The most interesting part (for me) was the mention of the pay for credit to continue. Now that is an interesting use of IAP rather than 'shiny golden boots, £3', as it works on an established model that was reasonably successful for a number of years. Does anyone know of any other games using the same mechanism?
How one Japanese gaming startup is generating $3.8 million in revenue per day
31–40 of 54 posts
Re: How one Japanese gaming startup is generating $3.8 million in revenue per day
#32Reports suggest the app is currently making around USD$3.8 million a day or around USD$54 million per month. I don't get it. That's about 15 days per month. Unless I'm missing something?
Re: How one Japanese gaming startup is generating $3.8 million in revenue per day
#33Earlier quoted context omitted.
I'm not too sure. I see a lot of people these days, and unfortunately even kids, becoming hooked on quick fixes; pay-to-win games, AAA games with 10-hour single-player campaigns, and pretty much all mobile games. I gave a copy of Pokemon Black to a friend's kids (same age as when my brother and I, and all of our friends, were obsessed with them), and they couldn't get more than 15 minutes in without getting bored. Ob…
I really miss the days where I'd buy a complete game on release, rather than only getting half the experience. Having just played through Mass Effect 2 and 3 , I couldn't agree more with you. The singleplayer `DLCs' felt like bits of the game they'd deliberately chopped out so they could sell them to me later. Nothing in those add-ons was essential, but it all felt like stuff that would have been included in the game…
Re: How one Japanese gaming startup is generating $3.8 million in revenue per day
#34I don't believe this kind of in-app pay-to-win style games will last much longer. It's the kind of thing someone new to games will pay for, but after paying for a bit, those same people seem to 'wise up' eventually. I think you'll see these kind of games slowly decreasing in profitability over the next 5 years. It's similar to many other forms of short term profit in which the value provided does not equal the amount…
With a profit margin of only 20%, one can become a billionaire in a little more than 3 years? There's plenty room to find another way of making money after 5 years of reading the wave this way, even if this kind of business suddenly drops to $0/day after five years, which won't happen.
Re: How one Japanese gaming startup is generating $3.8 million in revenue per day
#35Earlier quoted context omitted.
I'm not too sure. I see a lot of people these days, and unfortunately even kids, becoming hooked on quick fixes; pay-to-win games, AAA games with 10-hour single-player campaigns, and pretty much all mobile games. I gave a copy of Pokemon Black to a friend's kids (same age as when my brother and I, and all of our friends, were obsessed with them), and they couldn't get more than 15 minutes in without getting bored. Ob…
What is wrong with 10 hour single player AAA games? These generally offer the most refined interactive story type experiences. I much prefer one of these to most movies.
Re: How one Japanese gaming startup is generating $3.8 million in revenue per day
#36I don't like this article because it lacks a source for the revenue figure, has a tenuous grasp of the English language, and doesn't really add anything to the discussion of the business model (it reads like the author's never heard of "free to play" games before). As for the business model itself: I prefer Valve's take on it, where paying doesn't give any competitive advantage (all the Team Fortress 2 items that are…
Re: How one Japanese gaming startup is generating $3.8 million in revenue per day
#37The most interesting part (for me) was the mention of the pay for credit to continue. Now that is an interesting use of IAP rather than 'shiny golden boots, £3', as it works on an established model that was reasonably successful for a number of years. Does anyone know of any other games using the same mechanism?
"Time gating" is probably the most common free to play business model on IOS. See the top 10 grossing list in the App Store for other games using that model.
Re: How one Japanese gaming startup is generating $3.8 million in revenue per day
#38Earlier quoted context omitted.
"Time gating" is probably the most common free to play business model on IOS. See the top 10 grossing list in the App Store for other games using that model.
Timegating is different isn't it? You pay X for Y amount of time, whereas this is you pay X for Y amount of lives. Or have I got my definition of timegating wrong?
Time gating in these games is often in the form of "Pay X to get another life now or wait for 30 minutes". Candy Crush being a good example.
It's like having an arcade machine that gets a free credit on it every half an hour.
Re: How one Japanese gaming startup is generating $3.8 million in revenue per day
#39I don't believe this kind of in-app pay-to-win style games will last much longer. It's the kind of thing someone new to games will pay for, but after paying for a bit, those same people seem to 'wise up' eventually. I think you'll see these kind of games slowly decreasing in profitability over the next 5 years. It's similar to many other forms of short term profit in which the value provided does not equal the amount…
I'm not too sure. I see a lot of people these days, and unfortunately even kids, becoming hooked on quick fixes; pay-to-win games, AAA games with 10-hour single-player campaigns, and pretty much all mobile games. I gave a copy of Pokemon Black to a friend's kids (same age as when my brother and I, and all of our friends, were obsessed with them), and they couldn't get more than 15 minutes in without getting bored. Ob…
There was a time when I wanted tens if not hundreds of hours of play time out of every game. These days, 8-10 hours is just about perfect for me - something I could play through over the course of a month or two and complete with some sense of finality.
Re: How one Japanese gaming startup is generating $3.8 million in revenue per day
#40Earlier quoted context omitted.
What is wrong with 10 hour single player AAA games? These generally offer the most refined interactive story type experiences. I much prefer one of these to most movies.
Mostly the price of the typical 10 hour single player AAA game tends to be $60 + additional DLCs or special preorder things making up go up to the $80+ range. That might not seem so troublesome on the surface, but there's generally little motivation to replay such games most of the time. Also, the knowledge that there have been many games with much more single player time as well as re-playability for a comparable or…
As an adult, paying $6-8 per hour for "AAA" interactive entertainment isn't terribly expensive, it's quite cheap even.