F2P Games and their revenue
Please note, blatant plagiarism in this thread, I didn't write this I stole it from the hearthstone forums, but it is about F2P games. As such there are things about 'hearthstone' in this, but feel free to substitute for 'PoE' as its the article thats being discussed which is not game specific
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from http://us.battle.net/hearthstone/en/forum/topic/11883998456 While not directly Hearthstone related, I figured this would be an interesting read for anyone in the F2P or P2W camps. http://venturebeat.com/2014/02/26/only-0-15-of-mobile-gamers-account-for-50-percent-of-all-in-game-revenue-exclusive/ AGAIN THIS ARTICLE IS NOT TALKING ABOUT HEARTHSTONE SPECIFICALLY But it does give you an idea on who and where the money generally comes from in F2P titles. The group of gamers responsible for half of all in-game revenue in mobile titles is frightening because it is so narrow, according to a survey by Swrve, an established analytics and app marketing firm. About 0.15 percent of mobile gamers contribute 50 percent of all of the in-app purchases generated in free-to-play games. That means that some people, known as “whales,” account for a huge amount of purchases in mobile games. These people are very valuable users who are single-handedly making games profitable so that game companies can make a lot more games for those people who don’t pay anything. On the negative side, there are a lot of people who have become accustomed to paying nothing at all for their mobile games. For game companies that depend on in-app purchases in their free-to-play games, that can be a nightmare. “People are very mobile, and they have a lot of options,” Reynolds said. “Trying to capture them is becoming more and more difficult.” Reynolds said that only 1.5 percent of active players surveyed in January actually made a purchase in that month. About 50 percent of revenue comes from the top 10 percent of the players who do make purchases. Expressed as a percentage of players, this group of big spenders represents just 0.15 percent of the total. It makes sense for game companies to identify these spenders and target them with incentives, but they shouldn’t be the sole target of campaigns, Reynolds said. Of the people who pay, 49 percent make just one purchase during a month, while 13 percent of paying players make five or more purchases. A significant amount of that spending activity takes place within the first 24 hours the game is played. For the players who make a second purchase, the average time lapse between the first and second purchases is a mere 1 hour and 40 minutes. The entire thing is a very interesting read and really gives some good insight on F2P games, how their business is managed. Things to note: We have no idea what Hearthstone's "pay versus free" numbers actually look like. We don't know if the profits mainly come from "whales" in hearthstone either. We also know that since Hearthstone isn't technically yet a mobile game, that spending trends can and probably ARE very different at least at this point. Interesting read. Ironically seems to match with my experience of PoE. There are differences (PoE is not a mobile game after all), but there are definitely "whales" in PoE Последняя редакция: Real_Wolf#6784. Время: 26 февр. 2014 г., 21:27:04
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This kind of makes me wonder if PoE is as divided as games like this, and quite a few signs point to "yes". I'm amazed by how sparsely I actually see the new character borders in-game relative to how often I see supporter tags on the forums. I've traded with guys that have several hundred exalts in net worth but don't wear a single MTX, which is a little sad IMO.
Anyway, Charan should design a new forum avatar with a whale theme. IGN: Smegmazoid
Long live the new Flesh |
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I don't know how true this is for PoE.
The games talked about in the article sound like pay2win games because developers create incentives for people to spend money. PoE doesn't really have a lot of incentives. Stash tabs would be the only thing that is a 'real' incentive to spend money. Shiny microtransactions are an incentive aswell, but they don't really encourage people to spend money as they don't really gain anything |
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" I would say he easily qualifies as a 'social whale'. |
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Wonder if I'm considered a whale... or at least a dolphin... maybe a penguin.
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"I see now that the circumstances of one's birth are irrelevant; it's what you do with the gift of life that determines who you are." - Mewtwo
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As others have said, it isn't 100% applicable. It is interesting though to read, and without the p2w factor I feel that there is LESS incentive for the average joe to donate money, so the game skews more heavily towards the 'supporters'
But thats my feeling judging from supporters I see. While standing in towns I often get PM'ed by people asking about my glowing staff. As if they aren't aware of microtransactions at all |
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It's kinda hard to be a whale in PoE compared to those games though. There is no incentive to get more microtransactions beyond a certain point. Other games just keep giving you an advantage as you pay.
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Sorry for slightly off topic, but how do people feel about "booster packs" of cards in card collection games? Is it p2w, even if the cards can be earned through grinding, and if the game is winnable even without collecting all the cards?
Edit: I'm not expressing an opinion on it one way or another, just interested to know how others feel about it. Последняя редакция: MonstaMunch#6519. Время: 26 февр. 2014 г., 23:14:20
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" It is pay to win seeing how you can get the same cards as someone who has grinded for 500 hours in 5 mins but it's acceptable in that genre. Hearthstone has a good model in my opinion. You can reach the highest ranks with a cheap deck and are capable of getting all cards but it's silly not to call it pay to win. |
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