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销售实例显示Android用户愿意付费体验游戏

发布时间:2011-12-30 14:04:48 Tags:,

作者:Paul Johnson

我们的游戏《Great Little War Game》已经在Android平台上发布一段时间了,现在来谈谈它的销售情况。

Great Little War Game(from amdbenchmark.com)

Great Little War Game(from amdbenchmark.com)

游戏在Android上的发布采用的是付费模式,这种模式近期似乎已经不流行了。但令我感到欣慰的是,游戏的Android版本前3个月的销售量与iOS相当。游戏发布后,销售量的变化与iOS版本极为相似。刚发布时销售量较为可观,在获得Android Market的推荐后开始疯涨,随后慢慢下降,我们对这种表现很满意。

在获得推荐之前,我们的销售额平均每天800美元。在受推荐期间,每天销售额介于3000至6000美元之间,这确实很不错。令人失望的是,推荐只持续了1周时间,因而该阶段总销售额不及iOS版本的推荐期。自推荐期结束后,销售额稳定在每天700-900美元。

有件事情让我们颇感骄傲,那就是近期谷歌开展的“100亿下载量”促销活动。我们的游戏自活动首天起就受到推荐。尽管参加促销活动的所有应用售价只有10美分,但是销售总额甚为可观。在某段时间里,游戏的销售情况让我们大感惊奇,巅峰状态时每分钟有400个用户下载我们的产品。

根据我们的统计,这款游戏在发布首个季度内的销售额为12.5万美元。如果你有个很不错的iOS游戏,而且正在考虑是否将其移植到Android上,那么就大胆去做吧。

游戏邦注:本文发稿于2011年12月13日,所涉时间、事件和数据均以此为准。(本文为游戏邦/gamerboom.com编译,拒绝任何不保留版权的转载,如需转载请联系:游戏邦

ANDROID USERS WILL PAY TO PLAY

Paul Johnson

After a previous post regarding sales of our Great Little War Game for iOS, the team asked me if I’d make a follow up post, now that the game has been out on the Android platform for a similar length of time. I’m always happy to oblige so here we go…

We released on Android using the simple “just buy it” model, that seems to be going out of fashion these days, with some trepidation. There is a lot of hate on the internet about piracy and miserly customers etc., but I’m glad to see that my faith in human nature has been fully rewarded and as usual the haters have it wrong. Very wrong.

Sales from the first three months have matched the iOS equivalent period very well indeed. In fact the entire release period has felt like a pleasant case of deja vu for us. Just like iOS we had a moderately successful batch of initial sales. And then just like iOS we got picked up for a major feature on Google Market and sales went silly for a bit. Post-feature, sales have settled down quite nicely too, again as they did for iOS.

We were averaging about $800 per day before the feature. During the feature, sales ranged from $3,000 to $6,000 per day, which was great. Sadly though these features only really last a week, so the total sum was less than during the iOS one, but I’m not complaining. Since then sales have been doing between $700-$900 per day.

One random element that did us proud was the recent “10 Billion” promotion that Google ran. We were one of the chosen ones there and got featured on the very first day. Although all the games on this promotion were sold for 10 cents, the actual sales volume went silly. And I mean proper silly – at one point we became unable to track what was happening as we peaked above 400 sales per minute. Yep, per minute. Now if only we could do those numbers at the proper price!

To sum up, we’re on track to have taken around $125,000 by the end of this first sales quarter and that’s not too shabby a return in my book. That’s certainly way above what the haters would have you believe. If you have an iOS game that’s pretty decent and you’re wondering about porting to Android, just do it.

In other news, our latest game has just gone live on iTunes this week – Yachty Deluxe. (An Android version won’t be too far off). This game represents our first outing into the “free with advertising” sales model and I’ll glady report back on that in.. er.. 3 months? (Source: Games Brief)


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