Remember that companies use the most beneficial metrics in their reports. If their revenues are rising, they will report it. They will report increase in MAU after giveaways that required to log in. They will report increase in number of registered accounts when everything else is in decline, since accounts can't be deleted.
Well...their latest 10-Q does specifically say that Hearthstone revenue is up year over year. It's unlikely that any executive would intentionally mislead shareholders in an SEC filing so, in all likelihood, revenue was up for Q3 at least. It's possible that revenue in the other 3 quarters was so bad that revenue was still down 50% YOY but that seems unlikely.
To be honest, I wonder how trustworthy Superdata's reporting actually is. Companies don't typically reveal revenue numbers for specific product lines and Blizzard certainly hasn't been forthcoming in the past few years. Without knowing their methodology, it's hard to place too much trust in their numbers, especially when the company's financials seem to disagree.
Isn't this from a reddit post a few weeks ago? I'm too lazy to read 3 pages but in case no one mentioned yet, that reddit post has been resolved. The 2017 number doesn't include mobile sales, whereas the 2016 number does. This is a big deal since there's countries like mine where it's cheaper to buy packs on mobile. Sorry to burst your bubbles, but Hearthstone is doing just fine
Unfortunately without knowing the source data or when it was taken I don't know how much weight I give to the speculated loss from those two values. Based on my research and observations I'm personally not hugely concerned and look forward to many more years of Hearthstone.
1. Blizzard have only released their 3rd quarter report for 2017 so (as far as I have seen) the full yearly earnings have not yet been released to the market. A cursory look through their financial model though doesn't indicate a loss of 100s of millions against 2016 (admittedly this isn't broken by games so a bit of personal assessment by me).
2. SuperData go to the providers to get the market data for their reports and whilst they can't lie they could withhold data (the providers that is not SuperData) depending on their confidence or what was available when asked for info.
3. My speculation is that the figure we've seen in the report for 2017 did not include the sales for KnC and perhaps the report for 2016 did include the sales for MSG.
This won't account for a full £200 million difference but the marketplace is far more flooded with this kind of games than it previously was.
Arguing on the internet is like playing chess with a pigeon. You may be good at chess, but the pigeon is just going to knock all the pieces down, take a shit on the table, and strut around like its victorious.
To be honest, I wonder how trustworthy Superdata's reporting actually is. Companies don't typically reveal revenue numbers for specific product lines and Blizzard certainly hasn't been forthcoming in the past few years. Without knowing their methodology, it's hard to place too much trust in their numbers, especially when the company's financials seem to disagree.
This ^
Doing a bit of research into SuperData I think their reporting will be trustworthy however it is utterly reliant on the information people like Blizzard give to them when asked and as you say it's unusual for any actual revenue numbers to be handed out before they're formally released to the market.
Rollback Post to RevisionRollBack
Arguing on the internet is like playing chess with a pigeon. You may be good at chess, but the pigeon is just going to knock all the pieces down, take a shit on the table, and strut around like its victorious.
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Isn't this from a reddit post a few weeks ago? I'm too lazy to read 3 pages but in case no one mentioned yet, that reddit post has been resolved. The 2017 number doesn't include mobile sales, whereas the 2016 number does. This is a big deal since there's countries like mine where it's cheaper to buy packs on mobile. Sorry to burst your bubbles, but Hearthstone is doing just fine
Legend with : S65 Freeze Mage, S57 Maly Gonk Druid, S57 "Okay" Shaman, S53 Boom-zooka Hunter, S53 Maly Tog Druid, S52 Wild Tog Druid ft.Blingtron, S50 Quest Rogue, S49 Dead Man's Warrior, S41 Wild Clown Fiesta Druid, S41 Hadronox Jade Druid, S40 Wild OTK Dragon Druid, S35 SMOrc Shaman, S33 Jade Druid, S22 Control Priest, S19 Control Priest
Unfortunately without knowing the source data or when it was taken I don't know how much weight I give to the speculated loss from those two values. Based on my research and observations I'm personally not hugely concerned and look forward to many more years of Hearthstone.
1. Blizzard have only released their 3rd quarter report for 2017 so (as far as I have seen) the full yearly earnings have not yet been released to the market. A cursory look through their financial model though doesn't indicate a loss of 100s of millions against 2016 (admittedly this isn't broken by games so a bit of personal assessment by me).
2. SuperData go to the providers to get the market data for their reports and whilst they can't lie they could withhold data (the providers that is not SuperData) depending on their confidence or what was available when asked for info.
3. My speculation is that the figure we've seen in the report for 2017 did not include the sales for KnC and perhaps the report for 2016 did include the sales for MSG.
This won't account for a full £200 million difference but the marketplace is far more flooded with this kind of games than it previously was.
Arguing on the internet is like playing chess with a pigeon. You may be good at chess, but the pigeon is just going to knock all the pieces down, take a shit on the table, and strut around like its victorious.
Arguing on the internet is like playing chess with a pigeon. You may be good at chess, but the pigeon is just going to knock all the pieces down, take a shit on the table, and strut around like its victorious.