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Emergence
Spotlight Poster
Joined: 6/28/10
Innovation. Challenge. Both for the players and for us as developers. |
2/17/11 3:09:32 PM#21
Originally posted by TUX426 Wow, how do you know this? If being a developer means being quiet, mature, well-spoken, and disconnected from the community, then by all means do me a favor and believe I'm not one. |
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2/17/11 3:24:23 PM#22
Originally posted by Emergence Here is one example just from the call of duty MW2 and BLOPS http://www.usatoday.com/tech/gaming/2010-11-26-blackopswriter26_ST_N.htm 650million in sales in the first 5 days says a lot of people play the game 650mil/60 = 10.83million players that bought the game and thats just black ops, wont mention the battlefield series or halo FPS games blow MMO's out of the water in sales and profit. |
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Loktofeit
Elite Member
Joined: 1/13/10
EVE in 2013 - DUST 514, CSM8, Fanfest, 10th Anniversary, Uprising, Odyssey. Gonna be a good year :) |
2/17/11 3:27:50 PM#23
Originally posted by Emergence The company you work for sounds amazing. Looking forward to one day hearing which game/studio it is and how they managed numbers that dwarf powerhouses like K2, Nexon, OHAI, and Zynga. filmoret: One thing I have never figured out is why the game devs hardly ever fix simple problems that arise. It is like they don't care about the pvp community. Nitth: What makes you so sure its a simple fix? filmoret: Because most of them are. Sometimes its just changing a number in a code string other times its creating a few variables. However none of them should take over a few hours of coding. |
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Emergence
Spotlight Poster
Joined: 6/28/10
Innovation. Challenge. Both for the players and for us as developers. |
2/17/11 3:29:41 PM#24
Originally posted by Loktofeit I figured I'd just convince you using your own provided link. It took me a few seconds to find this:
Steve Heighway
2 votes by Serkan Toto and Alan Nguyen
The numbers for social gaming for featurephones in Japan are quite different - DeNA (mobage platform), who recently acquired ngmoco, have an estimated ARPPU of USD30+, and a conversion rate (paying users/all users) of 10%+. The ARPPU is heavily skewed by heavy users, who spend USD100s per month, such is the addiction of these social games.
http://www.dena.jp/en/ir/ The stats are also very different for online PC games, with ARPPU of USD50+ and conversion 15%. (Estimates by Mitsubishi UFJ Morgan Stanley, Nov 2010)
If being a developer means being quiet, mature, well-spoken, and disconnected from the community, then by all means do me a favor and believe I'm not one. |
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Emergence
Spotlight Poster
Joined: 6/28/10
Innovation. Challenge. Both for the players and for us as developers. |
2/17/11 3:36:55 PM#25
Originally posted by Loktofeit These numbers don't really mean much... There is a heavy amount of math involved. 1% of [population] who tend to pay [currency] per month can vary in what it means. I would get fired if I mentioned what our company makes, the amount players tend to pay, the averages, the high payers, etc. I have mentioned enough in this post about something I shouldn't be talking about (the company's profits so far) that I could get in a lot of trouble if they even knew I was posting here. However, once our first game goes live, I'll gladly give you a link so you can go and play :) For free of course! As there will be several other players who pay so much more than your free ride takes from us, that I'll be perfectly fine about it.
If financial matters weren't so important to companies, I'd just suggest you go to one to find out their actual costs vs profits, and what % of the costs are servers/employees/etc. and where the profits go. At least then you could get some experience as opposed to relying on random internet articles or numbers which mean nothing without knowing the actual numbers of revenue, costs, profit, etc. I severely doubt we will be as successful as a "powerhouse" as you put it, but that doesnt' mean I won't be paid more than the employees over there :)
Ergh, which reminds me, I really need to get off my break and get back to work! I've spent way too long on these forums (although I absolutely LOVE it! these forums are so fun!) I have more art to create...ugh!
If being a developer means being quiet, mature, well-spoken, and disconnected from the community, then by all means do me a favor and believe I'm not one. |
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Loktofeit
Elite Member
Joined: 1/13/10
EVE in 2013 - DUST 514, CSM8, Fanfest, 10th Anniversary, Uprising, Odyssey. Gonna be a good year :) |
2/17/11 3:37:21 PM#26
Originally posted by Emergence You just reiterated what I said (and you quoted) which is 1) the ARPPU can be rather high, and 2) the number of paying users is between 10-15% of your playerbase. I don't think you really get what you are reading there so I will explain it: Even with some people paying 100s of dollars, the total average per payying user came to 30 dollars. If 10% of your users are paying then your average revenue per use is only $3.00 This contradicts, not supports, your claim that a set number of F2P users generates more revenue than an equivalent number of P2P users. filmoret: One thing I have never figured out is why the game devs hardly ever fix simple problems that arise. It is like they don't care about the pvp community. Nitth: What makes you so sure its a simple fix? filmoret: Because most of them are. Sometimes its just changing a number in a code string other times its creating a few variables. However none of them should take over a few hours of coding. |
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Emergence
Spotlight Poster
Joined: 6/28/10
Innovation. Challenge. Both for the players and for us as developers. |
2/17/11 3:42:30 PM#27
Originally posted by Loktofeit |