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>...which was bringing in about 30 millions EURO per month, was the only thing keeping the company alive. I am curious what were the expenses. Few things are a
by fbdab103 3y ago
>...which was bringing in about 30 millions EURO per month, was the only thing keeping the company alive.
I am curious what were the expenses. Few things are as simple as they appear, but from the mobile games I have seen, they look like they could be put together by tiny development teams: simplistic (+recyclable) art and rules. Once the foundational app is created, feels like the further development could happen on a shoe string budget: artist to make new cosmetics and/or someone to develop additional puzzles. Presumably minimal server load from the whales to handle converting dollars into tokens.
I suppose the trick is in getting lucky with the one app that happens to hit it big due to some unknowable pattern of the universe. How many $0 flops preceded the blockbuster hit?
- fer 3y agoI know for a fact that there's at least one company (that I can't name) that offers what I would call "Addiction as a Service". Their system allows to create n-dimensional currency systems (coins, diamonds, etc), currency conversion rules, collectible management, in-game stores with their schedules, crafting/merging logic, probability distributions (including "dark distributions" like OP's link) and even prices (for profitability hints/warnings). Basically everything a fleecing game needs. They even offer templates inspired in famous games to get you started and tune as you go. They charge quite a bit, but the "foundational app" upfront cost is much lower: it's limited to UI and a relatively thin business logic that targets their API endpoint (mostly mapping API ids to in-game assets and use or server-side logic).
- TeMPOraL 3y ago> I know for a fact that there's at least one company (that I can't name) that offers what I would call "Addiction as a Service". Ouch. Of course they do. I don't even know why reading this surprised me at first. With the explosion of mobile games following pretty much the same addiction mechanics but with different skins, it was only a matter of time for someone to package mechanics and offer them in form of a backend service.
- meheleventyone 3y agoThe problem is competition to get to the top and competition to stay there. Mobile games companies are machines in optimising user retention, user acquisition and market analysis.
- ezconnect 3y agoMost spend is on advertisement. The churn rate of users is very very high because it's a time waste game play.
- kioleanu 3y agoI am assuming they had pretty high costs, more than 120 employees working on more than 10 different games, none of which was profitable. Offices in a high-rent European city for all these people and so on. Then comes marketing The blockbuster hit was actually the first game, with success never to be replicated