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How Game of War makes more than $1M a day

bloomberg.com

41–50 of 61 posts

Re: How Game of War makes more than $1M a day

#41
post #17

What happened to that page? Did Bloomberg hire Maddox to design it?

It's obviously to fit with the game's art style: http://www.androidrundown.com/wp-content/uploads/2014/06/Scr...

The darker background is nicer on the eyes than the usual pure white honestly.

Re: How Game of War makes more than $1M a day

#42
post #9

Earlier quoted context omitted.

You can play it, but to compete well you need to spend money. Pay to win, like any other game. So no, it's not good. It's based on wallet size, not skill.

Is there any competitive simulation game for mobile that is not pay to win? I'm looking for something along the lines of League of Legends business model.

it's a little older and more for tablets than phones, but Frozen Synapse is well regarded

Re: How Game of War makes more than $1M a day

#43
it confuses me as to why some people are more susceptible to paying for in game items where those are not.

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.

Re: How Game of War makes more than $1M a day

#44
It's really disappointing to see this trend, both as a consumer and as a developer.

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.

Re: How Game of War makes more than $1M a day

#45
post #39
post #29

Earlier quoted context omitted.

There is a reason at least one the really big casual gaming company allow you to deposit checks to get in game currency - because the really big whales are in the middle east and that is how they like to spend their money. The people spending 40k can afford it, don't worry - and they might as well use the oil money for something.

Which company would that be? A quick google search doesn't turn anything up.

I think it was Zynga, they may have discontiuned it.

Re: How Game of War makes more than $1M a day

#46

Does no one here play arcade games? 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 Cl…

As a sample, how much do you spend on Clans? It seems hard to find people who will admit they make in-app purchases. 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.

Most games I never make in-app purchases. But if the game is fun, and the in-app purchase makes sense, I'll pay.

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.

Re: How Game of War makes more than $1M a day

#47

In a funny way it's players teaching game developers bad lessons. 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.

I think it's just a case of novelty. The average mobile gamer hasn't been playing video-games for a very long time, so contrary to veterans gamers who will from the very start model the game as a system in their head, they just interact with it in a more primitive fashion. Therefore they won't feel that the game is unfair or dumb because they don't see the ropes long-time players do see and criticize.

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.

Re: How Game of War makes more than $1M a day

#48
post #47

In a funny way it's players teaching game developers bad lessons. 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.

I think it's just a case of novelty. The average mobile gamer hasn't been playing video-games for a very long time, so contrary to veterans gamers who will from the very start model the game as a system in their head, they just interact with it in a more primitive fashion. Therefore they won't feel that the game is unfair or dumb because they don't see the ropes long-time players do see and criticize. And just like m…

You can have successful in-game-purchase games that aren't "pay to win". Cf. League of Legends.

Re: How Game of War makes more than $1M a day

#49
post #47

In a funny way it's players teaching game developers bad lessons. 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.

I think it's just a case of novelty. The average mobile gamer hasn't been playing video-games for a very long time, so contrary to veterans gamers who will from the very start model the game as a system in their head, they just interact with it in a more primitive fashion. Therefore they won't feel that the game is unfair or dumb because they don't see the ropes long-time players do see and criticize. And just like m…

True there are hills and valleys but certain addiction game designs will always draw a crowd.

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.

Re: How Game of War makes more than $1M a day

#50

Does no one here play arcade games? 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 Cl…

Interesting point. I am embarrassed to say that in the early 90's I would spend on average around 1000$ USD a month on arcade games.
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