<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: The Economics of a Free-To-Play Console Game</title>
	<atom:link href="http://freetoplay.biz/2007/06/28/economics-of-making-a-free-to-play-console-game/feed/" rel="self" type="application/rss+xml" />
	<link>http://freetoplay.biz/2007/06/28/economics-of-making-a-free-to-play-console-game/</link>
	<description>The Business and Design of Free-To-Play Games</description>
	<lastBuildDate>Tue, 09 Mar 2010 16:33:49 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.9.2</generator>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>By: Adrian Crook</title>
		<link>http://freetoplay.biz/2007/06/28/economics-of-making-a-free-to-play-console-game/comment-page-1/#comment-590</link>
		<dc:creator>Adrian Crook</dc:creator>
		<pubDate>Mon, 11 May 2009 16:23:08 +0000</pubDate>
		<guid isPermaLink="false">http://freetoplay.wordpress.com/2007/06/28/economics-of-making-a-free-to-play-console-game/#comment-590</guid>
		<description>Hi Chloe,

The 5-10% number is pretty standard. Daniel James (Three Rings) writes openly about their microtrans conv rates and this is what he frequently cites (and has told me in person). But this Nov 2008 blog post from The Long Tail sums it up pretty well: http://www.longtail.com/the_long_tail/2008/11/freemium-math-w.html

Some excerpts:

&quot;In online free-to-play games, companies aim to structure their costs so they can break even if as little as 5-10% of the users pay.&quot;

&quot;Estimates for the number of free Flickr users that convert to paid Flickr Pro range from 5-10%.&quot;

&quot;For the typical Web 2.0 company planning to use Freemium as its revenue model, my advice would be to set 5% as break-even, but balance the mix of free vs. paid features with the hopes of actually converting 10%.&quot;</description>
		<content:encoded><![CDATA[<p>Hi Chloe,</p>
<p>The 5-10% number is pretty standard. Daniel James (Three Rings) writes openly about their microtrans conv rates and this is what he frequently cites (and has told me in person). But this Nov 2008 blog post from The Long Tail sums it up pretty well: <a href="http://www.longtail.com/the_long_tail/2008/11/freemium-math-w.html" rel="nofollow">http://www.longtail.com/the_long_tail/2008/11/freemium-math-w.html</a></p>
<p>Some excerpts:</p>
<p>&#8220;In online free-to-play games, companies aim to structure their costs so they can break even if as little as 5-10% of the users pay.&#8221;</p>
<p>&#8220;Estimates for the number of free Flickr users that convert to paid Flickr Pro range from 5-10%.&#8221;</p>
<p>&#8220;For the typical Web 2.0 company planning to use Freemium as its revenue model, my advice would be to set 5% as break-even, but balance the mix of free vs. paid features with the hopes of actually converting 10%.&#8221;</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Chloe</title>
		<link>http://freetoplay.biz/2007/06/28/economics-of-making-a-free-to-play-console-game/comment-page-1/#comment-586</link>
		<dc:creator>Chloe</dc:creator>
		<pubDate>Thu, 07 May 2009 10:54:56 +0000</pubDate>
		<guid isPermaLink="false">http://freetoplay.wordpress.com/2007/06/28/economics-of-making-a-free-to-play-console-game/#comment-586</guid>
		<description>&quot;..5-10% of users ever pay for your product. Sometimes it can go as high as 15% or as low as 0% (of course)..&quot;

