Video Game Sales Wiki
Advertisement

Lineage is a massively multiplayer online RPG franchise created by South Korean developer NCSoft in 1998. The series has grossed $14.976 billion in lifetime revenue, making it one of the highest-grossing game franchises of all time. The original Lineage is also one of the highest-grossing video games of all time.

Lineage[]

Year Lineage (PC) Lineage M (mobile) Lineage W (mobile) Combined
Revenue (₩) Revenue ($) Ref Revenue (₩) Revenue ($) Ref Revenue (₩) Revenue ($) Ref Revenue ($)
1998 ₩908.232 billion $1,252,433,000 [1][2] N/A N/A N/A N/A $1,252,433,000
1999
2000
2001
2002
2003
2004
2005
2006 ₩130.919 billion [3][n 1]
2007 ₩124.681 billion [4][n 2]
2008 ₩127.617 billion $1,272,153,000 [5][n 3] N/A N/A N/A N/A $1,272,153,000
2009 ₩132.033 billion [6]
2010 ₩181.189 billion [7]
2011 ₩195.702 billion [8]
2012 ₩205.261 billion [9]
2013 ₩287.887 billion [10]
2014 ₩263.128 billion [11]
2015 ₩312.876 billion $277,000,000 [12] N/A N/A N/A N/A $277,000,000
2016 ₩375.487 billion $324,000,000 [13] N/A N/A N/A N/A $324,000,000
2017 ₩154.422 billion $137,000,000 [14] ₩2,114.203 billion $827,000,000 [15] N/A N/A $964,000,000
2018 ₩149.705 billion $136,034,000 [16] $1,094,000,000 [2] N/A N/A $1,230,034,000
2019 ₩174.07 billion $149,370,000 [17] ₩834.669 billion $716,234,000 [18] N/A N/A $865,604,000
2020 ₩176 billion $149,119,000 [19] ₩828.747 billion $702,170,000 [19] N/A N/A $851,289,000
2021 ₩134.077 billion $114,000,000 [20] ₩545.917 billion $564,000,000 [20][21] ₩357.603 billion $303,000,000 [20] $981,000,000
2022 ₩106.714 billion $83,000,000 [22] ₩516.464 billion $400,000,000 [22] ₩970.802 billion $752,000,000 [22] $1,235,000,000
Total ₩4,140 billion $3,894,109,000 [2] ₩4,840 billion $4,303,404,000 [2] ₩1,328.405 billion $1,055,000,000 [23] $9,252,513,000

Lineage 2[]

Year Lineage II (PC) Lineage 2 M (mobile) Lineage 2: Revolution (mobile) Combined
Revenue (₩) Revenue ($) Ref Revenue (₩) Revenue ($) Ref Revenue (₩) Revenue ($) Ref Revenue ($)
2003 ₩20.737 billion $562,000,000 [24] N/A N/A N/A N/A $562,000,000
2004 ₩109.063 billion [25]
2005 ₩132.092 billion [26][n 4]
2006 ₩127.413 billion [3][n 5]
2007 ₩132.724 billion [4][n 6]
2008 ₩150.047 billion $642,347,000 [5][n 7] N/A N/A N/A N/A $642,347,000
2009 ₩152.754 billion [6]
2010 ₩118.207 billion [7]
2011 ₩100.574 billion [8]
2012 ₩65.082 billion [9]
2013 ₩57.131 billion [10]
2014 ₩59.479 billion [11]
2015 ₩62.952 billion $56,000,000 [12] N/A N/A N/A N/A $56,000,000
2016 ₩77.114 billion $66,462,000 [13] N/A N/A ₩120.971 billion $104,261,000 [27] $170,723,000
2017 ₩65.792 billion $58,201,000 [14] N/A N/A ₩1081.291 billion $957,000,000 [27] $1,015,201,000
2018 ₩63.886 billion $58,052,000 [16] N/A N/A ₩536.151 billion $474,294,000 [28] $532,346,000
2019 ₩93.588 billion $80,308,000 [17] ₩143.91 billion $123,490,000 [19] ₩304.285 billion $261,109,000 [n 8] $464,907,000
2020 ₩105 billion $89,000,000 [19] ₩849.605 billion $720,000,000 [19] ₩221 billion $187,246,000 [31] $996,246,000
2021 ₩100 billion $85,000,000 [20] ₩652.589 billion $553,000,000 [20] ₩141 billion $119,464,000 [31] $757,464,000
2022 ₩94.057 billion $73,000,000 [22] ₩391.472 billion $303,126,000 [22] ₩110 billion $85,176,000 [31] $461,302,000
Total ₩2,280 billion $1,770,370,000 [2] ₩2,037.576 billion $1,765,000,000 [23] ₩2,514.698 billion $2,188,550,000 $5,723,920,000

Notes[]

  1. Revenue ₩118.049 billion and royalty revenue ₩12.87 billion.
  2. Revenue ₩111.401 billion and royalty revenue ₩13.28 billion.
  3. Revenue ₩112.602 billion and royalty revenue ₩15.015 billion.
  4. Revenue ₩118.953 billion and royalty revenue ₩13.139 billion.
  5. Revenue ₩119.206 billion and royalty revenue ₩8.207 billion.
  6. Revenue ₩131.154 billion and royalty revenue ₩1.57 billion.
  7. Revenue ₩147.211 billion and royalty revenue ₩2.836 billion.
  8. Lineage 2: Revolution (2019)
    • Q1 to Q3 (January–September) – ₩232.285 billion[29]
    • Q4 (October–December) – ₩72 billion[30]

References[]

