https://mmohuts.com/news/stronghold-kingdoms-celebrates-5-million-playersand I quote:
"Developer and publisher Firefly Studios today announced that their popular ‘Castle MMO’
Stronghold Kingdoms has now passed 5 million registered players. With a 10% lifetime conversion rate and more active players on Steam than games from colossal IPs such as Star Trek, Lord of the Rings and DC Comics, Firefly is thrilled with the continued success of their first ever free-to-play game."
so 10% lifetime conversion is great and firefly is "thrilled with continued success".
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Please do not respond to me, even if I ask you a question, its rhetorical.
Please do not respond to me
Please do not respond to me, even if I ask you a question, its rhetorical.
Please do not respond to me
Lets break down your quote:
- Over 5 million registered players......
What the article doesn't tell you is the game was released back in 2009. How many of those 5 million do you still think play this game?
- 10% lifetime conversion rate........
With the long life of this game there is probably very little population still playing, and aside from poorly developed microtransaction games I don't know anyone that would consider those numbers good.
- more active players on steam than game "xxxx".........
Xfire numbers have already been proven worthless outside of identifying trends. Did these people not get the memo?
- first ever microtransaction game........
They built it back in 2009, reskinned it 6 times and called it a different game over the last 7 years. I guess you could call that success.
https://www.superdataresearch.com/blog/understanding-mmo-retention/
And why would the number be misleading? The 10% number is clearly stated as the "life-time conversion" rate. So most players who have played, and are playing the game pay nothing.
What is misleading about that statement?
Played Stronghold Kingdoms myself for a bit, but while it had some nice elements it wasn't a very good online strategy game overall and I dropped out pretty quick.
"What is truly revealing is his implication that believing something to be true is the same as it being true. [continue]" -John Oliver
I think the highest I have seen is World of Tanks, which claim something like a 25% conversion. But again ... 99% of the games are probably stuck at low single digit conversion rates.
Sounds like a great deal for the people with no money.
It is a great deal for those who have better use for their money than MMOs. Case in point, I would much rather spend $50 on a bottle of wine than on MMOs.
Some notable examples of PC being;
- Tribes Ascend: 10%(Gamasutra, July 2013)
- Team Fortress: 20-30%, (Gabe Newell, Geekwire interview)
- APB, Reloaded: 7%, (Bjorn Book-Larsson, GDC 2012)
- World of Tanks, Wargaming.net: 30% (Edge)
- AI War, Arcen Games: 15% (Cliffski's blog comments)
- Autoclub Revolution, Eutechnyx: 9% (The A List, 6/28/12)
A couple are in there mostly as examples of not quite good PC games (APB, Autoclub) and where they are still hitting near the mark for PC conversion rates, with some standout titles as well.The other point to be made is the 10% conversion does not account for how many people drop off playing (SWRVE analytics reports an average of two-thirds drop off playing after day one for F2P as a whole). This skews things highly because the total sub base is generally very different from the active daily/weekly user count.
For the most part this is just a company drumming up enthusiasm where they can for marketing.
"The knowledge of the theory of logic has no tendency whatever to make men good reasoners." - Thomas B. Macaulay
"The greatest enemy of knowledge is not ignorance, it is the illusion of knowledge." - Daniel J. Boorstin
https://www.superdataresearch.com/blog/understanding-mmo-retention/
But again, it will need a huge table if you want to look at the conversion for people who have played different amounts of time.
It is quite clear that the average 8% (you mentioned) includes everyone from those who played once, and those who played a year. In fact, those who jump around more probably are enjoying more games for free. In any case, do you dispute the basic point that a lot of players jump around and pay nothing playing f2p MMOs?
"The knowledge of the theory of logic has no tendency whatever to make men good reasoners." - Thomas B. Macaulay
"The greatest enemy of knowledge is not ignorance, it is the illusion of knowledge." - Daniel J. Boorstin
I have examined it that the game must have some mechanic I enjoy but then what can this game offer that I cannot get from another game that has others also supporting the cost of the game. People say it is population but with many games going solo play this does not seem an adequate enough reason for me to pay while others don't.
Plus more often than not the game must have some mechanic to encourage me to spend so that I can continue to fund the other non paying players. This part is the one that irks me because they are spending time creating content for me to spend money so that 90% of the player base can play for free from the amount I spend from this specially tailored content. Even typing this is making me upset.
All in all I really cannot understand why I would ever spend money to support a game like this.
I do believe its time for the pro-subscription folks to give up the fight. Its an old old system that used to work, nothing more needs to be said.
My point is many people try out games, find it sucks, and quit immediatly.
They didn't pay because the game sucks. Not because they actually trying to play for free.
I don't find the topic even revelant though, you can't prove if it is actually people playing the game, or people just trying out games to see if it suck.
Just like all the mmorpg advertising they have 100 million players, when in reality their concurrent players probably really low.