Contents
How To Compare Online Gaming Businesses
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [11]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [12]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 22, 2009
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Texture Artist
 
Sony Online Entertainment
Brand Manager
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
 
Crystal Dynamics
Sr. Level Designer
 
Gargantuan Studios
Lead World Designer
spacer
Latest Features
spacer View All spacer
 
November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [6]
 
arrow iPhone Piracy: The Inside Story [48]
 
arrow And Yet It Grows: Analyzing the Size and Growth of the European Game Market [5]
 
arrow NPD: Behind the Numbers, October 2009 [13]
 
arrow Reflecting On Uncharted 2: How They Did It [5]
 
arrow Sponsored Feature: Rasterization on Larrabee -- Adaptive Rasterization Helps Boost Efficiency
 
arrow Postmortem: Wadjet Eye's The Blackwell Convergence [2]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 22, 2009
 
Accepting the Inherent Value of Games
 
Planckogenesis, Part II: Song Structure & Gravy Train [1]
 
Designing Games Is About Matching Personalities [1]
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features
  How To Compare Online Gaming Businesses
by Ron Williams
0 comments
Share RSS
 
 
March 3, 2008 Article Start Previous Page 4 of 4
 

While at first blush it appears registered users are keeping pace with the unique visitor growth, a closer look at the unique visitors to new registered users rate shows that the overall quality of unique visitors in terms of conversion to registered users is starting to slip, down by 13% in 2 months.

Marketing costs per new registered user are also climbing, but take a look at marketing costs per new paying user -- the falling cost indicates that while the quality of unique visitors in terms of creating registered users is declining, the conversion rate from these reduced registered users to paying users is actually higher.

Advertisement

Management is moving the marketing costs in the right direction and, assuming pricing has stayed constant, likely operating the game well, as they must be increasing the conversion rate of paying users by attracting a better new registered user, keeping their existing registered users happy, or combination of both.

Download Client MMORPG January February March
Unique Visitors for the month 322,423 341,732 329,215
Marketing cost per UV $0.16 $0.15 $0.14
New Registered Users 30,317 33,644 29,459
Total RUs 86,635 120,279 414,738
UVs to New RUs Rate 9.40% 9.85% 8.95%
Marketing cost per new RU $1.70 $1.52 $1.56
New Paying Users 8441 7464 6311
Total PUs 21,914 29,378 35,689
Marketing costs per new PU $6.11 $6.87 $7.30
       

Looking at the free-to-play, microtransaction-supported MMORPG downloaded PC client game above, we see unique visitors moving up and down each month while marketing cost per unique visitor is trending down almost 12.5% in two months. However, we see New registered users have only dipped 2.8% over the same period. So right away we can see that management has either found a cheaper source of ads to buy, free referrals are improving, or a combination of both.

However, we see that the unique visitors to new registered users rate has declined by 4.8% in two months indicating that the unique visitors -- while cheaper -- are of lower quality in terms of registered user conversion. Worse, we see the lower marketing cost per unique visitors has caused paying user conversion to plummet 25.3% in two months which has pushed marketing costs per new paying user up by 19.5%.

Unless there is a significant uptick in revenue per paying user, management is clearly starting to struggle with their marketing plan, or there is an underlying quality problem with the game that is slowing the uptake of new registered users and paying users. Management would need to return to buying more expensive unique visitors to see if the registered users and paying users' conversion rate move back up before we could tell for certain.

What about metrics that should not be used to compare games?

There are lots. Average revenue per user (ARPU) jumps out as one of the worst offenders. As every game has different play styles, targets different demographics, has different operating costs, and can be in different stages of content released to gamers, comparing ARPU of one game to another can be very misleading.

Average revenue per user is very useful to trend within the context of a single game as it measures how well paying users are responding to new content (or lack thereof) and marketing efforts directed at Paying Users. ARPU is also a strong indicator of when a game has peaked with its current marketing efforts and game content.

Another set of metrics that come to mind are those concerned with the average time of a user play session and the average number of sessions a user plays over a given time period such as on a monthly basis. These metrics can point to how engaging a game is to play, and there is clearly a correlation between time spent playing and the revenue from the user.

However, trying to compare these metrics across games, even in the same genre, is fraught with risk. Play session time is driven by content design and intangible "fun" or playability of the game. These two factors do not always go together. A 10,000 piece jigsaw puzzle (content design) can take a lot of time to solve, but not be fun for many users.

 
Article Start Previous Page 4 of 4
 
Comments

none
 
Comment:
 


Submit Comment