League of Legends continues to make heads turn as it quickly cements its position in the world as one of the, if not the, most popular MOBA title around.
The New York Times recently published an in-dept article about how the game and its developer Riot Games has tackled the competitive side and in turn helped the overall esports setup.
At one instance, it mentioned that League of Legends could be raking in nearly $1 billion in revenue this year.
“Whenever I talk to executives at Riot, it’s like a mantra: ‘Revenue is second, the player experience is first,’ ” said Joost van Dreunen, chief executive of SuperData. “The paradox is that by putting revenue second, League will be one of the very few games to bring in $1 billion in 2014.”
Are those figures surprising? I don’t believe so. Since its release in 2009, the free-to-play title has quickly grown in popularity, too quick for even its developers I might add.
The game relies on in-game cosmetic purchases as its source of income but with over 67 million active monthly players around the world, it’s only fitting for the company to bring in huge numbers in revenue.
According to SuperData, League of Legends has earned $122 million in microtransactions in August alone. The purchases are purely optional and have no form of effect on gameplay.
Boasting a free-to-play model in its purest form, it’s actually amazing to see how players are willing to spend money on such items when enjoying a “truly rewarding and fun experience.”
League of Legends is currently hosting its World Championship for Season 4 in South Korea. The final match will take place next week between Korea’s powerhouse Samsung White and China’s best Star Horn Royal Club.
For more information on that, you can head over to lolesports.com.