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Call of Duty’s End Game Revealed & Bobby Kotick’s Oil Well

Call of Duty Black Ops 6 achieved the strongest paid Steam launch in franchise history. The franchise’s metamorphosis—from a modest war game that moved 5M units in 2003 to a cultural juggernaut shipping 20-30M copies yearly—is far more fascinating than marketing prowess—it’s a masterclass in industrial execution.

Like a Robber Baron Industrialist who strikes oil, Activision CEO Bobby Kotick’s primary innovation wasn’t in the product but in perfecting its extraction. The cascading studio system—a production architecture where three lead studios operate on offset three-year cycles—proved to be his equivalent of hydraulic fracking. Much less than “satiate” demand with an onslaught of entries, the annual releases grew demand.

Electronic Arts waited years before implementing strong support studios for Battlefield (and Apex!), and the cascading studio approach lived and died with Battlefield Hardline. The Battlefield franchise is a cautionary tale of hesitation, with Battlefield 1’s 21M copies the only time it outdid Call of Duty.

Kotick’s end-game is clear with Black Ops 6, as pieces coalesced around Modern Warfare III: horizontal and vertical franchise integration. Like Battlefield, players gravitate toward particular theaters of war, leaving them spread across different, non-monetizing franchise entries. A unified engine and single-app experience integrate the cascading model into a singular production line. This horizontal and vertical integration serves as another weapon in the Call of Duty “platform,” now functioning as a distribution center for diverse experiences: single-player campaigns, arena multiplayer, battle royale, extraction missions, and zombies—each feeding the central revenue stream.

As the game expanded, it doubled on the RPG foundations laid by Infinity Ward in 2007 to power each engagement pillar. Modern Warfare II “pro-tuning” created an almost infinite weapon permutations. Each annual entry embodied the “evolution, not revolution” mentality. However, consistent change, even if small, over many entries leaves a title nearly unrecognizable from its first entry.

Like Henry Ford’s production lines, Call of Duty has become gaming’s most robust engine—reliable, refined, and ruthlessly efficient—an anti-Ubisoft. While competitors chased innovation, Kotick proved that economies of scale are another path to dominance. While others hunted for the next breakthrough, Kotick built something far more valuable: a perpetual motion machine for manufacturing recurring revenue.

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