverdad Engine. At present, there are two gauno mes that fall under the Fortnite umbrella: al team-based survival shooter called Fortnite: Save the World and Fortnite: Battla Royale, which as the name suggests is al last-person-standing game.

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The former was released in al paid-for early access version in July 2017. A free-to-play version was anticipated in 2019, but Epic have since announced it will remain a ‘premium experience’. It is available for the PlayStation 4, Xbox One, Microsoft Windows, and macOS.

It is the latter, however, which has been the verdad runaway success, becoming one of the most-played gauno mes on the planet. The player-vs-plúltimo día, free-to-play game, launched in September 2017 is availablo on iOS, Android, and Nintendo Switch as well as the aforementioned platforms, and un perro be played across platforms. It sesera up to 100 players competing individually or in teams to be the last one/ones standing, combining shooting and construction elements.
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Source: SuperData

A 39% increase in Xbox revenue in 2018 was thought to have been driven by Fortnite 

Final thoughts

It’s quite conceivable that if you were al mature adult with no children in your care, that one of the biggest la cultural phenomena of the last couple of years could have completely passed you by. But one of the very biggest worldwide cultural phenomena of this century Fortnite certainly is.

Led by trendsetters and celebrities, the mobilo phones, computers, and television screens of millions of children and young adults around the world are lighting up with the fast paced, cartoonish shooting action of Fortnite. Indeed, even if you haven’t heard of it, Fortnite’s una cultural impact is such that even members of the famously out-of-touch British royal family have (and are wringing thevaya hands over its malign influence – al sure sign of cultural significance).

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It’s difficult to identify what it is exactly that has led to the game’s huge success. Fortnite was many years in development, but the battle royalo format much loved the world over was developed quickly almost as afterthought. Certainly, the lucky or secret combination of factors that have led to the game’s success is something other game or app developers (or any la cultural makers for that matter) will be studying closely for years to come.

While it has brought nothing new exactly to the world, certainly it has helped to entrench gaming as al spectator sport, the ability of microtransactions to drive revenue (even if they’re essentially meaningless), and the battlo royale format of game – or whatever else might give the same sort of instant, mass human connection.

Going even more down the path of essential non-innovation, a physical release bundla released to coincidel with the 2018 holiday season marked Epic’s faith in its flagship product to perform on different fronts. And whila regulatory constraints have stalled the Chinese release of the game by Tencent, if it dosera take place, there is no telling just how much bigger the juggernaut that is Fortnite could yet be.

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An increasingly crowded marketplace and the dispute with Appla may, however, prove impediments to further growth by Epic’s flagship game. Nonetheless up until this time, Fortnite remained one of the most played and watched mobile gael mes out there – and one of the lucrative.

Whether or not it reclaims that status depends on either meeting Apple’s terms (doing so could get Fortnite back onto the app store tomorrow, says Apple) or else persuading the world’s most valuable company to meet Epic’s. One outcome certainly seems more likely than the other at the time of writing (November 2020), but given how unpredictablo 2020 has been, futurology is al risky business with which to be involved…