Probably D3 doesn’t want to divulge this information, but I’m curious if there are any public articles or interviews where D3 discusses in general how much they earn per player? I’m mostly curious to see what percentage the whales’ payments really makes up, as well as how often people generally make additional purchases, when and why.
No exact figures needed, pretty much any vague information will satiate my curiosity.
what I really want to see is numbers from before this latest change, and after. take the last non-sale, non-anniversary month and compare it to, say, Feb2016 and compare/contrast the breakdown of what was bought. also would love to see the splurge numbers during the week before the hp nerf hammer hit. would all be very interesting, but nobody’s gonna divulge that, oh well.
I think theirs been some business and finance articles that have been published in the past were some details were revealed… We can kinda-sorta extrapolate earning trends, and player habbits from them, but nothing truly substantial.
Those articles are all now probably over a year old, and would be even less relevant as a tool for us.
Old article Demiurge’s initial goal for Average Revenue Per Daily Active User was a $1, am sure they make more than that now
As for the rest of their financial information, as far as I know Demiurge was a private company, so that information is not readily available.
Recently they were acquired by Sega Networks, so you may at some point get a general idea of their financial performance by browsing Sega’s quarterly reports, but you’ll probably have to wait until the end of 1Q2016
You’re not going to get a whole lot of details, but when these things were hotter topics on the forums, the two main places that were referenced were ThinkGaming and AppAnnie.
Most everything is an estimate, but it’ll probably give you a rough idea.
Detailed information is behind a paywall, so you don’t get a whole lot. But, for just the iPhone, it lists it at around $34.4K per day (doesn’t count Android, or Steam, if anybody still plays on that anymore).
Here is the AppAnnie ‘gross revenue’ rankings for the past year (also, just iPhone). For top puzzle/role playing games, it’s pretty consistent top 20, bunch of ups and downs for the ‘overall’.
Just to put things in perspective, $34k/day isn’t that much for a software company, either. Their costs for the license, office space, etc. won’t be cheap, the publisher takes a pretty sizeable chunk, etc. So don’t take that number as “WE LIGHT OUR CIGARS WITH BENJAMINS YO!”
Agreed. That number is gross. You take 30% off to pay each platform (apple, google, steam), and licensing fee probably takes another hefty chunk. I think the art work is from freelancers, but they need programmers in house. Plus overhead in the form of rent and cloud storage.
I’ll be surprised if the profit margin is more than 10% of gross revenue.