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Ravenwood Fair实行低价策略,提高付费玩家比率

发布时间:2010-12-02 14:48:34 Tags:,,,

社交游戏公司LOLapps旗下的Ravenwood Fair堪称2010下半年表现最为杰出的新款社交游戏之一,目前该游戏已有月活跃用户450万。尽管Ravenwood Fair有点类似于FarmVille,然而在游戏机制和主题方面仍有自己的独特之处。

在最近的社交游戏峰会上,LOLapps公司首席执行官Arjun Sethi展示了Ravenwood Fair的优秀成绩,他提到Ravenwood Fair玩家中有10%为付费玩家,这一数据高于社交游戏付费玩家的一般比率。

LOLapps & Ravenwood Fair

LOLapps & Ravenwood Fair

除了难以复制的游戏乐趣外,Ravenwood Fair在促进玩家消费方面还有自己的一套心得。在当前许多社交游戏开发公司为应对Facebook Credits 30%的提成纷纷提高虚拟商品的价格的同时,Ravenwood Fair最便宜的虚拟道具仅需1 Facebook Credits,也就相当于10美分。

这些10美分的虚拟商品为Ravenwood Fair吸引了不少新玩家。在Ravenwood Fair的游戏后期,玩家可以几次的10美分消费建造各种建筑。如果玩家不想成为付费玩家,也可在游戏的各个环节收获一些免费的Credits。

对此,Sethi表示LOLapps公司正是以吸引玩家为宗旨对游戏虚拟商品进行定价,Ravenwood Fair中的虚拟商品要价一般为1到5 Credits而不是其他许多游戏采用的39到49 Credits。现在某些游戏中的虚拟道具要价甚至高达6至7美元,但如果玩家每月预计的消费仅为20到30美元,那么这种定价如何能持久呢?LOLapps并不不希望玩家在登录游戏一周后,由于花光了预算而从此一去不回。(本文为游戏邦/gamerboom.com编译,转载请注明来源:游戏邦)

One of the top performing new games in the latter half of 2010 has been LOLapps’ Ravenwood Fair, which is currently building toward 4.5 million monthly active users. While Ravenwood feels similar to FrontierVille in some respects, the title has many other unique features in terms of both game mechanics and theme.

LOLapps CEO Arjun Sethi gave a presentation at today’s Social Gaming Summit East on the game’s success. We’ve embedded his slides below; most interesting are slides five and six, which show a breakdown of international users and a stellar 10 percent rate of paying users.

Besides the fun of the game — which is never easy to replicate — Ravenwood follows a strategy of its own in getting players to pay. While some companies have raised virtual goods prices to deal with the 30 percent or more of revenue they lose when using Facebook Credits, the cheapest goods in Ravenwood cost just one Facebook Credit, or about 10 cents.

Those 10 cent goods are consumables used to build new attractions at the Fair. In later stages of the game it can take quite a few 10 cent buys to get a building finished, if you’re not willing to grind through the game, but early on players can get by with just a few Credits here and there.

“We’re setting a price point to let people get engaged in the game early on, charging 1-5 credits instead of 39-49 credits,” Sethi told us last week. “You’re starting to see in some games, it’s $6-7 dollars for items. But if your price point is $20-30 a month, how can you pace and price your game charging so much for goods? I don’t want someone to come into the game for a week, spend all their money and never come back.”

The initial purchase, Sethi thinks, helps drive players on to buy the goods that make up the bulk of LOLapps’ revenue: energy refills and items like the Beaver Chop, which lets players take out trees in a single chop for a short period of time. (Source:Inside Social Games)


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