Box-Office Analysis: 'Warcraft' Avoids "Utter Failure" But Will Still Lose Money
Legendary Pictures and Universal's Warcraft easily is the most lopsided Hollywood release in modern times.
As it winds down its global run, fully 89 percent of its $430.1 million global gross to date has come from international. And more than half of all revenue ($220.8 million) came from China after the film bombed in the U.S. with $46.6 million.
"Warcraft is a strange box-office beast and unlike anything the industry has seen," says analyst Jeff Bock. "If China didn't end up grossing what it did, this would have been n utter failure. Now it's only a mild concussion. In fact, sequels have been okayed with less just look at Legendarys Pacific Rim."
Those close to the $160 million-budgeted video game adaptation say the loss only will be about $15 million. But any deficit stings, because Warcraft is the first movie Thomas Tull's Legendary has released since the company was bought early this year by China's Dalian Wanda Group for a reported $3.5 billion. However, the losses could have been far worse.
Other veteran film execs put the red ink in the $30 million-$40 million range, though the higher figures don't account for an unusual deal for digital rights in China valued at $24 million, along with a flush merchandising pact there equaling $20 million, according to insiders.
Universal, which released Warcraft in the U.S. and every foreign market save for China, should come out OK since it's entitled to a 10 percent distribution fee off the top.
There are a number of co-financing partners on the film, minimizing the risk for any one party. Legendary put up 45 percent of the budget, followed by Universal with 25 percent. Three Chinese ventures put up the rest of the money; internet giant Tencent (15 percent), China Film Group (10 percent) and Huayi (5 percent), while Chinas Taihe has a nominal stake.
Warcraft might have done mega business in their home country, but the Chinese investors made deals for worldwide profits, not for just China, meaning they are subsidizing the entire globe. (If there are any hard feelings, no ones speaking up.)
Youre almost better off just making it for the Chinese audience, says analyst Eric Handler of MKM Partners. It did okay in some other markets where the game was big including Germany and France but China really saved the day. Handler doubts there will be a sequel to Warcraft, but a more bullish source says theres already a tentative plan for a follow-up, although that person agrees the budget would have to be brought down.