The problem with virtual goods
Posted 05 August 2011 - 05:58 PM
The problem with virtual goods is that you need millions of users in order to reach $1M in revenue, especially with free-to-paid conversion rates for most social games being in the single digits and average revenue per user (ARPU) often hovering around $1. I wrote a in-depth blog post about this (read it here: http://betab.ly/qAe4Vr) and would love some feedback. Thanks!
Posted 05 August 2011 - 06:36 PM
why dont you make money by actually making something worthwhile... no thats impossible!
like this http://www.devmaster...85050#post85050
Posted 06 August 2011 - 12:10 AM
Posted 18 August 2011 - 03:50 AM
Posted 18 August 2011 - 04:20 AM
Posted 31 August 2011 - 07:27 AM
On the subject of "making a business out of a game," check out the 6 Mistakes of Indie Game Developer post on Edy Zahid's blog.
It makes several good points. Especially consider Mistake 5 about not taking initiative to build community around the game project.
Basically, start small and grow the business and content over time.
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