[casual_games] casual MMOG: help needed with business assumptions
Cole, Vladimir
yocole at wharton.upenn.edu
Tue Apr 17 12:03:11 EDT 2007
Doing a simple analysis (for class) and am looking for some advice and
guidance on assumptions that I should make. I've been subscribed to this
group for about a year and have seen some very quality guidance shared,
so I'd love it if even one or two of you could take the time to send
feedback.
The product: a casual MMOG (that is, a MMOG that appeals to a broad base
of players, not just the hardcore) built for a high-end mobile phone.
The assignment: simple NPV analysis for the project.
Assumptions that I'd love this group to help pick apart:
========================================================
[] Game lifespan: 10 years
[] Development costs: $4MM initial costs, $500k to $200k per year
thereafter (for maint and testing)
[] Marketing: assuming $30 per customer as an acquisition cost
[] Customer service/tech support: $5 per customer per year assumed
[] App size: ~50MB
[] Distribution: $2 per application installed (average rate for cheap
digital distribution and more expensive physical distribution)
[] Churn: ? (not sure what sort of churn rate to apply)
Other than SG&A, what other major categories of expenses should I be
sure to include?
Other feedback?
I'll gladly share the finished spreadsheet with this group.
Thanks!
===================
Vladimir Cole
vc at vladcole.net
Cell: 212.281.1090
Home: 206.801.1735
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