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While Raph Koster says he'd like to
discuss how much revenue Metaplace generates, he can't. That's because his
social web site is brand new, having just moved into open beta last month.
But,
having chosen to adopt a free-to-play model, Koster -- who is both founder and
president of San Diego-based Metaplace -- has certain expectations. [In his
previous life, Koster was associated with more traditional subscription-based
MMOs, including Ultima Online and Star Wars Galaxies.]
"Free-to-play is all about upping
your ROI," he explains. "All the costs of boxes and distribution that
are associated with a subscription model go away. The cost of development is
significantly lower. Even your marketing budget changes radically; our product's
reputation will spread primarily via word of mouth. And because it lowers the
barrier to entry for people to come in and try things, it gives you a huge shot
at acquiring large numbers of customers."
The biggest reason to go with a micro-transaction
model, says Koster in a recent blog post, is because "it opens up
both ends of the curve. People who would not be willing to pony up the full $15
a month [subscription fee] are enticed to pay at least something, thereby
hugely broadening your market."
However, he continues, the big reason not to go with a micro-transaction model
is that it "doesn't have the commitment fallacy in its favor. Once we make
a choice, we tend to stand by it. A subscription can be seen (like buying a
game in a box, which is also a hugely powerful psychological buy-in tactic) as
essentially making a commitment; you then attempt to live up to the commitment,
which is why two games of comparable quality will have different first-month conversion
figures depending on whether the user had to buy a box to get in or not."
While Metaplace's earnings will come
primarily from an assortment of micro-transactions, the only one currently in
place is a relatively unusual one, which Koster calls "an event."
"In Metaplace, everyone gets a world
of their own," he explains. "Because you're not paying for it, it's
not a very big world and there's a concurrency cap, so you can't squeeze more
than 10 people into it at once."
"But, if you want to hold a party or host
something special, for example, you can pay us $10 and, for the next 24 hours,
your concurrency cap goes up to, say, 100 people. That's just an example of one
way to monetize your product without restricting it to selling virtual goods."
Koster says it's way too early in the
game to share financial results, although he says he'll be happy to when there
are numbers to share. "It's been kind of a habit inside the industry to
keep your budgets and revenues a secret, which I personally think is kind of
silly. Especially since, now that much of this is happening on the web, you can
go to comScore and see how many people are actually playing a site. So it's
getting harder and harder to hide your numbers."
Despite his having no Metaplace data,
Koster's observations of other free-to-play MMOs are that they typically earn
from 30 cents a head up to $2 or so in terms of ARPU and from $10 to $60 in
terms of ARPPU.
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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.
A little disheartening to say, "we can throw any crap we want up there and see if the idiots'll pay for it." However I love F2P and am far more likely to give an F2P game my money than buy a subscription. The a la carte approach makes me feel more empowered but more importantly, if I stop paying money I can still play. In WoW, if you stop paying your subscription there's nothing you get to keep using. You just can't play anymore until you start paying again.
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