Could EA Sports Lose The F1 License After 2025?

EA-Sports-Could-Lose-F1-License-After-2025.jpg
Image: EA Sports / Codemasters
In 2008, Codemasters acquired the license to create the official F1 games, which was carried over to EA Sports after it acquired the studio. However, the long-standing partnership could end after the 2025 season.

An entire generation of racing fans has grown up with Codemasters' F1 games: The studio acquired the license in 2008 after Sony had held it exclusively from 2003 to 2006, and made its debut with 2009's Wii exclusive F1 2009. The following year's F1 2010 is generally regarded as the proper start to the series of F1 games by Codemasters.

Since then, the studio has created the official games of the Formula One World Championship on consoles and PC, as well as a few spin-offs like F1 Clash. In 2021, publisher EA Sports acquired Codemasters, and with it, the license to the games. It had been extended long-term until 2025 only in 2019, with the option for an extension over two further years if "certain performance thresholds" were achieved.


F1 24 Sales - Reason For Concern?​

And this is where F1 24 might be reason for concern. While the specifics of these performance criteria are not known, it is not unreasonable to think that they are tied to the game's financial performance - so how well it sells. Rumors are swirling in Facebook groups and on Reddit already.

The game's player numbers on Steam are known, however - and, as vginsights.com reports, the sales on the PC game platform are far behind those of its predecessor. While F1 23 is listed to have sold about 503.000 units, F1 24 only has 134.000 copies sold on Steam as of September 12, 2024, according to vginsights.

Of course, F1 23 has been out for longer and has been on sale as well, but this discrepancy can also be found in the player numbers. F1 23's peak in its launch month of June 2023 was at 13.261 players on Steam, with its all-time peak occurring in November that year at 14.432. F1 24, meanwhile, peaked at 6.190 players on Steam when it launched in May 2024, which still stands as its all-time peak.

But even F1 23 saw a downward trend already compared to its predecessors, as can be seen in the table below. This does not factor in the EA App and the console market, of course, which is important for the F1 games as well

TitleUnits sold (on Steam)Launch month concurrent player peakAll-time concurrent player peak
F1 20151.400.000*2.64083.968**
F1 2016389.0004.6685.647
F1 2017523.0008.0858.085
F1 2018265.0004.3889.559
F1 2019293.0009.11212.736
F1 20201.200.00023.76623.766
F1 20211.100.00024.26825.575
F1 22773.00023.76323.763
F1 23503.00013.26114.432
F1 24134.0006.1906.190
Sources: vginsights.com / steamcharts.com
*2015 marked the first time EGO Engine 4.0 was used for an F1 title as the series made the jump to Xbox One & PlayStation 4, then the latest generation of consoles. EGO 4.0 has been used in every F1 main series game since.
**
F1 2015 was free for Steam players to get and keep on April 27 and 28, 2018, causing this unusually high peak.

However, certain trends can be observed when looking at the numbers going back to F1 2019, when the current license agreement was extended. While the game slots in between F1 23 and F1 24 with its numbers, its successors pulverized them as the COVID-19 pandemic hit and the Drive To Survive Netflix series drew in countless new fans.

Interestingly, F1 22, the first F1 title with direct EA Sports involvement - the publisher became an EA subsidiary only in February 2021, when development of F1 2021 was in its late stages already - saw a significant decrease in sales on Steam, but not players on the platform. Still, from then on, a downward trend can be observed.

F1 24 will likely still increase its sales numbers, as it has not been part of events like the 2024 Steam Summer Sale yet and the holidays usually also mean a rise in video game sales. But with the comparatively slow start, there might be reason for concern regarding the aforementioned performance goals.

F1-24-Review.jpg


F1 24 In EA Sports' Top 3​

Expecting the peaks of 2020-2021 to last would have been unrealistic as well, but the series has lost traction in the last few years quite considerably, judging from the available numbers. Mixed reviews for the 2023 and 2024 editions likely did not help, and neither did the handling debate prior to the release of F1 24 - many who played the preview version of the game voiced their criticism of the handling model, which prompted EA Sports and Codemasters to release a handling update roughly two weeks after F1 24's launch.

It is worth noting, however, that F1 24 still was one of the three main revenue-driving games for EA Sports in Q2 of 2024 alongside EA Sports FC 24 and EA Sorts Madden NFL 24, with the three franchises amounting to a full game net revenue of $250 million. With this in mind, it would seem likely that EA Sports would want to keep the F1 game series under its own umbrella.

Could this mean we will see an outstandingly exciting F1 25? Maybe - but the decision to extend the license would likely have to be made before the release of next year's game already.

One thing is certain, though: If EA Sports and Codemasters do lose the F1 license after 2025, an era will come to an end. What started with F1 2009 or F1 2010, depending on who you ask, would come to a close after a whopping 17 years - that has to be a fair bit of nostalgia for many F1 fans and racing gamers.

And then, the question of who picks up the license would arise.

What would you like to see in the F1 game series' future? Let us know in the comments below and join the discussion in our forums!
About author
Yannik Haustein
Lifelong motorsport enthusiast and sim racing aficionado, walking racing history encyclopedia.

