Posted tagged ‘revenue’

Dangerous Curves and Social Games 2.0

June 18, 2010

I’ve written here a few times about the business model for social games and why I think this is a very good area to be working in.  I continue to believe this is a large market in its early stages, with more people spending more on virtual goods in the past year, and with  at least one recent study predicting incredible revenue growth over the next few years. We’ve all seen the meteoric rise in this sector in the past couple of years, both at the top end in Zynga, Playdom, and Playfish (now EA), and in the medium-size and long-tail developers.

But recently, some of the shine seems to have come off this area. This is most clearly seen in the dropping MAU and DAU in the top social games — Farmville for example has dropped from a high of about 83M MAU in March to 66M today.   66M is still a number that no one else can touch, but it’s also a huge drop in a game that had been rising steadily.

And it’s not just Farmville.  If you look at the graphs for the top games that have been around for a while, rising continually (e.g., Texas HoldEm, Cafe World, Pet Society), each shows a peak and a subsequent fall-off.   Notably, this isn’t just due to the age of the game: some more recent games like Treasure Isle and Hotel City show the same dangerous curve at around the same time, even though they haven’t been around as long.  Some like Nightclub City show a rising MAU curve — but a daily users curve that has peaked, indicating that the trailing MAU indicator will show this soon too.  Still others, despite strong PR-backed launches in what seemed like good areas, have fared much worse from the start (indicating among other things how critical repeat play is to the success of these games).

So other than the fact that simply putting out a social game isn’t a license to print money, what does this mean? (more…)

How to make a cool $2MM+ with a sparkle pony

April 15, 2010

This morning Blizzard announced the online sale of a new “celestial steed” for use in WoW.    These mounts cost $25 (on top of the retail price plus $15 monthly subscription).  So in a world of free games and virtual items selling for a dollar or two, how popular could a $25 sparkly flying pony be?

Well, the queue for their purchase was at least up to over 91,000 people waiting in the queue.  When I took a screen shot, it had fallen to “only” about 85,000.

90,000 X $25 = $2,250,000.

In one day.  From one item.  In a game that isn’t free to play anyway. (more…)

Better Revenue Forecasting for Social Games

March 29, 2010

One of the great things about social games is that there continues to be a wealth of information available that makes their business case much less uncertain than for other kinds of games.

As one example, Lisa Marino, Chief Revenue Officer at RockYou, gave a presentation at GDC on Monetizing Social Games that’s well worth reviewing.  Lots of good stuff in her slides, and in particular she provides some fascinating data on daily revenue per DAU.  This is a much more precise set of numbers than monthly revenue per MAU.  Measuring per DAU allows for better accounting of the initial fast rise of most successful social games (when DAU can be a very high percentage of MAU), ongoing engagement (how often your players return), churn, long-term drop-off, etc.   (more…)

One Winner or Many? How the Business of Social Games May Be Differently Different

March 25, 2010

In a recent Technorati post, “The End of Social Gaming As We Know it?” there’s an interesting quote from Keny Yager at MorrisAnderson: “I think we are still in the wild, wild west of the social media experiment. There is going to be one winner and 100 losers.”

I hear this kind of thing a lot.  The first part is certainly true; the games industry is in a period of fast expansion and evolution — breathtaking even for an industry used to rapid change.  The second part seems to be based on a lot of industry history, where there’s typically been a king-of-the-hill reality: for those games depending on retail sales, the top few make all the money, and the rest go begging.  In MMOs, there was a broader base – at least prior to World of Warcraft, back when crossing the 100K player gap meant you were successful.

But there’s good evidence that social games (as a broad category) are different right down to the structure of the marketplace – they’re not just different as games, they’re differently different, requiring a new way of looking at design, development, production, funding, customer relationships, and overall commercial success.  If you look at social games developers from the point of view of a standard (venture) investor, then there are likely to be one or a few big winners – companies with billion dollar valuations.  But that misses most of the picture, like the proverbial iceberg. (more…)