Smite draws the esports fans.

Todd Harris interview: Smite grew bigger because of esports fans

If League of Legends is like the FIFA Soccer of esports, then maybe Smite is something like golf. The free-to-play online multiplayer online battle arena game has thrived for more than six years, and it has generated nearly $300 million in revenues from its 30 million players.

So golf is not a bad analogy, and it’s not such a bad place to be for a myth-themed game about gods and heroes in combat. Smite has a good demographic for its audience, and that audience has been growing in part because Smite has become an esport.

Unlock premium content and VIP community perks with GB M A X!
Join now to enjoy our free and premium membership perks.
Already a member? Sign in