Neverwinter cracks 1.6M players on Xbox One

If you’re looking for Neverwinter’s true success story, it might not be on the PC at all. Cryptic Studios announced today that ever since launching on the Xbox One, Neverwinter has racked up an impressive 1.6 million players on the console. Those players have whipped up 2.3 million characters and slayed over a billion bad guys, leaving the Union of Nefarious Workers reeling and asking for a break, already.

To keep the ball rolling, the studio said that it has five major content updates planned for 2015. The Xbox One version is behind the curve compared to the PC edition, as modules such as Elemental Evil are still winding their way to release on the console.

Source: Cryptic press release
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28 Comments on "Neverwinter cracks 1.6M players on Xbox One"

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Nexxa
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Nexxa

I’m not sure what’s more of a shock for me. The fact that neverwinter’s that popular or the fact that 1.6m people own an Xbone. o.o

schlag sweetleaf
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schlag sweetleaf
Jack Pipsam
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Jack Pipsam

A_Dad Supreme Halo for me.

Jack Pipsam
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Jack Pipsam

That’s great!
I would be one of them if they brought it out on the Australian store.

Sorenthaz
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Sorenthaz

krazy_wabbit AvatarOP  Or Champions Online which never saw the light of day on the 360.

dewdodu
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dewdodu

When Neverwinter first came out I really did think it could be the next great mmo, unfortunately that compelled me try the closed and “no wipe” open beta. The game had several game breaking bugs and oversight including instantly being able to level cap your wizard by knocking 100 elite ogres into a pit on a foundry map, the tank class being able to one-shot everything including bosses, and an auction house bug where you could get max premium currency by entering in a negative. All of these things was present in the beta and the unlimited currency thing was actually in Star Trek online and was fixed there but not when they ported it to NW. The people who reported it politely was ignored and the ones who finally got fed up and took to the forums got ban(then again it was publicizing a crazy exploit) then the devs had the galls to only rollback the game a couple days when several of the bugs went mainstream and say flat out made a ton of veritably false statements. That day was known as Caturday thanks to another exploit involving duping items notable a rare cat statue. Left a lot of people pissed off, I on the other hand had a blast, YOU CAN NOT PURPOSELY DESIGN A EXPERIENCE THIS AWESOME. I theorized that the game will stagger along for a while since it basically burned off so many of it’s initial and most passionate fans and would eventually become popular on another if platform if it survives long enough, where the people would be blissfully ignorant of the events that transpired.

Esoteric Coyote
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Esoteric Coyote

A_Dad Supreme Titanfall didn’t have much to offer sadly.  But man did people ride that hype train.

Rozyn
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Rozyn

Greaterdivinity keysmachine “Hrm, how can I bring up a hot topic in order to get attention for this bland comment? I know! Bring up WS!”

Faith77
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Faith77

It just means 1.6mil have downloaded the game. It doesn’t mean 1.6mil are actually spending money on it. We’ve seen how console gamers reacted to Evolve’s DLC, how do you think they’ll react to stuff like overpriced mounts or $150+ “founder packs”?

Greaterdivinity
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Greaterdivinity

keysmachine No, I’m not saying that at all. I’m saying it’s far from a sure thing to be a success. I think it’s got a solid chance after a year of a “PC beta” where they dramatically improved the game and addressed most of the big issues, so it’s in the best position it could be for the console launch. But I’m not sure if that will be enough, at least in the longterm.
Remember, 1.6M players is fantastic for Neverwinter and Cryptic/PWE. The question is how well they monetize, just as it will be for ESO and any other game released on the (or any) platform.