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    Nicholas Lovell

    gamesbrief.com · Personal blog · on HN since 2009

    Nicholas Lovell writes about the games business, covering free-to-play economics, pricing, risk, and the future of media.

    Visit blogRSSHN submissions
    GamesBusiness & Strategy
    What HN says

    HN commenters link it for analysis of game monetization, such as the success of FarmVille, and for discussion of free-to-play conversion rates and returns.

    Stats for nerds
    16HN people shared it
    11linked in comments
    94story points
    Apr 2013last shared
    2010people per year2013

    Top posts on HN

    1. 1
      Valve has just started the PC games race to zero
      1 person · 52 points · first shared 2014 · 86 comments on HN
    2. 2
      Why I was tempted to discriminate against women
      1 person · 30 points · first shared 2009 · 56 comments on HN
    3. 3
      Is Microsoft Buying Activision Market Share?
      1 person · 2 points · first shared 2022 · Discussion on HN
    4. 4
      The Berg Little Printer shows why newspapers are dying
      1 person · 2 points · first shared 2011 · Discussion on HN
    5. 5
      The number one rule of risk, and why it matters to your games business (2013)
      1 person · 2 points · first shared 2025 · Discussion on HN
    6. 6
      How To ASK SOMEONE OUT: PART 1 OF DATING STRATEGIES FOR PLAYER RETENTION
      1 person · 1 points · first shared 2013 · Discussion on HN
    7. 7
      Whales, Power Laws and the Future of Media
      1 person · 1 points · first shared 2013 · Discussion on HN
    8. 8
      Describe Your Game Better Hook More Players Make More Money
      1 person · 1 points · first shared 2013 · Discussion on HN
    9. 9
      Why professional amateurs are the way of the future
      1 person · 1 points · first shared 2012 · Discussion on HN
    10. 10
      The secret to player engagement: never release a sequel
      1 person · 1 points · first shared 2013 · Discussion on HN

    What HN people wrote when they linked it

    • belornApr 2013

      20% sound ridiculous high, and I would ask where in the world of sanity that people got that number.

      If we look at freemium to paid conversion rates, 20% seems out-of-this world large. Almost no one has that high. Looking around, 1% or 2.5% is said to be the average for games[1][2][3].

      Why would a pirate be 10 times more likely to be incited to buy a game, rather than those who play a game designed from the ground up to encourage high conversion rates? It sound to me that logic demand that games with features designed for high conversion rates will do better than games that don't.

      Ie, to sum up, the conversation rate for pirate->paying should be far less than 2.5% in average, and nowhere near 20%.

      [1]: http://blog.scoutapp.com/articles/2009/11/04/running-a-freemium-web-app-heres-a-big-reason-were-growing

      [2]: http://www.gamesbrief.com/2011/11/conversion-rate/

      [3]: http://www.gamesbrief.com/2013/03/arpdaus-conversion-rates-and-other-new-datapoints/

    • networkedMar 2013

      This reminds me more of Fallen London (formerly known as Echo Bazaar) [1] than SimCity. Fallen London was the first and only free-to-play game to get me hooked enough to pay the developers for some extras. I'd suggest anyone with an interest in either free-to-play games and/or the role of writing in video games to take a look at it.

      Here's a review [2] and an analysis of the game's monetization [3].

      The developers' blog has insights into their process and what they call "narrative engineering" [4]. It's best to read it oldest-to-newest.

      [1] http://fallenlondon.storynexus.com/

      [2] http://www.rockpapershotgun.com/2012/03/30/impressions-fallen-london/

      [3] http://www.gamesbrief.com/2012/09/my-f2p-journey-fallen-london/

      [4] The post at http://about.failbettergames.com/2010/02/27/echo-bazaar-narrative-structures-part-one/ provides a starting point for learning about the latter.

    • ChuckMcMMar 2011

      Absolutely, but that is what makes the speculating fun. You have to ask, what possible story could you spin around what they have that justifies $41M pre-revenue. Even assuming a healthy multiple of 20, and investor exit of $250M you're talking about projected earning of $12.5M with a gross margin of say 60% that's like $21M/yr in revenue. And I'm assuming an ABC round (which is to say the would expect to not do another round prior to some liquidity 'event').

      But they clearly have a good story and their investors are happy. So silly or not, its the path they've chosen. It reminded me of this blog posting I ran across:

      http://www.gamesbrief.com/2011/02/50-questions-why-too-much-money-will-kill-your-company/

    • VonGuardMar 2013

      Do some reading to figure out what kinds of returns you can expect. I've seen 1 and 2 person teams basically able to replicate a medium income job. That's great if you can make it sustainable, but I don't think anyone's getting rich outside of the glamorous world of a few big indie titles.

      http://thegamebakers.com/money-and-the-app-store-a-few-figures-that-might-help-an-indie-developer.html

      http://www.gamesbrief.com/2011/08/selling-an-iphone-game-the-sales-figures-in-detail/

      Or really, just use this link:

      http://www.pixelprospector.com/the-big-list-of-game-revenue-sales/

    • jaytee_cloneMay 2010

      This one is also good:

      http://www.gamesbrief.com/2009/09/six-secrets-of-farmvilles-success-and-33-million-people-agree/

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