Destiny, meet demand: The widely anticipated video game from the studio behind Halo shipped in massive quantities upon release — $500 million worth of product in just 24 hours, according to its publisher Activision.
However: that impressive number doesn’t reflect how many copies of the game were actually sold to consumers. The publisher still hasn’t released actual sales figures. The number touted in the company’s press release reflects what Activision shipped to retailers. In other words, the copies of the game still sitting on store shelves are counted in that number.
Still, Activision seems pleased with how Destiny’s launch went, declaring it “the biggest new video game franchise launch in history.”
As Gamespot notes, Destiny’s first-day sell-in wasn’t as good as Call of Duty: Ghosts’ (also published by Activision) sell-in of $1 billion. And Grand Theft Auto 5 earned $800 million in sales during its first day on the market.
But there’s a difference between those two releases and Destiny, which is an entirely new franchise. GTA5 and Call of Duty: Ghosts are installments in already popular series — Call of Duty: Ghosts is the tenth Call of Duty game, for instance.
One thing remains clear: Activision is happy with how the day went. Activision Publishing’s chief executive Eric Hirshberg said in a statement that his company had “more confidence than ever that ‘Destiny’ will become one of the iconic franchises of this generation, and Activision’s next billion dollar brand.” He added, “Most importantly, it’s just a great game which we can’t stop playing.”
Destiny, a first-person shooter game set in a post-apocalyptic version of the future, was already the most pre-ordered game in history before it went on sale Tuesday. Along with actual sales figures, we’ll probably have to wait a little while for comprehensive critical assessments of the game, as The Post’s Hayley Tsukayama explained:
It’s hard to give a full assessment of Destiny right now–and not only because of my own limited playtime. Destiny, perhaps more than any game we’ve ever seen, requires players to set its tone. The game’s designers have described their job as building an empty amusement park — you can build all the rides you want, but you won’t know how fun it is until people start flowing in.