[casual_games] Casual games on MacOS

Eka Gauranga Das ekagaurangadas at gmail.com
Thu Feb 8 18:16:26 EST 2007


http://makeitbigingames.com/blog/?p=32

on this topic

On 2/8/07, Dave Rohrl <daver at popcap.com> wrote:

>

> Your math is a bit off. If Mac sales were 3% of the market (and I

> suspect the 10% number may be more accurate given Mac users' greater

> predilection to purchase), then that $10MM number would represent 500K units

> sold, not 500K trials. This suggests something like 30M trials.

>

>

>

> That said, I do think it's hard for a new company to build much of a

> business in a $10-30MM market with strong established market leaders. I

> can't advocate doing a casual game exclusively for the Mac; the revenue just

> isn't there. The question that developers should be asking themselves is

> how the incremental development costs of doing a Mac port (or using a

> multiplatform framework) compare to 10% of expected revenues from their

> current projects (or forecasted sales from the other games they could be

> working on).

>

>

>

> - DaveR

>

>

> ------------------------------

>

> *From:* casual_games-bounces at igda.org [mailto:

> casual_games-bounces at igda.org] *On Behalf Of *Donald

> *Sent:* Thursday, February 08, 2007 2:31 PM

> *To:* 'IGDA Casual Games SIG Mailing List'

> *Subject:* Re: [casual_games] Casual games on MacOS

>

>

>

> Well, I don't know of any official studies. But in my experience, I've

> worked for two different MAC game companies. And in both cases the

> companies had to convert to PC because the MAC market was just too small to

> support them. I don't think it's changed that much recently.

>

>

>

> So here's my "unofficial" guess. On my portal, about 3% of our visitors

> use a MAC. If you take the number of total US revenue for casual games from

> 2005 it's about 350ml. Using my 3%, I would guess the potential revenues

> for a MAC user base at about 10.5ml, or at 20 bucks ahead you could figure

> about 525,000 users. The average US conversion is 1.5% so that would

> leave about 8,000 potential MAC gamers. (That's if all half million MAC

> users demo'ed your game.)

>

>

>

> Ok, maybe I have entirely too much time on my hands.

>

>

>

> However, my two cents is that if it won't work on an iPod, it probably

> won't make enough money…long term. Anyways, it's still too much of a risk

> for us right now.

>

>

>

> Cheers!

>

>

>

> Donald

>

> xBlitz Entertainment

>

>

>

> www.xblitz.com

>

>

> ------------------------------

>

> *From:* E. D. Bass [mailto:edb at CONCRETEALCHEMY.COM]

> *Sent:* Thursday, February 08, 2007 2:06 PM

> *To:* IGDA Casual Games SIG Mailing List

> *Subject:* Re: [casual_games] Casual games on MacOS

>

>

>

> Thats a great question..... I'd be interested in that too

>

> Jose Marin wrote:

>

> Hi.

>

>

>

> Is there some study/report on how big is the market for casual games (or games in general) on MacOS?

>

>

>

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--
Chant Hare Krishna and Be Happy

Eka
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