As you can see, the sales of the game fell short of their expectations although during the call EA stated that their relationship with Disney had not been harmed by the loot box controversy. They were modeling a sales result of 10 million units sold in the launch quarter but under-delivered by only selling 9 million copies of the game. EA removed microtransactions from Battlefront II just before the game's public release in the wake of significant blowback from the community.
"Going forward, we believe that live services that include optional digital monetization, when done right, provide a very important element of choice that can extend and enhance the experience in our games".
Despite all of this, or perhaps because of it, EA's financial chief, Blake Jorgensen, says that microtransactions are being added back to the game within the next few months. Given the criticism that Battlefront 2 received at launch, and EA's backtracking on the microtransactions in the game, it's no doubt a factor in the title not reaching sales estimates.
"I would choose my words carefully: you shouldn't believe everything you read in the press", Wilson said. Specifically in the sense that Disney got in EA's ear regarding changing the scenarios and costs of the loot crates in the game itself. Net cash provided by operating activities was $849 million.
Speaking in an investors call following the company's quarter three fiscal year 2018 report, Wilson said adjustments based "on sentiment and community data" out of the beta were applied to the game before release. Recall that its goal is to sell 14 million copies before the end of this fiscal year, so the controversial project was not so far from its goal. This represents a year-over-year growth of 39 percent. For the same period a year ago, digital revenue was $685 million, compared to $464 for packaged sales.
The analyst warned EA may be too reliant on its microtransactions business. The FIFA community grew to almost 42 million players, on console alone, during the calendar year. The increase was driven by Ultimate Team and The Sims 4.
In Star Wars Battlefront™ II, almost 70% of players engaged in the single-player campaign.