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Yes, good money can actually be made in the rapidly-growing world of free-to-play massive multiplayer online games (MMOs), but just how much can micro-transactions actually generate? Unfortunately, average revenue per user information is often concealed behind the fog of competition by privately held game makers reluctant to report either very high or very low results.
To add to the confusion, some developers choose to report their "average revenue per paying user" (ARPPU) which, by definition, is always more impressive than their "average revenue per user" (ARPU). (Both of these statistics relate to monthly logged-in users, and the amount of monthly logged-in users cited in ARPU is often a fraction of total registered users -- a common metric used in press releases.)
The inability to get at the real "metrics-to-success" can make it extremely difficult for a developer mulling whether or not to enter the free-to-play MMO sector.
According to Daniel James, this "reluctance to clearly report revenues is a deliberate attempt to obfuscate the numbers." James is CEO of San Francisco-based Three Rings Design. "There seems to be a perception," he explains, "that there is a business advantage to not being transparent. But I disagree."
As James blogged recently: "People often ask me, with a wary look such as you'd give a lunatic, 'Why do you dish out your numbers like this?' It's a good question. There are possible downsides, but they are limited; if a competitor looks at my numbers and then goes on to execute better than us, I don't think that has much to do with our numbers. They executed better, that's the hard bit. Well done to them.
"The upside," he continued, "is that the more information that circulates the startup and games community, the more people will share their data. This rising tide will raise all boats. If I can shame my fellows into parting with their data, we'll all benefit."
Indeed, James reveals that Three Rings' MMO Puzzle Pirates takes in approximately $50 each month from each paying user (ARPPU) for a total of $230,000 a month, all resulting from microtransactions.
In February, 2005, James chose to launch a free-to-play version of Puzzle Pirates alongside the original subscription model (which contributes an additional $70,000 each month from subscription fees).
 Three Rings' Puzzle Pirates
He admits he really didn't know what to anticipate in terms of revenue; there was nowhere to go to research how well microtransaction-based MMOs did elsewhere.
"We just jumped in," he recalls. "There were no data points and, frankly, every game is different, every play population is different, and extrapolating from one developer's data to your own is, well, an interesting intellectual exercise but it doesn't necessarily tell you what to expect."
Four and a half years later, James has learned a lot -- that the average revenue per user (ARPU) is between one and two dollars a month, but only about 10% of his player base has ever paid him anything. As a result, he says, approximately 5,000 gamers are generating the $230,000 in revenue he sees each month.
"The pivot number -- the number to focus on -- is not the $50 ARPPU but the $1-2 ARPU," he says. "That's the number that a new paying customer is worth to you. If that number were, say, 20 cents, you'd probably have a difficult time building a business."
"But if that number were, say, $3 then you have a good business that enables you to go to a flash distribution site and say, 'Hey, put my game up on your site and I'll give you a dollar for every new user you send me.' They'd surely be interested in that."
(Regarding registered users, a late 2008 press release from Three Rings noted that, over the lifetime of Puzzle Pirates, the game has seen seven million accounts created -- showing that the 'registered user' metric is not particularly helpful in extrapolating revenue-based success stats.)
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I'll break the figures down into Lifetime (8 months) and 7 day (last week). Daniel didn't mention this, but I would add that the numbers seem to get better each month as long-time players continue to make purchases and new features are added that retain/convert newer players.
Lifetime:
ARPU: $2.03
ARPPU: $59.27
7-Day:
ARPU: $3.51
ARPPU: $46.66
I'd also like to add that "Sales" events are huge. As in 10x revenue generation. This is why the 7-day ARPPU numbers (no recent sale) are lower than the lifetime ARPPU numbers this week.
Additionally, ads and "sponsored offers" (think TrialPay, Offerpal, PayBuyPartner, Gambit, Super Rewards, etc.) Represent an additional 10% on top of the purchases. Not a huge share, but an extra 10% is nice.
One final interesting tidbit that I've seen is pricepoints. Our microtrans game has pricepoints from $0.99 to $349.99 and about 80% of the revenue comes from purchases at the $19.99 pricepoint. So even though games are pitched as "free-to-play w/microtrans", the transactions can actually be major ;)
Information sharing like this really helps the industry, especially for smaller Independent companies like mine (Tandem Games).