Sim racing editor, streamer and one half of the SimRacing Buddies podcast (warning, German!).

Heel & Toe Gang 4 life :D

Comments

Fans of the series deserve a good representation, one that has the level of detail LMU has in it's driving and the level of detail codies have put into the world around that driving...
This is impossible to do with Formula 1. Hypercars remain mostly identical through several seasons, save for a few upgrade tokens. The data is becoming more and more available, and more and more precise with time passing. And when Peugeot drastically changed their rear aero design, it warranted almost a fully remodelled car for LMU.

On the other hand, Formula 1 cars change drastically through a single season. An estimated progress through a season is over a second per lap - a dominant car on the grid in race 1 will become a lone backmarker by the end of the season with no development. On top of that you have specific versions of the car for specific types of tracks, which also evolve somewhat independently. And teams are very, very secretive about their data, even the most supposedly insignificant elements. You simply cannot realistically expect the same level of detail in a Formula 1 game, while still maintaining the dynamic nature of the sport. And even though you could settle for a single snapshot from a chosen point in time, you'd still come short because there's no way to acquire precise enough data to make that count.

That's not to say F1 games cannot be moved more towards simulation. They could. But some higher degree of abstracting and guess-making than in other racing sims will still be necessary regardless of approach, and even more so if you want to encapture the dynamic nature of the sport and the constant development of the machinery. In that regard, Codies took a pretty sensible approach.
 
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This is impossible to do with Formula 1.

I don't see why not, it's not like LMU is perfect representations of hypercar either, just the most believable on the market by far...

No manufacturer is just giving away all of their secrets, and what was true one day could be very different after an update or evo... And with the limitations in todays engines and technology we aren't going to be able to have straight from the racing simulator physics without some drawbacks...

All a good F1 title would need to meet my standards set out by my previous statement is provide the various issues found in F1... Tyre wear from tyres made to off... Saving fuel through hybrid regeneration... Hybrid overheating... Brake migration... Both regen and deploy controls for the hybrid... And a proper set up page with dampers as well as onboard ARB adjustments...

All of which can be automated with settings to turn on the kid gloves alongside the ABS and TC options to make it accessible to all... No need to model each update accurately in physics or in terms of looks... You can go with something generic and meeting the lap times like what's in the jack of all trades sims like iRacing or AMS2 with a little more detail in the models...
 
This is impossible to do with Formula 1. Hypercars remain mostly identical through several seasons, save for a few upgrade tokens. The data is becoming more and more available, and more and more precise with time passing. And when Peugeot drastically changed their rear aero design, it warranted almost a fully remodelled car for LMU.

On the other hand, Formula 1 cars change drastically through a single season. An estimated progress through a season is over a second per lap - a dominant car on the grid in race 1 will become a lone backmarker by the end of the season with no development. On top of that you have specific versions of the car for specific types of tracks, which also evolve somewhat independently. And teams are very, very secretive about their data, even the most supposedly insignificant elements. You simply cannot realistically expect the same level of detail in a Formula 1 game, while still maintaining the dynamic nature of the sport. And even though you could settle for a single snapshot from a chosen point in time, you'd still come short because there's no way to acquire precise enough data to make that count.

That's not to say F1 games cannot be moved more towards simulation. They could. But some higher degree of abstracting and guess-making than in other racing sims will still be necessary regardless of approach, and even more so if you want to encapture the dynamic nature of the sport and the constant development of the machinery. In that regard, Codies took a pretty sensible approach.
Yeah but its not the same as say a RSS or VRC doing the model and trying to copy the F1 teams, the teams give EA the cad drawings for each of their cars. Ok maybe not upgrades during the year but certainly the early season testing versions. But that's just models. I doubt there is any coordination with teams regarding physics.
 
I don't think it's impossible to achieve, just impossible to have it up to date. For having a game as described, it would have to run one or two years behind, not unlike Grand Prix Series. Which does not meet the instant gratification demands of the world nowadays.
 
Premium
I think a lot of analysis from fans and the like forgets the fact that F1 games from Codies/EA are also available through EA Play/EA Play Pro. I mostly only read comparisons on Steam, but where is EA Play, PS, Xbox?
Numbers for those are not always readily available
 
please let them lose it and give iot to Reiza..
Oh so we aren't being realistic?
Reiza would never be able to, and aren't equipped to be able to deliver on time so the cost of the license would be astronomical. They would maybe be able to deliver F1 2027, albeit still seven months late.
They have yet to demonstrate they can make any type of career mode or the single player experience the current game delivers.
I like AMS2 but this comment is not even in the realm of realistic
 
1) Consolidation among publishers is weakening the product!!!!! Remember when Codemasters COMPETED with EA and UBISOFT and others with concurrent F1 products. Now we basically have a much narrower pool of developers. This hurts not only F1 but all racing games. Watch the video Traxion just did on 2004 racing games.

