I 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…
How one Japanese gaming startup is generating $3.8 million in revenue per day
51–54 of 54 posts
Re: How one Japanese gaming startup is generating $3.8 million in revenue per day
#52Earlier quoted context omitted.
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 doesn't mean paying for time, it means paying to make a clock go away. 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
#53Earlier quoted context omitted.
The numbers are correct. These numbers have been reported by GungHo (the company that has made Puzzles&Dragons). They have to report their revenue numbers as they are traded in the Osaka Stock Exchange. [1] Also these are April numbers, recent revenue estimates will be even higher as the game is now climbing up the top grossing charts (iTunes) in US too. [1] http://www.gameskinny.com/bdbci/gungho-made-376-million-a-d…
+1 for "The numbers are correct." See, among numerous other places: http://www.gungho.co.jp/ir/uploads/irk20130509_2.pdf If you don't understand what an audited financial statement written in Japanese says, that's cool, you can default to "Trust Patrick that Puzzle Dragons is a cultural phenomenon right now and that it is one of the first Japanese companies which has truly absorbed the spirit of Zynga with respect to…
Soo...given that the numbers are real...that's crazy.
Re: How one Japanese gaming startup is generating $3.8 million in revenue per day
#54Earlier quoted context omitted.
> 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. You pay for the graphics and the voice acting. If you can handle having more limited graphics and simpler/no voice acting, you will get games that are better in other aspects (balance, story, development, replayability) for way less.
True and I agree, but those games aren't considered AAA (since the definition of AAA is based on money spent as the sole criteria). Plenty of games have been AAA, of above average quality, and longer than 10 hours in the past 4-5 years (though I don't rush through games and like to enjoy the little details). When they are, I gladly pay for them[1] (probably more than I will ever be able to play lol). As I get older,…