Google-apps
Hoofdmenu

"Piracy and Casual Games"

4 Comments -

1 – 4 of 4
Blogger The Rampant Coyote said...

Wow - thanks for the additional info.

The 1000: 1 ratio is still something I'm wrapping my brain around, though. I mean, on the one hand, it means only a 0.1% conversion increase. Yet you say you got a 70% increase in sales, at a 33% reduction in downloads... does this mean you were converting at only ~ 0.1% before?

February 13, 2008 at 3:50 PM

Blogger Scott Macmillan said...

"Ricochet Infinity was released on 7/31/07"

Is 2007 a typo there, Russ? Thanks.

February 14, 2008 at 12:25 PM

Blogger Russell Carroll said...

Ricochet Infinity was released 7/31/07 :). It is the 4th Ricochet title, the first with online (which is what made it a great case study...we actually could look at results).

However, I'm afraid it has confused things as well. The numbers in the fixes were not related JUST to that game, they were for all the games on Reflexive.com. The only number in the article related to Ricochet Infinity was the 92%.

The article was supposed to go narrow (Ricochet Infinty) - broad (all numbers across our portal) - back to narrow (what would that mean to Ricochet's sales). I'm afraid it has lead to some misunderstanding unfortunately.

As to what we were converting before...it wasn't great :)

February 14, 2008 at 4:45 PM

Blogger Justin Alexander said...

What method did you use to determine the rate of piracy? Specifically, how did Reflexive Games determine that 29% of the people who downloaded the game pirated the game?

I guess I'm not understanding how you can determine that (a) they pirated the game without (b) preventing them from using your servers.

February 28, 2008 at 2:41 AM

You can use some HTML tags, such as <b>, <i>, <a>

This blog does not allow anonymous comments.

You will be asked to sign in after submitting your comment.
Please prove you're not a robot