How do you know 5-10% is the norm?  Where can I find out more about that?</description>
		<content:encoded><![CDATA[<p>&#8220;..5-10% of users ever pay for your product. Sometimes it can go as high as 15% or as low as 0% (of course)..&#8221;</p>
<p>How do you know 5-10% is the norm?  Where can I find out more about that?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: NCsoft To Bring Free to Play Games to PS3 &#171; Free To Play</title>
		<link>http://freetoplay.biz/2007/06/28/economics-of-making-a-free-to-play-console-game/comment-page-1/#comment-6</link>
		<dc:creator>NCsoft To Bring Free to Play Games to PS3 &#171; Free To Play</dc:creator>
		<pubDate>Wed, 12 Sep 2007 17:41:25 +0000</pubDate>
		<guid isPermaLink="false">http://freetoplay.wordpress.com/2007/06/28/economics-of-making-a-free-to-play-console-game/#comment-6</guid>
		<description>[...] for their F2P products due to Microsoft&#8217;s Live infrastructure. Aspects of my earlier post, The Economics of a Free To Play Console Game, may be relevant here as I examined the feasibility of doing a F2P XBLA game.    [...]</description>
		<content:encoded><![CDATA[<p>[...] for their F2P products due to Microsoft&#8217;s Live infrastructure. Aspects of my earlier post, The Economics of a Free To Play Console Game, may be relevant here as I examined the feasibility of doing a F2P XBLA game.    [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Adrian Crook</title>
		<link>http://freetoplay.biz/2007/06/28/economics-of-making-a-free-to-play-console-game/comment-page-1/#comment-5</link>
		<dc:creator>Adrian Crook</dc:creator>
		<pubDate>Wed, 04 Jul 2007 00:39:06 +0000</pubDate>
		<guid isPermaLink="false">http://freetoplay.wordpress.com/2007/06/28/economics-of-making-a-free-to-play-console-game/#comment-5</guid>
		<description>I might be missing something. I&#039;m pretty sure Daniel said $100 ARPU lifetime for the average paying user at the Virtual Goods Summit a couple weeks back.</description>
		<content:encoded><![CDATA[<p>I might be missing something. I&#8217;m pretty sure Daniel said $100 ARPU lifetime for the average paying user at the Virtual Goods Summit a couple weeks back.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: James Hogan</title>
		<link>http://freetoplay.biz/2007/06/28/economics-of-making-a-free-to-play-console-game/comment-page-1/#comment-4</link>
		<dc:creator>James Hogan</dc:creator>
		<pubDate>Fri, 29 Jun 2007 20:42:38 +0000</pubDate>
		<guid isPermaLink="false">http://freetoplay.wordpress.com/2007/06/28/economics-of-making-a-free-to-play-console-game/#comment-4</guid>
		<description>Thanks for this analysis!

It appears from http://www.zenofdesign.com/?p=838 that Puzzle Pirates&#039;s ARPU is ~$100/year, not $100/lifetime.  Am I missing something?</description>
		<content:encoded><![CDATA[<p>Thanks for this analysis!</p>
<p>It appears from <a href="http://www.zenofdesign.com/?p=838" rel="nofollow">http://www.zenofdesign.com/?p=838</a> that Puzzle Pirates&#8217;s ARPU is ~$100/year, not $100/lifetime.  Am I missing something?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Raph&#8217;s Website &#187; Analyzing console online revenues</title>
		<link>http://freetoplay.biz/2007/06/28/economics-of-making-a-free-to-play-console-game/comment-page-1/#comment-3</link>
		<dc:creator>Raph&#8217;s Website &#187; Analyzing console online revenues</dc:creator>
		<pubDate>Thu, 28 Jun 2007 18:54:08 +0000</pubDate>
		<guid isPermaLink="false">http://freetoplay.wordpress.com/2007/06/28/economics-of-making-a-free-to-play-console-game/#comment-3</guid>
		<description>[...] Adrian Crook has an interesting article titled &#8220;The Economics of a Free-To-Play Console Game&amp;#..., which attempts to break down the revenues that you could expect to see from having an online game on XBLA that was free-to-play and then monetized via upsells or item sales. In other words, monetized via what is widely considered the &#8220;rising wave&#8221; business model. [...]</description>
		<content:encoded><![CDATA[<p>[...] Adrian Crook has an interesting article titled &#8220;The Economics of a Free-To-Play Console Game&amp;#&#8230;, which attempts to break down the revenues that you could expect to see from having an online game on XBLA that was free-to-play and then monetized via upsells or item sales. In other words, monetized via what is widely considered the &#8220;rising wave&#8221; business model. [...]</p>
]]></content:encoded>
	</item>
</channel>
</rss>
