When Take-Two Interactive delayed Red Dead Redemption 2 to its next fiscal year in Might, it confirmed a bare bones release slate for the year consisting nearly completely of NBA 2K18 and WWE 2k18. The enterprise announced its final results these days for its second quarter (ended September 30), and the publisher is weathering its fiscal year of few releases better than one may count on.
Net income for the quarter was up 6% to $443.6 million, although the organization posted a net loss of $2.7 million in comparison to net revenue of $36.4 million for the year-ago quarter. Without having the impact of deferred revenues for GAAP numbers, the company’s net bookings were up 20% to $577 million. The most significant contributors for net bookings were NBA 2K18 MT, NBA 2K17, Grand Theft Auto Online, Grand Theft Auto V, the mobile titles Dragon City and Monster Legends, and XCOM 2.
Speaking with GamesIndustry.biz regarding the numbers, Take-Two CEO Strauss Zelnick stated NBA 2K18 sold-in more than 6 million units in its launch quarter, up 20% in comparison to NBA 2K17. In the very same time, total users and typical each day customers around the current-generation versions of your game have been up 30% year-over-year, and recurrent consumer spending (DLC, microtransactions, etc.) for the game were up 57% year-over-year. It’s on track to become Take-Two’s most successful sports game to date, each with regards to units sold and recurrent spending.
That recurrent customer spending figure bears unique consideration, as NBA 2K18 has drawn criticisms for its implementation of virtual currency. Whilst the publisher adjusted costs on some virtual items in response, the game’s Metacritic user score continues to be hammered by players upset about virtual currency. As of this writing, the NBA MT Coins game includes a 1.7 user score based on 496 ratings.
When asked how Take-Two parses conflicting feedback like robust sales and poor user critiques, Zelnick first stressed the enterprise takes feedback seriously.