Blade & Soul 2, though it has replicated many of the features present in the original version, employs in-game experiences and business models already made familiar to users via Lineage M and Lineage 2M-e.g., souls (transformation of identities), guardian angels, accessories, maps and equipment, and gemstones. We attribute the game’s sluggish performance to: (1) lack of differentiation from existing games in terms of game design and (2) greater competition. First-day revenue for Blade & Soul 2, however, amounted to around KRW1.0bn-KRW2.0bn, falling short of our estimate (average daily revenue of KRW3.0bn for 3Q21E).ĭifferentiation among MMORPGs to prove more difficult Blade & Soul 2 had been anticipated to rank 1st or 2nd in terms of revenue, with revenue close to that of Odin, which is currently at the top of the rankings for Korea’s two representative gaming platforms (average daily revenue of around KRW4.0bn-KRW5.0bn).
Despite high expectations (i.e., pre-registrations of 7.46mn), initial performance fell short, with first-day ranking at only 2nd in terms of iOS app downloads and 10th in terms of revenue. NCsoft on Aug 26 launched the mobile version of its MMORPG Blade & Soul 2 (server accessible since midnight, but available for downloads since noon of Aug 24).
Blade & Soul 2 performance on first day of release: 2nd in iOS app downloads, 10th in revenue