#20: Warcraft (2016) — Planned Theatrical Sequels
Few entries demonstrate the difference between global box-office revenue and sustainable franchise economics better than Warcraft. Duncan Jones’ adaptation of Blizzard Entertainment’s enormously influential game universe was conceived with enough mythology to support numerous films, and the director later discussed ideas for sequels that would continue the story of characters including Thrall and expand the conflict between humans and orcs. The first movie struggled badly in the United States, earning less than $50 million domestically, while performing dramatically better internationally—particularly in China. Its worldwide total ultimately exceeded $430 million, making it one of the highest-grossing video-game adaptations of its era. Yet the film’s reported production budget of around $160 million, substantial marketing expenses, unfavorable revenue splits in some international markets, and poor critical reception complicated the apparent success of that global figure. A theatrical sequel was never greenlit, despite Jones publicly expressing interest in continuing his planned story.