Although as you mentioned, it is really hard to draw consequences from different games - let alone different genres - it is still a huge help for us little people. So, thank you guys once again.
Kongregate:
3% of mulitplayer gamers tend to pay, only have a few games out so far… 2% single player games tend to pay. Kongregate offers $5, $10, $20 per… $5 is the most common chunk. $3 per transaction is the most common unit of purchase amount.
Puzzel Pirates:
22% of Puzzel Pirates pay to play of active (regular) players. $20 average per active player $4.95 minimum for getting starte. 60% / 40% credit / PayPal
Dino Wars:
9% of Dino Wars active (regular) players pay something to play…
Zynga Notes (Social Networking games):
200 million people on facebook, Kongregate has 5 million
Mafia Wars over 1,000,000 a day
Some games making $10k – $30k a day on facebook
Pet Society 2.8 million daily active users
MindJolt has 300,000 active users daily on facebook
Zynga income is in three parts 33/33/33 ad revenue, Microtransactions and form filling out (?)
Kudos by the way for people who post this kind of stuff.
There are many types of F2P games: session-based games, standalone social worlds, mmorpg games with item malls, mmorpg games with single virtual currencies. All of them have different values, be it ARPU, ARPPU, active to regs, price of reg, retention, etc.
Then you start taking into account other things, well...
There's number of online players per game. Is it per server or per shard? Or total? Peak or average? Does your peak and average includes actives and fresh new regs as well?
Active players - is it 2 weeks old number or 1 month old? Regs - do you purge db or not, etc?
How old is your game? What is your active churn rate, how often updates are pulled in, session time, etcetc.
And then the biggest question - WHAT IS YOUR USER COST.
I could go on and on, but it all doesn't make sense, you can't compare apples to oranges, unless you are really comparing 2 equal games, e.g. both are MMORPG games with real F2P (no premium features, players could earn all money without paying) in the same region (as ARPU between Germany and China will fluctuate by tens of percents for the same game after a year of running). And then it comes to the science of game design to determine the reason of the higher/lower ARPU.
F2P game revenue evaluation is a science where you should evaluate layers of profits inside the game and really know what you are talking about.
Now, spend 5 days playing 50 different mmo games and filter out 10 money-worthy out of them ;) Write me a mail, I'm looking for Country Managers in Europe to work with the games that have a lot of money - anatoly at astrumonline dot ru
Would you mind sharing some info on marketing / distribution?
How much did you spend on marketing so far, what type of distribution deals did you do, etc?
Thanks!
Distribution (currently) is solely through domainofheroes.com since the game runs without plugins...there isn't an easy way to hand a swf off to other sites.
Advertising - I spend approx 25-50 cents to acquire each player through online banner ads. That takes into account the click-through/sign-up conversion rate. Over half of the players are not coming through ads though, so that is good (free). I purchased a magazine ad but that didn't convert well at all (tracked with a signup code/freebie). There are some little 'viral' hooks in the game...like it can Twitter major events for you, etc. There is a MySpace and Facebook group. Stuff like that. Nothing grand yet. I'd say I spend about 10% of the revenue on acquiring new players.
I am working on a virtual world (in the planning stages) and I am trying to find costs and schedules for the more popular MMOs. Is there a shared resource?
You have to keep in mind:
1. The cost of registration (wich can go up to 1$)
2. % of users that completed the tutorial and newbie phase and became active users.
3. Typical lifespan of an active player in the game before they leave it
4. The server-side player cost.
That data is valuable not only for the marketing and business owner, but for game designers. Basically, operating a live game you want to bring it's revenues up, and by looking at it, designer can decide, what is more cost-effective for the game in the current situation: improvement of a tutorial stage or creation of content for the end-game.
As for the figures, I don't have an authority to announce the ARPU and ARPPU of games I've worked on, but can only provide you with the numbers from public sources. For example, dwar.ru, the most succesful game on russian F2P market was stated to have 200$ ARPPU with 10-15% of paying userbase. Of course, unlike Puzzle Pirates, it is much more hardcore browser-based game with many gameplay elements similar to "big" client games like WoW and Lineage 2.
Any help is welcome, thanks