My Message close
GAME JOBS
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
May 22, 2013
 
Blizzard Entertainment
Senior Software Engineer, Server
 
Blizzard Entertainment
Senior Software Engineer, Game Play
 
Blizzard Entertainment
Senior Software Engineer, Game Engine
 
NetherRealm Studios
Senior Software Engineer
 
NetherRealm Studios
Lead Software Engineer
 
Monolith Productions
Lead Mission Designer
spacer
Blogs

  Business Post Mortem: Wolf Toss: App Store Stats
by Mike Arcuri on 01/30/12 01:39:00 am   Expert Blogs   Featured Blogs
5 comments Share on Twitter Share on Facebook RSS
 
 
The following blog was, unless otherwise noted, independently written by a member of Gamasutra's game development community. The thoughts and opinions expressed here are not necessarily those of Gamasutra or its parent company.

Want to write your own blog post on Gamasutra? It's easy! Click here to get started. Your post could be featured on Gamasutra's home page, right alongside our award-winning articles and news stories.
 

First a bit of news: Wolf Toss Passed a million installs on Android this weekend!  It's also received another 500 Android user reviews since my last post.

Before I go back in time to Wolf Toss launch planning or dig into a specific area of the games performance, I want to start with a round up of its current stats to put things in perspective.  Wolf Toss is live in iTunes, Android Market, and the Chrome Web Store and it has been available these three stores since its launch on December 8, 2011.  While the stats are still changing day by day and we're not done with promotion just yet, huge differences across the platforms and app stores are clearly visible at this point.  

Players: Unique players reported for the month of January (through 1/29) were:

Android: 791,627 | iOS: 35,023 | Chrome: 51,415 

The first two numbers come from our in-game analytics which are collected and reported using ApSalar, and the third number is what Google reports for both “weekly users” and “users” of the Chrome version.  It’s not a strict apples to apples comparison, but it’s as close as I can get with our current analytics.

 Unique users in Jan Wolf Toss (Android)

Unique users in Jan Wolf Toss (iOS)

Unique Users in Jan Wolf Toss (Chrome)

Paid Acquisition: Obviously, that's a gigantic different in player numbers, but it's even more interesting when we look at paid user acquisition per platform:

Android: 3% | iOS: 63% | Chrome: 0%

Player Reviews: User reviews on the three platforms stand at:

Android: 4.3/5.0 (3127) | iOS: 4.5/5.0 (72) | Chrome: 4.5/5.0 (21)

The good news is that review ratings are remarkably stable across platforms, which is due in part to the fact that we have a single Lua code base for the game (based on Moai) and offer an identical experience to all players within device limitations - but it's good to know there aren't major difference in user expecations across these three stores.  But the unique players per rating ratio is very interesting.  We have 20x as many players on Android as we do on iOS, but we actually have 40x the user reviews on Android as we do on iOS.

Revenue Comparison:

Folk wisdom among many developers is that iOS users more often pay for content. That may still be true, but Android is rapidly catching up. In WolfToss, iOS users are monetizing only slightly better (~20%) than Android users on a per-user basis. But as you see above, Wolf Toss has over 25 times the number of installs on Android as it does in either iOS or Chrome. On top of this we still have major future promotion possibilities open on Android that we don’t on iOS (feature positions in storefronts owned by the wireless operators, possible re-releases to the Amazon App Store or for specific devices like the Kindle Fire or the Nook). Overall, the much broader reach we’ve had with a three platform launch has opened us up to many more opportunities for success despite our small title promotion budget. We’re also learning a ton about how each platform operates that we’ll apply to our next game. An extra 20% per user pales in comparison to these benefits.

Now that you can see the contrasts in the numbers, I hope I've peaked your interest.  My next post will cover launch planning, why we did this title first, and our experience on launch day.

Feel free to post questions and comments. I'm open to adjusting the arc of this blog series to make sure the content is useful and interesting for Gamasutra readers.

- Mike Arcuri

 
 
Comments

Nicolas Godement-Berline
profile image
Thanks for this! Very interesting to see how Android is working so much better for you. I'll be sure to follow your next posts. I'll hope to read more about the marketing/communication actions you put in place to launch the title, as well as how the game has been monetizing.

Mike Arcuri
profile image
You're welcome Nicolas. I just added a little bit of revenue information in the last section of this post. I'll definitely do future posts on marcom actions and results and acquisition channels we've tried.

Aaron San Filippo
profile image
Thanks for sharing, really fascinating!



I'm curious if you have any ideas about what's driving these users to download?

i.e. were you featured prominently in either/both stores?

Bo Daugaard
profile image
Thanks for sharing!

This is every interesting. I'll be following your posts.

Mike Arcuri
profile image
Aaron - Yes, we did have an Android feature, but what's even more interesting is what was happening before that "big break." Next post coming soon.


none
 
Comment:
 




 
UBM Tech