How Game of War makes more than $1M a day
bloomberg.com
bloomberg.com
To allow for the building of alliances within the game, the app needed a sophisticated chat feature. In the middle of development, Leydon decided it made sense for all players, no matter what their native tongue, to speak the same language. So he built a messaging platform that included a translation engine based not only on Google Translate but also on crowdsourcing. Within Game of War, text messages, comments, and push notifications are translated with about 70 percent accuracy. Log in to the game in Polish, and everything you read from other players is in Polish, too. The game’s players correct any errors they notice in exchange for virtual rewards within the game. From the start, the average player corrected 10 misspellings and slang expressions per day.
I mean google built/bought gVoice and GOOG-411 for the voicemails and transcriptions, they have that weird empire land based game for maps, and here's a chance to greatly improve gTranslate and possibly even gNow...
As a windows phone user, I, of course, want microsoft to snap them up (for cortana), but they don't have the foresight to make these types of buys (yet?).
Consumers don't wanna pay 60 bucks for a phone game. Or even 6 bucks. They do want to make in-app purchases.
The saying may go don't hate the player, hate the game, but its a funny turnabout one level up, where players influence developers.
Don't hate the nature of the game, hate the nature of the player.
Tant pis.
And just like mobile UI designers are starting to reintroduce more complexity as the average user becomes more familiar with touch interfaces, I'm sure we'll see a decline in "pay to win" games as the average mobile gamer becomes more experienced and long for more interesting games.
You can look at any top list in grossing, free or paid and still see casino games of all types because the new mobile games like Game of War or Clash of Clans still tap into that PvP or beat the system type competitive behavior.
I prefer games with gameplay but others play games just to compete and it fuels PvP type games and pay to win.
People get hooked on them that are competitive, it is why Clash of Clans had to be banned on the MLB Kansas City Royals (http://www.cbssports.com/mlb/eye-on-baseball/24762153/royals...) because the low impact, frequent replay, low action game fit perfectly into their day and fulfilled their competitive spirit, once they got invested they were also paying to win which is an element of competing in the real world and works.
I've been a (relatively serious) gamer since I was a kid. My parents always thought it was a waste of time. But I think I learned more about dedication and growth playing WC3 than I did playing sports. I definitely would not feel that way had I played GoW instead.
No matter how skilled you are you can only get so far in life without spending any money. You'll definitely lag behind less skilled people that are willing or able to spend money. I don't like in app purchases myself either but even I can recognize when a timely purchase can have a big payoff. Sure, some games make to too easy to pay to win, but that's a balance each company has to discover.
Likewise, sometimes a big part of success IS just showing up. Much of luck is putting yourself in a position to take advantage of situations when they arise. Even in MMO type of games - I've seen plenty of people go from terrible to pretty good just by showing up enough and learning how to play.
Of course, by themselves, neither of these are good indicators of success and perhaps they are overvalued in some games, but they are definitely applicable to real life.
It really is though. If you show up every day and put in the work, you WILL get better at whatever you're doing. That's also something your colleagues and the people who surround you appreciate, see Cal Ripken, Jr. for example. He wasn't an outstanding player, but he didn't miss a single game for 16 years, he showed up every day, no matter what.
Not sure what sports you played and at what level, I played basketball growing up at national level but also competed at LANs across the country on COD4 and learned lots of lessons from both.
(Was an MMO player, love the genre, don't have time lately)
I wonder what the long term/lifetime value per customer is in that model. It sort of operates like a SaaS but the purchasing cadence is up to the customer.
In-app purchases are in a way like the analogy of how you can slowly boil a frog and the frog won't notice, but if you drop the frog in a half-inch hot water it will immediately leap out.
Okay granted In-App purchases are generally more than 25-50 cents or the 1-2$ it costs these days at your local AMC, but I don't think it's disappointing in the slightest (and pretty predictable if you look at gaming history) that many people prefer to throw a few bucks a week at a casual game vs. spending $60 on something that might sit on the shelf.
Though, I'm more a Clash of Clans guy...
I play simcity buildit and I'm not tempted to buy things, I find it a challenge to get by without purchases. I can imagine as time goes by that games will get less playable without the purchases.
I bought 2 builders near the very start. Then I got frustrated with slow progress about 12 months ago and hit buy on some gems to speed things up.
The first purchase I never regretted.
The second I regretted almost straight away and promised myself never to buy/spend anymore. I got a brief glimmer of a future filled with regret looking at how much I would pouring into the game regularly and decided to not walk that path.
I still play occasionally play (been on TH9 for a long long time), but it's pretty much open it in the morning, collect elixir/gold, refill traps & xbows, donate troops to clan members, spend anything I've accumulated (probably once a fortnight now). It's more of a habit than anything and frankly one I'm glad I don't spend any money or serious time on.
Things where could straight purchase in game currency or timer refreshes feel more like extortion.
But I suppose I'm not the demographic.
What I like about Clans is that spending money has to do with speeding things up. If you're obsessed, you'll spend a lot of money, if you're treating it casually, not so much. When I want a solid hour or two of gameplay, I'll throw in $5.
If you chose not to reply you have to wait 5 mins.
Though for where the donation goes it'd probably be best to keep it rotating between non-political causes like Red Cross, AA, etc.
Hearthstone, Zombie Farm Battles are examples of games I play all the time, so I don't mind spending a few bucks here and there.
I probably spend ten to twenty every few months.
The darker background is nicer on the eyes than the usual pure white honestly.
It's like stabbing myself in the eyes every time I look at one of those articles.
On the consumer side, freemium games are designed to be inferior to their pre-paid cousins, or else there wouldn't be an incentive to spend on in-app purchases. And the lucrativeness of the market has turned the heads of most of the game development companies in the world, so it's getting harder and harder to find games that don't use this model.
And as a developer, I want to make things that people enjoy. I want to recreate the same feelings I had as a kid, the delight of mastering a game. Or the bliss of a program that enhances the user's capabilities, without adding new impediments of any kind. But consumers have so gone towards this freemium model that they just don't seem to pay attention to pre-paid programs. How do you compete against a company that can take a game that is as big of a piece of crap as Game of War and turn it into a printing press for money--can afford to spend $40 million to have Kate freaking Upton show up?
I'm sure it's stupid of me, from a business sense, to declare I'll never make a freemium game. But dammit, I went independent specifically because the general lack of ethics I had encountered in industry bothered me so much. If I can't make it on my own terms, I guess that's the fate I'm going to have to take.
http://southpark.cc.com/full-episodes/s18e06-freemium-isnt-f...
Hearthstone is also a good one if you're more into CCGs. Prime World Defenders has gotten me lately too, though that's just a single-player game.
The people spending 40k can afford it, don't worry - and they might as well use the oil money for something.
Gawker reported that Zynga had set up a "Platinum Purchase Program" allowing members to purchase virtual currency in amounts over $500 at favorable rates by making a payment via wire transfer.
https://en.wikipedia.org/wiki/Zynga#Platinum_Purchase_Progra...
Now we can have our new hospital.
no surprise here
And the gaming industry is such a bad bet financially (I am pretty sure the industry overall loses money) that you have to make as much as you can.
as soon as I see in game purchases, it's immediately uninstalled.
I want to pay for a game and compete based on some dexterity or skill gained over time not on the wallet.
Because to me, that $20 is worth FAR less than the 100 or so hours I had to waste getting those weapons.