[casual_games] casual MMOG: help needed with business

Tim Turner tturner at cmpgames.com
Thu Apr 19 09:43:35 EDT 2007


I don't disagree with Neil but the phrasing here makes me curious what the
numbers really look like.

If we take the original estimate and multiply out his purchase price by
planned sales to get a target revenue then modify the price to maintain
target revenue with the penetration realities of high-end handsets he might
see a "sweet spot". Could someone identify some thresholds for
features/performance, maybe five of them, that make sense for this?

I'd love to see a matrix showing level of phone, derived market size, and
resulting unit price...



-----Original Message-----
From: casual_games-bounces at igda.org [mailto:casual_games-bounces at igda.org]
On Behalf Of Kirby, Neil A (Neil)
Sent: Thursday, April 19, 2007 6:13 AM
To: casual_games at igda.org
Subject: Re: [casual_games] casual MMOG: help needed with business

"High end" phone is in direct conflict with "massive" multiplayer. Only
one of those two will be true. A high-end-only game limits the number
of players more strongly than it increase the price you can charge. You
probably have little ability to raise prices for a high end market. You
certainly have the ability to serverly limit the number of people who
can play by making it high end.

---
Neil Kirby +1.614.367.5524 Hope is not a strategy
Bell Laboratories nak at alcatel-lucent.com Prayer is not a process
6200 E. Broad St. Tuning is not a plan
Columbus, OH 43213 USA Chaos does not scale



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