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by Irregardless
4803 days ago
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I'm not sure if this is more of a testament to their corporate strategy or the effectiveness of the freemium model for mobile games. It's amazing how difficult it is to sell an iOS game for anything more than $1.99. But, if you give them the game for free and let them exchange real money for strategic advantages in-game, they'll fork over a small fortune. Supercell is essentially selling $2.5 million/day in "gems" for only 2 games, gems that people then trade for resources or the ability to do things faster (like building units or structures). A user named 'Panda' on the Supercell forums claims to have spent over $6,000 on gems in Clash of Clans[1]. Based on the responses regarding how quickly he was able to reach the top of the rankings, it seems to be true. Many other players in the thread report having spent $20-$40 on gems. [1] http://forum.supercell.net/showthread.php/827-How-much-money... |
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They're doing well because they picked a winning business model for their games and then they went on to make great games. Clash of Clans was a breath of fresh air in an environment with tons of clones and uninspired crap. Also, entertainment is a hits driven business where if a product starts winning, it tends to dominate.
Picking a business model is crucial, but not sufficient, to be successful.