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Your cost per active player?


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Posted

For the ones buying traffic : What's your average cost per active player from your best traffic source?

For us on http://www.cityslaves.com it's for now about $5 which sounds high...

Let me define what I mean by active player in our math : An active player is a player who has logged in at least one time one week after his registration.

I don't mean those will stay active, it's just my base for our stats :)

Posted
We have currently like with a price of 17 Cents / year per active user (users which actively play, as we delete inactive players after while)

Sorry not sure to understand, I was talking about advert cost per player, not revenue generated... or have I missread your answer?

Posted

What do you mean by "new player"? Per registration? (I know you have an "ingame" registration, make it even harder to compare hehe)

It's very hard to compare games but my $5 are about "active players" = A player who is still playing 7 days after registration (who has at least logged in one time after more than 7 days after reg)

Posted

my 50 cents are about what your 5$ are I believe.

If a player is not active after the first days, the account is deleted, so it's about the same stat you get.

(means 50 cents for a new active player)

Posted

50 cents is much more reasonable.

Personally, I fail to see how you can pull a profit spending $5 for each new player to your game, using the McCode business model.

You get 100 new players - cost, $500

Say 25% of those buy standard $5 donator packs the first month (a very generous assumption) - profit, $125

Say 10% of those buy standard $5 donator packs the second month - profit, $50

Say that for the next 5 months, the same 10% keep buying a dp - profit, $50 per month, $250 total

Even with these generous numbers, for the pack of 100 people you paid $500 for, you only earned $425 after 5 months.

My point being - with such high costs, it will take a significantly long time for you to even BREAK EVEN! And even then, to break even, you have to continuously add new updates to your game which interest your users, constantly code new things to keep them interested, making contests, etc...

Just warning ya.

Posted

"Say 25% of those..."

I agree with your overall thinking but you can't really guess such math for our site, each game is unique and it's a bit more complex than that (when you buy traffic they feed your community, vote on toplists and from that generates users back too on the long run. Plus they will generate clicks on banners and not only direct "donations packages" revenues. Last point if they still on your website then your site will grow and any website is worth money when it has traffic even if no revenue is made from it, in my opinion that must be taken into consideration when calculating a ROI).

A_Bertrand I think I've misspelled my first post here, trying to explain it again sorry :D

I'm talking about active players who are still active after a full week and not just registered ones who've played a bit... If you really pay 50 cents for such players I'm really impressed, I agree your game is better than mine on many points but that's the best result I would have seen so far :thumbup:

And I forgot to add an important point : I'm talking about english speaking players from classic rich countries, sorry should have added that too.

Posted

I fully understood you, and yes I pay about 50 cents for a player which stays at least a week. But as you said, my site is somewhat special, and the stats there don't apply on all sites. For example I do have players which are here since 5 years. No kidding.

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