The Call of Duty numbers are slightly cut off in this view, but it's 12 million players. |
These numbers are guesses, though, for the social games. They may well be wrong... probably on the low side, is my guess. This gives you some insight into why EA and Disney are trying to buy their way into the social game market with purchases of Playdom and Playfish. (Though it doesn't explain why Activision is avoiding it.)
Game development costs are, of course, far lower for social games than for console games. I have no doubt that Zynga spent a lot more developing CityVille than they did on previous titles... and I also have no doubt it's still an order of magnitude or two less than Activision spent developing Call of Duty: Black Ops. Another key advantage of a social game is that the developer can continuously tweak it to optimize revenue (and user enjoyment). Given the number of players, social game developers have a huge stream of data to work with, and they can try things out and see the results very quickly. And they see how those decisions affect revenue right away, so they can optimize revenue rapidly.
It's because of this inherent feedback advantage that I see social games continuing to expand their revenue. They'll keep finding ways to get new players, and ways to get them to spend money. I've been resisting playing social games too much because of the time required, but now that my son has beaten my gladiator in Spartacus I'm tempted to buy a new fighter to whup him good... and so the social games tweak my amygdala to make themselves some money. Damn, that combination of game design, marketing and psychology is powerful...
ReplyDeleteThanks for sharing, I will bookmark and be back again
Revenue optimization