Quote:
Originally Posted by
steviebwoy
I'm not being funny Eli, but how many "Energy Refills" have you bought? Or indeed, how many people here have bought them?
Compare that to the number of people who would've bought this at a £1.99 price point, and we can talk about the danger of not being able to pay employees - especially when you consider that you guys are so keen to point out that you can just play another game and avoid paying to recharge the energy bar.
Just saying.
Zero, because I'm not the in game store's target customer. They don't need me to spend money, because the role people like us serve in the free to play economy is playing these games, telling our friends they're cool, which eventually will lead to someone buying something. Typical free to play conversion ratios for
games that monetize well are 2-3%. Only two people out of a hundred need to buy anything for games like this to work because of the scale of downloads free to play games see.
A game like this will see a million downloads
easily inside of its first week. At a average 2.5% conversion rate, with those people only buying the
minimum IAP which many, many analytical studies have shown that people gravitate towards the more expensive items because of perceived value differences, that's $25,000. That's a rock bottom estimate for a
bad free to play launch. Comparatively, if a paid game clears $25,000 in its first week, that's an
incredible success.
I hope this makes it easier to understand.