Home Main Org Members Forums Events Gallery Library Store
Home Events Forums Site Map
The Royal Black Watch Forums

Author Topic: 2013's Free to Play Top 10  (Read 12163 times)

Lili Birchflower

  • Global Moderator
  • Member
  • *****
  • Posts: 4501
  • Regiment Adjutant
    • View Profile
2013's Free to Play Top 10
« on: January 29, 2014, 03:57:21 pm »
The Free Zone: 2013's Free to Play Top 10

Column By Richard Aihoshi on January 28, 2014

Research company SuperData recently released a list of the top 10 F2P games based on their estimated worldwide revenue last year. Not surprisingly, the top position was occupied by CrossFire, which is said to have brought in a cool $957 million. Depending on how this figure was sourced, is it possible that the MMO shooter from SmileGate and Tencent may actually have surpassed the $1 billion mark?

It's also natural to wonder how this game stacked up beside World of Warcraft. My best guess is not so badly. Let's remember that only around half of Blizzard's approximately eight million subscribers actually paid $15 per month, which comes to around $720 million. This leaves us to estimate how much the others spent. Considering most are in China, it seems safe to assume the average was considerably lower than what we're used to here. If we peg it at $7.50, then add the $213 million that SuperData says the game pulled in from micro-transactions over the year, we get total estimated revenue of $1.293 billion. Although this is still well ahead of CrossFire, the margin isn't as large as some might think.

Tencent also took second place with League of Legends. The well-regarded MOBA from US-based developer Riot Games, which the publisher owns, reportedly raked in an impressive $624 million last year. I'm interested to see if the next round of corporate financials will shed light on what proportion of this came from the burgeoning Chinese market.


Despite last summer's closure of its North American servers, Dungeon Fighter ranked third. Although its estimated sales of $426 million put it well back of the two leaders, it joined with number 5 Maplestory and its $326 million to give Nexon a very formidable pair. In between the two was World of Tanks. Wargaming's release apparently racked up a healthy total of $372 million.

Number 6 may well surprise quite a few readers. Those who pay little or no attention to the Far East probably aren't aware of how popular Lineage still is, especially in Korea. NCsoft's venerable MMORPG, which celebrated its 15th anniversary last year, shut down its North American servers in mid-2011. Elsewhere though, mainly at home, it still generated $257 million, clearly attesting to its exceptional longevity.

The remainder of the list began with WoW's aforementioned $213 million from micro-transactions. Next were EA's SWTOR and Valve's Team Fortress 2, in a virtual tie, both at $139 million. The latter company's joint endeavor with Nexon, Counter-Strike Online, followed at $121 million. The grand total for all 10 titles was a hefty $3.574 billion.

One way to help put all these numbers in perspective is to consider them in light of what we know about other prominent MMOGs' revenue. As just one example, it's not unusual on this site to see CCP's EVE Online cited as a highly successful subscription release. Such an evaluation is subjective and thus neither universally right nor wrong. That said, the company's sales for 2012, the most recent full year reported, were $64.4 million. The first half of 2013 brought an increase of $4.36 million over the corresponding previous period. So, for the entire 12 months, it seems reasonable to estimate that the game's revenue was somewhere in the range of $70 to $75 million.

This is undeniably substantial, and I have no qualms whatsoever about anyone calling EVE a success.  By the same token, doing so does seem to beg a question. What label should we apply to a title that averaged nearly $80 million per month?


In any case, SuperData also served up some interesting and possibly eye-opening information about MMOGs in the US. According to its figures, the total market last year was worth $4.019 billion. This was an increase of $638 million, representing annual growth of 18.9 percent. The F2P segment was more than 2.5 times larger in dollar value last year, totaling $2.893 billion in sales, a very substantial 45 percent increase from $1.991 billion in 2012. In contrast, P2P's revenue dropped 19 percent, to $1.126 billion from $1.39 billion. This combination almost tripled F2P's lead, from $601 million to $1.767 billion, while growing its market share from 58.9 to 72 percent.

The company's stated monthly user counts for December also aren't what some might expect. We're told that the F2P category attracted 40.6 million gamers. P2P trailed far behind with 5.3 million. Unfortunately, SuperData doesn't reveal its methodology, so we can only guess how these figures were compiled. There's some overlap between them of course, but even if we make the unlikely assumption that every P2P player crossed over, it still leaves us with 35.3 million (86.9 percent) of all US MMO gamers who were F2P-only.

