[casual_games] New Issue of Casual Games Quarterly is available
James C. Smith
james at Reflexive.net
Mon Jan 9 17:01:19 EST 2006
>> Am I missing some way to use the site to get actual sales #'s?
No sales number are available. As the article says, this is based on
publicly available weekly top 10 sellers lists. We just rank games based on
how often (or high) they appear in the weekly top 10 sellers list. There is
no new data here. You could always see Real's top 10 list on your own. But
it gets more interesting when you look at 200 weeks worth of top 10 lists
and summarize them all.
-----Original Message-----
From: casual_games-bounces at igda.org [mailto:casual_games-bounces at igda.org]
On Behalf Of Lennard Feddersen
Sent: Monday, January 09, 2006 1:44 PM
To: IGDA Casual Games SIG Mailing List
Subject: Re: [casual_games] New Issue of Casual Games Quarterly is available
Am I missing some way to use the site to get actual sales #'s?
I thought the iWin article by CJ Wolf was useful in several ways and
appreciated the simple breakdown of earnings per download. His opinion
that we shouldn't drift towards a price war and to find more ways to
calculate the most profitable pricing were well done.
Happy game makin'
Lennard Feddersen
CEO, Rusty Axe Games, Inc.
www.RustyAxe.com
Lennard at RustyAxe.com
P. 250-635-7623 F. 1-309-422-2466
3521 Dogwood, Terrace, BC, Canada, V8G-4Y7
James C. Smith wrote:
>>>Interesting data from James Smith's Real Arcade article...
>>>only there's a fundamental flaw in the presentation of that data...
>>>
>>>
>
>You bring up some good points. Those are things I did consider but
>didn't have any good solution to.
>You can do you own analysis along those lines using all the data I made
>public. If you go to www.game-sales-charts.com you can run the queries
your
>self on the current data and tweak some of the options. Or you can click on
>the IGDA Article link on the site and download the full data used for the
>article in an excel file.
>
>On the issue of a games position in the top 10, if you go to the web
>site and run the "Top Games" query it will have a column for 'number of
>weeks' and also a column for 'score'. There is an option to rank the
>games by either number of weeks or score. The "score" is a simple
>formula that gives more points to game that were ranked higher. But
>the problem is there is no clear answer for how those scores should be
>weights. Is 2 weeks at #1 worth more then three weeks at #2? What
>should the point difference be between #1 and #2? Or between #2 and
>#3? My "score" system is just a very simple linear scale with 10 point
>for each week spent at #1 and 1 point for each week spend at #10. But
>for the article I chose to rank the games by weeks rather than score
>because it is a more transparent method. It is less subjective. Any
>"score" system I devised could be tweaked to favor one type of game
>over another. More importantly, it just didn't make much difference.
>Most games fallow a similar pattern of quickly climbing to the top of
>the list and slowly falling down. The longer a game was on the list,
>the more likely they spent a long time near the top. When I compared
>the rankings based on weeks vs. the ranking based on 'score' I ended up
>with very similar rankings. I decided it wasn't worth having people
>questioning the score system and instead just published the raw number
>of weeks since it ended up with nearly the same results anyway.
>
>
>Your second point about the competition at the time of the games
>release is also very relevant but has no clear solution. How much
>weighting should be applied? It is more useful to look at a games
>performance compared to the other games available at the time of it's
>release. For example, for a game released in 2005, only compare it to
>other games also released in 2005. You can do things like that using
>the options on the web site or by downloading the data and doing your
>own analysis. But I presented a simple summary in the article to peek
>people's interests and let them dig deeper themselves.
>
>There are a dozen different ways to summarize this data. I presented a
>few in the article and more several more available on-line. It is not
>perfect but it is a great start. It is wonderful to have access to all
>this data. I hope you would share any results you get from analyzing
>the data yourself.
>
>James C. Smith
>Webmaster: www.game-sales-charts.com
>Producer: Ricochet xxx, Big Kahuna xxx
>
>PS: I am sorry my game-sales-charts.com web site is not very reliable
>lately. I will be moving it to a new host soon.
>
>-----Original Message-----
>From: casual_games-bounces at igda.org
>[mailto:casual_games-bounces at igda.org]
>On Behalf Of SCOTT HANSEN
>Sent: Monday, January 09, 2006 12:49 PM
>To: IGDA Casual Games SIG Mailing List
>Subject: RE: [casual_games] New Issue of Casual Games Quarterly is
available
>
>
>Interesting data from James Smith's Real Arcade article... only there's
>a fundamental flaw in the presentation of that data...
>
>First, it doesn't take into account the ranking within the top ten over
>the life of the game... Game A can spend 10 weeks at number 1 and Game
>B can spend 10 weeks at number 10, yet both would receive the same
>overall 'rank'.
>
>
>Second, it does not factor in the increasing number of games. Earlier
>games lasted longer on the top ten because there were fewer games to
>push them off.
>
>Wouldn't it be more relevant to have some sort of weighted average
>which takes into account the proportional relevance of the rank within
>the top ten over the life of the product? It can even be 'inflation
>adjusted' to take into account the churn rate at the time it was active
>on the list...
>
>Scott P Hansen
>Game Designer, MumboJumbo
>shansen at udgames.com
>
>
>
>-----Original Message-----
>From: casual_games-bounces at igda.org
>[mailto:casual_games-bounces at igda.org]
>On Behalf Of Wade Tinney
>Sent: Monday, January 09, 2006 9:20 AM
>To: 'IGDA Casual Games SIG Mailing List'
>Subject: [casual_games] New Issue of Casual Games Quarterly is available
>
>
>There is a new issue of the Casual Games Quarterly now available at
>http://www.igda.org/casual/quarterly/1_2/
>
>Please don't hesitate to send feedback, ideas for the next issue (which
>will focus on game design), or questions.
>
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