  1. 2006 NCsoft Analyst Day. NCSoft (November 2006).
  2. 2.0 2.1 2.2 2.3 2.4 https://pulsenews.co.kr/view.php?sc=30800028&year=2022&no=1070736
  3. 3.0 3.1 NCSoft 4Q 2006 Earnings report - Fact sheet, Game Sales. NCSoft Corporation (7 February 2007). Retrieved on 9 February 2020.
  4. 4.0 4.1 NCSoft 4Q 2007 Earnings report - Fact sheet, Game Sales. NCSoft Corporation (13 February 2008). Retrieved on 9 February 2020.
  5. 5.0 5.1 NCSoft 4Q 2008 Earnings report - Fact sheet, Game Sales. NCSoft Corporation (9 February 2009). Retrieved on 9 February 2020.
  6. 6.0 6.1 NCSoft 4Q 2009 Earnings report - Fact sheet, Game Sales. NCSoft Corporation (9 February 2010). Retrieved on 9 February 2020.
  7. 7.0 7.1 NCSoft 4Q 2010 Earnings report - Fact sheet, Game Sales. NCSoft Corporation (10 February 2011). Retrieved on 9 February 2020.
  8. 8.0 8.1 NCSoft 4Q 2011 Earnings report - Fact sheet, Game Sales. NCSoft Corporation (15 February 2012). Retrieved on 9 February 2020.
  9. 9.0 9.1 NCSoft 4Q 2012 Earnings report - Fact sheet, Game Sales. NCSoft Corporation (5 February 2013). Retrieved on 9 February 2020.
  10. 10.0 10.1 NCSoft 4Q 2013 Earnings report - Fact sheet, Game Sales. NCSoft Corporation (13 February 2014). Retrieved on 9 February 2020.
  11. 11.0 11.1 NCSoft 4Q 2014 Earnings report - Fact sheet, Game Sales. NCSoft Corporation (11 February 2015). Retrieved on 9 February 2020.
  12. 12.0 12.1 NCSoft 4Q 2015 Earnings report - Fact sheet, Game Sales. NCSoft Corporation (11 February 2016). Retrieved on 9 February 2020.
  13. 13.0 13.1 NCSoft 4Q 2016 Earnings report - Fact sheet, Game Sales. NCSoft Corporation (7 February 2017). Retrieved on 9 February 2020.
  14. 14.0 14.1 NCSoft 4Q 2017 Earnings report - Fact sheet, Game Sales. NCSoft Corporation (7 February 2018). Retrieved on 9 February 2020.
  15. https://www.pocketgamer.biz/asia/comment-and-opinion/68648/the-curious-tale-of-how-lineages-mobile-release-shook-up-and-didnt-south-korean-gaming/
  16. 16.0 16.1 NCSoft 4Q 2018 Earnings report - Fact sheet, Game Sales. NCSoft Corporation (12 February 2019). Retrieved on 9 February 2020.
  17. 17.0 17.1 NCSoft 4Q 2019 Earnings report - Fact sheet, Game Sales. NCSoft Corporation (12 February 2020). Retrieved on 12 February 2020.
  18. https://static-brand.ncsoft.com/ncsoft/invest/result/20200512/report/1Q20_PT_ENG.pdf
  19. 19.0 19.1 19.2 19.3 19.4 "4Q 2020 Earnings Release". NCSoft. February 5, 2021. https://static-brand.ncsoft.com/ncsoft/invest/result/20210205/report/4Q20_PT_ENG.pdf.
  20. 20.0 20.1 20.2 20.3 20.4 "4Q 2021 Earnings Release". NCSoft. February 15, 2022. https://ncsoft-brand-web.s3.ap-northeast-2.amazonaws.com/ncsoft/invest/result/20220215/report/4Q21_PT_ENG.pdf.
  21. "Top Games by Monetization Descriptors — How Top Titles Utilize Monetization Features". The State of Mobile Game Monetization 2022 — An Analysis of the Latest Mobile Game Monetization Strategies. Sensor Tower. March 2022. pp. 12-9. https://go.sensortower.com/rs/351-RWH-315/images/st-state-of-mobile-game-monetization-2022.pdf#page=12.
  22. 22.0 22.1 22.2 22.3 22.4 https://static-brand.ncsoft.com/ncsoft/invest/result/20230321/report/4Q22_PT_ENG.pdf
  23. 23.0 23.1 https://sensortower.com/ko/blog/the-total-revenue-of-Lineage-3-brothers-reached-more-than-7B-worldwide
  24. Dart Annual Report, II. 2. 주요 제품 및 원재료 등. NCSoft Corporation (11 May 2004). Retrieved on 9 February 2020.
  25. Dart Annual Report, II. 2. 주요 제품 및 원재료 등. NCSoft Corporation (31 March 2005). Retrieved on 9 February 2020.
  26. NCSoft 4Q 2005 Earnings report - Fact sheet, Game Sales. NCSoft Corporation (14 February 2006). Retrieved on 9 February 2020.
  27. 27.0 27.1 Dart Annual Report, II. 사업의 내용. Netmarble Corporation (3 April 2018).
  28. Dart Annual Report, II. 사업의 내용 (ko). Netmarble Corporation (21 May 2019).
  29. Dart Annual Report, II. 사업의 내용 (ko). Netmarble Corporation (14 November 2019).
  30. "4Q 2019 Earnings Results". Netmarble. February 13, 2020. https://sgimage.netmarble.com/images/netmarble/nmOfficial/20200213/vw781581575769043.pdf.
  31. 31.0 31.1 31.2 IR Library. Netmarble.
Advertisement