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	<title>Comments on: (Indie) Business is Business</title>
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	<description>Anecdotes on the adventure of indie game development</description>
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		<title>By: Rubes</title>
		<link>http://orangeriverstudio.com/monksbrew/2009/02/indie-business-is-business/comment-page-1/#comment-205</link>
		<dc:creator>Rubes</dc:creator>
		<pubDate>Fri, 27 Feb 2009 04:57:00 +0000</pubDate>
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		<description>That sounds like a pretty good summary, or at least a fair estimate. So in that sense, 1500 unit sales would amount to somewhere around 150,000 visitors, which can certainly be a lot.&lt;br/&gt;&lt;br/&gt;Coyote also pointed out that portals like BFG also take a pretty hefty cut of the sales, such that you would need plenty more than 1500 unit sales to break even.</description>
		<content:encoded><![CDATA[<p>That sounds like a pretty good summary, or at least a fair estimate. So in that sense, 1500 unit sales would amount to somewhere around 150,000 visitors, which can certainly be a lot.</p>
<p>Coyote also pointed out that portals like BFG also take a pretty hefty cut of the sales, such that you would need plenty more than 1500 unit sales to break even.</p>
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		<title>By: Mike Rozak</title>
		<link>http://orangeriverstudio.com/monksbrew/2009/02/indie-business-is-business/comment-page-1/#comment-204</link>
		<dc:creator>Mike Rozak</dc:creator>
		<pubDate>Thu, 26 Feb 2009 06:19:00 +0000</pubDate>
		<guid isPermaLink="false">http://orangeriverstudio.com/monksbrew/?p=92#comment-204</guid>
		<description>The usual estimate is that 1% of all downloads results in a sale.&lt;br/&gt;&lt;br/&gt;I&#039;ve been watching the numbers, and looking at my own unfinished game (with no sales), and come up with the following rough guestimate:&lt;br/&gt;&lt;br/&gt;- About 10% of the people that visit my web site (and watch the videos) download my game.&lt;br/&gt;&lt;br/&gt;- Only about 10% of them play for any amount of time. (Which tells me that my game isn&#039;t good enough yet.)&lt;br/&gt;&lt;br/&gt;- From Runescape&#039;s numbers, only about 10% of the people that play for any amount of time will actually pay.&lt;br/&gt;&lt;br/&gt;So, as a rough guestimate, you need 1000 people to visit your site for every paying customers.&lt;br/&gt;&lt;br/&gt;IF you manage to develop a really good game, you might get 20% numbers at each stage (instead of 10%), and only need 125 visits per paying customer.&lt;br/&gt;&lt;br/&gt;This 125:1 ratio is low enough that recommendations will create a positive-feedback recommend-to-friends cycle. At 1000:1, recommend-to-friends is insignificant, and you have to spend so much in advertising that it costs more to acquire a customer than they pay back.</description>
		<content:encoded><![CDATA[<p>The usual estimate is that 1% of all downloads results in a sale.</p>
<p>I&#8217;ve been watching the numbers, and looking at my own unfinished game (with no sales), and come up with the following rough guestimate:</p>
<p>- About 10% of the people that visit my web site (and watch the videos) download my game.</p>
<p>- Only about 10% of them play for any amount of time. (Which tells me that my game isn&#8217;t good enough yet.)</p>
<p>- From Runescape&#8217;s numbers, only about 10% of the people that play for any amount of time will actually pay.</p>
<p>So, as a rough guestimate, you need 1000 people to visit your site for every paying customers.</p>
<p>IF you manage to develop a really good game, you might get 20% numbers at each stage (instead of 10%), and only need 125 visits per paying customer.</p>
<p>This 125:1 ratio is low enough that recommendations will create a positive-feedback recommend-to-friends cycle. At 1000:1, recommend-to-friends is insignificant, and you have to spend so much in advertising that it costs more to acquire a customer than they pay back.</p>
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