P2P did pull in nearly three times the average revenue per user, about $21.25 compared to $7.13. An interesting facet of this is that it if we assume the B2P players' and subscribers' averages were around the same, the typical subscriber paid almost as much voluntarily on top of the monthly fee as the average F2P player spent in total, while B2P players spent nearly triple.

http://www.mmorpg.com/showFeature.cfm/loadFeature/8169/page/1
*If you're not part of the solution, you are part of the problem.*


Lili Birchflower

  • Global Moderator
  • Member
  • *****
  • Posts: 4501
  • Regiment Adjutant
    • View Profile
Re: 2013's Free to Play Top 10
« Reply #1 on: January 29, 2014, 05:27:07 pm »
For the record, I have written the author of the article to inquire about the tenth game.  He apparently is including World of Warcraft, but as their "free to play to level 20" is so restricted, I do not believe it qualifies for anything but a teaser/try-me.  Restrictions applying to an otherwise subscription-based game are expected, but WoW's are monumental.  For example, it disallows chat with anyone except another starter-edition player, you cannot communicate *at all* with a guild, you cannot 'whisper' to others.  In fact, the model even specifically disallows "value added services" from the shop unless you subscribe!  (And I find that one weird, personally.)  So, it really is a trial teaser, not a f2p model. 

I am awaiting his response.
*If you're not part of the solution, you are part of the problem.*


Lili Birchflower

  • Global Moderator
  • Member
  • *****
  • Posts: 4501
  • Regiment Adjutant
    • View Profile
2013's Free to Play Top 10
« Reply #2 on: January 30, 2014, 01:56:12 pm »
Received word from the author.  His article is based upon SuperData's list --- which included WoW based solely upon its micro-transactions rather than its trial version pretending to be f2p.  So, it is number 7 on the list of 10 even though it does not have a free-to-play model as the other games do.
*If you're not part of the solution, you are part of the problem.*


Grei

  • Positioned Officer
  • Member
  • ***
  • Posts: 905
  • Tank Destroyer
    • View Profile
Re: 2013's Free to Play Top 10
« Reply #3 on: January 30, 2014, 04:55:16 pm »
Rather amusing at how quite a few of the games were shut down here in the States yet are still going strong in Asia and elsewhere.

Of course, Lineage was rather late to the f2p table here in the States, which along with it being aimed at the Asian market didn't help it much.  Still can't figure out why, with the way American gamers tend to like so much of the Asian culture, they have problems playing Asian oriented games.

Wandering Aimlessly from Game to Game

Remi

  • Ranked Officer
  • Member
  • *
  • Posts: 1344
  • 存在の理由など無くて
    • View Profile
    • My Characters
Re: 2013's Free to Play Top 10
« Reply #4 on: January 30, 2014, 06:32:57 pm »
Still can't figure out why, with the way American gamers tend to like so much of the Asian culture, they have problems playing Asian oriented games.

imo:

Mindset.  Just because you like looking at a Picasso doesn't mean you can paint.  You can like a culture, but if you're not a product of said culture, the appreciation is different.  Coupled with some "Nice place to visit, wouldn't want to live here" factors.

*amused* e.g.   central hub for vending in the japanese and the english version of one game.  There was no official policy or rule on 'sidewalk vending', just in one the spirit was 'cooperative/don't stand out'... and the other "what do you mean? free country, i'll vend where i want to! don't like it, you quit!".  The mindset of players was evinced over and over with the west side of the pacific forming queues and such (while being hyper competitive in guild battles), while the east was full of guild betrayals, griefings, 'stand-alone-heroes' and eventual GM 'we give up on having events'.


Besides, they only like/know facets, not the whole (and gods how many of it is based off some stereotype or anime).  People hunt elephants for the tusks, not their tails.

-----

There is also the factor, going by Steam forums, that 'micro transactions' translates to 'totally free' to a lot of people and they balk at putting any money in the store, feel entitled, and then leave when the free ride runs out, for the next free ride.  'Free to play' is a horrid phrasing; it's a jingo that belies the fact the businesses NEED income, and if no one gives them any, they will fold.  Whereas asia has a proliferation of internet cafes, with the player is already paying by the hour: so they are not adverse to spending money, want value for their time and for their money, and are somewhat locked to the games the cafe has installed.



*shrug* or it could all be something entirely different