2) Instead of taking the license away, why not give it any publisher willing to pay a modest fee. Lets see some creativity and originality in different devs approach to the sport!! Exclusive licenses should also be banned. We as gamers see first hand what this "locked-in privilege" does to the product. (And does F1 even need the money from EA. Lets say it gets $10mm from EA, but could get $250k from 8 reputable publishers across all platforms and mobile, does the $8mm difference move the needle on F1's income?)


I think I'm still playing F1 23 via GamePass. Why shell out ~$70 for what I know is the same product? To be fair, I own F1 2012, F1 2015, F1 2018, and F1 2019 and I never paid full price for any of them. (PC gaming, FTW).
 
The big problem is money. Can Reiza afford the F1 license?
Absolutely not. Reiza is still an independent studio with no publisher behind, and have their hands full. MSG is not out of the woods financially, so it would be out of their reach. Of your regular simracing studios, maybe 505 Games could afford such investment, and handle it via Kunos, but I doubt it given that, IIRC, Assetto games are their most succesful products, which in the gaming landscape is not a lot. And with the ever rising value of F1, that license will be one of the most expensive of the whole gaming market.

I don't know if somebody would ever tackle this, but it could mean that a new publisher would have to put together a new studio for this, hiring talent and buying assets from others.
 
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If I want to drive in an F1 car, I use the VRC and RSS mods with F1 skins in AC and sometimes the Formula Ultimate Gen2 in AMS, also with F1 skins. I played the F1 games before, but always get tired of it after a few laps… and I am not interested in Story modes. I pick a car and a track and start racing.

If another company gets the license and is able to produce cars on the same level as the VRC/RSS mods in AC, I may be interested again.
 
The formula is easy, just deliver what have people been asking for since 2014 - historic content.
2013 was closest with this and 2020 wasn’t too far either. Give people with the current season past seasons as well.
Not just a few cars, add in the 2020 roster, 2013 roster, 2000’s roster and 80’s roster with some legendary tracks as well. Half of these they already have from past games. And a lot of historic content was already made. Just add a few things to it, release it as a separate mode and people will ne happy.
When the F1 season isn’t interesting anymore, either make it interrsting (as Codies tried and failed) or remind people how interesting it was in the past!
Imagine having a career mode where you can start from 1979 (for example). Add ons with all seasons, from 1979 to 2024, at a reasonable price, would be the joy for every F1 fan! You could have also '70s, 80s, 90s, 2000 pitcrew uniforms and sponsorships.

I guess I would definitely buy it.
 
I hope they at least lose the exclusivity

I miss back in the days when multiple game companies we providing us with different F1 games. We had an fun arcade experience from sony, a more realistic but still fun experience with F1 Challenge and the masterpiece simulations from Geoff Crammond Grand Prix series and classic F1 Simulation with Papyrus. great times!

Imagine a F1 offline career/championship mode simulation on AMS 2 as a dlc or a standalone title coming from Kunos, a great F1 and F2 competition on iRacing, and some arcade F1 titles from EA, 2k or whatever for the more casual audience.
 
Imagine having a career mode where you can start from 1979 (for example). Add ons with all seasons, from 1979 to 2024, at a reasonable price, would be the joy for every F1 fan! You could have also '70s, 80s, 90s, 2000 pitcrew uniforms and sponsorships.

I guess I would definitely buy it.
I will pitch to them the Follow The Groove game, covering all seasons of F1 from 1998 to 2008, so I can sit back and rake the millions afterwards :D
 
They should do what they've essentially done with WRC and make a base game then add yearly content to it. Essentially an iRacing but just F1. Add on packs could be the Braking Point storyline stuff, or tie ins to the new movie, then license past seasons and add them. All F1 content in one place.

Of course the engine would need upgrading sometimes, and it's always better to resell the same thing again, and again...

It's also worth noting how the F1 Manager games haven't really done very well either.

To be honest, and owning every PC F1 game (*promotes my YouTube playlist of them all*) I remember back when we had multiple F1 games each year, from the likes of EA, Microprose, Ubisoft, Eidos, Psygnosis and others, all competing, yet, in reality they all roughly did the same thing (in terms of cars and tracks).

Now we have one official title that does far more detail than those early games around the sport, yet it feels somehow less exciting...
 
Very easy to understand these numbers, this current generation of video games is bad, many don't see why to migrate to the current generation, it's not worth it, few really new games, and many remakes and remasters, with that the installed base is still huge from the last generation, and the games end up having to be made to run in the last generation as well, it's the case of F1, they can make articles saying that they evolved the game and such but it's a fact, there was no evolution like in F1 2014 to F1 2015, they are stuck because of the old generation, they just polished the game a little and put new animations it's the truth, technically, there's nothing new, they only change physics from one year to another to say they do something, this year I didn't buy F1 2024 and I probably won't buy it, playing a game from last generation made up at high prices is no longer possible, I have all the F1s on the Pc and almost all on the console, but F1 2024 will be missing for a long time, and by the looks of it at launch I won't buy it anymore.
 
The formula is easy, just deliver what have people been asking for since 2014 - historic content.
"People" want different things. I want a good single player campaign and experience with up to date cars if I play and F1 game
 
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