

This is especially noticeable on Android. In other words, the majority of players who played first on mobile made their first purchase of cosmetics on Console/PC.
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But what I found more interesting was how mobile platforms show the lowest Revenue by First Seen Platform percentages. This is supported by how Fortnite’s revenues are heavily skewed towards the “Item Shop” (~67%).
#PC MAC CROSS PLATFORM GAMES FOR COUPLES DRIVER#
Therefore, showcasing vanity to other players during gameplay is critical and is a key driver for Fortnite’s monetisation engine. #4 Social is critical for cosmetic driven economies: Apart from Fortnite just being more fun on console, the game is also a highly social experience that is driven by a deep cosmetics economy. Of course, it also uncovers an untapped business opportunity for Epic by improving its Fortnite mobile experience. There are many gameplay, UX, graphical, and device related reasons for this, and it goes to show how important it is to consider building a game cross-platform from the get-go. While this could because many purely discover Fortnite on mobile, it is also possible that playing Fortnite on mobile is just an inferior experience relative to that on Console. Mobile’s longer term retention is also -80% lower to that of Console’s, and is likely the key driver for the -85% difference between mobile’s and console’s D180 CRPIs. #3 Think cross-platform from the get go: When considering the mobile only players, it is slightly shocking to see a 4-6% D30 retention for one of the biggest games on mobile that has 80% MAUs from T1 countries.

This is really encouraging to see as it signals that Console/PC players are using mobile to play/hangout with their friends in Fortnite more often, even though a majority of their playtime might not be on mobile. Not only does this mean that 15% of these new mobile audiences are engaging in crossplay behavior, but also that having access to the game across platforms contributes to increased engagement of already existing audiences. #2 Access to more platforms can drive existing audience engagement: This presentation states that “Approximately 15% of mobile players go from mobile first to console” and “40% of mobile players have also played on non-mobile platforms”.
