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Originally Posted by Gwen Rockpounder Then you need to go spend a few minutes looking at usage numbers for Club Penguin, Roblox etc and realise just how many kids of that range are doing exactly that. |
Nevermind - doing some research on my own on this one: With regards to Club Penguin.
First: Disney bought this out from New Horizons and immediately incorporated a Nintendo DS version. Which was probably their best idea. This will not have that, although they should hopefully already be targeting a portable platform if they know what is good for them in just trying to stay even with competition. Secondly, it has over 5 years of product recognition and now also has the Disney brand name. A market brand name much more suitable for kids. Third: 90% didn't pay. And last, is a pure web browser based game with a very low level entry barrier. Meaning they do not have to go out and purchase a retail copy (Which with free realm, I am unsure if they have to do that either - but it is client based)
You are kind of comparing apples to oranges here because this doesn't resemble the same product you stated. Correct me if I am wrong here, but I didn't see that.
The revenue this game is bringing in currently is around $40 million a year which would equate to an MMORPG with around 200k subs given current subscription rates. But that is with a portable system tie in (DS and Computer) and over 4 years of service. It's going to be hard to break into that and take market share from Disney. 200k stays afloat, but are not very profitable unless they slim down production teams quite a bit (Ala Planetside / Vanguard) but we see what happens when that happens.
I think the biggest thing to remember is this isn't a web game. And retail/installed PC titles for kids have a MUCH lower market penetration, especially when the leading competitor is from Disney on a web based game with a portable system to boot.
Edit: You beat me with the stuff I saw too
I still believe that way though.