Track Google Rankings plugin provided by seo.

Do any social game numbers make sense?

by Chris on December 23, 2011

In a report by Raptr titled; Zynga Games Rival Core Games In Total Playtime, Franchise Strength.

The report says : Everyone wants to understand how Zynga will continue to grow and engage its massive user base. Our exclusive Raptr Report sheds light on all this.

I’m not so sure it does.

The report provides details about Zynga’s users and their gaming behavior – including stats on playtime, session length and frequency, user conversion from game to game, and much more – helping to shed light on why Zynga remains top dog when it comes to social games.

You can read the Raptr Report here

(* image Source: Raptr)

Raptr report that:

Zynga’s FarmVille to CityVille conversion rate stacks up favorably against that of many core franchises.

That maybe true in percentage terms, but in business terms I don’t think this is a good thing for Zynga. For example: When a call of duty fan purchases the sequel, the chances are that he or she has already stopped playing the previous version. The core franchises don’t rely on fans paying microtransaction fees to support the games. These core franchise games are still largly retail and digital downloads of the full games. If Zynga is “converting” their users at the rate of 80 / 90% they are just transposing “Ville” fans from one title to the next. This isn’t boosting revenue as it does with core games, it is just moving the paying 3% to a new game. There isn’t any growth.

You can also say that the core franchises have a loyal fan base. They come back months even years after the original game was launched to purchase the new version. Whereas the Ville fan plays up to 8 times per day, every day and will jump to a new game as soon as it is launched. I don’t see any loyalty for the product.

To quote the report:
…it’s not just FarmVille players that are loyal; for almost any given Zynga title, between 80% and 95% of players also play another Zynga game. And they play often, like eight sessions a day on average for Ville series gamers – compared to roughly two play sessions a day for Call of Duty and Warcraft series fans. But they don’t play for all that long: 41 minutes per day for Ville gamers compared to 177 and 252 for CoD and Warcraft respectively.
(*Source: Data from Raptr.)

“For its last four games (FrontierVille, Treasure Isle, CityVille, and Empires & Allies) Zynga has pulled 90+% from its existing user base.” I see this as more of a problem for Zynga that it is a plus. If 80 to 90% of a new „Ville“ game were new players then this would be much better for the financials.

The other are that puzzles me are the user numbers and stats that are often quoted around Zynga products. Since the launch of YoVille in 2008, Zynga’s Ville games have almost doubled in average session length: from 4 Sessions to 7 . (as measured one month after launch). This Means that Zynga are now paying double the bandwidth and server time, just to retain the same core „Ville“ fans.

more than 250 million consumers playing Zynga games, 60% market share*. (*Source: HIS Screen Digest May 2011) That’s a lot of growth in service costs, but not in the number of paying players.

The industry conversion rate for a Facebook Social game is around the 3% mark. and the top 2% to 3% of loyal players are what are crucial to Zynga’s success, These are the real money spenders the “whales”.

Zynga and the competitors deliberately keep their game sessions very short. This saves on costs but also acts as a mechanism to monetize their players. The 2% are only able to extend their game play by buying virtual currency via micro transactions and then spending the in-game currency to  earn more playtime. The “whales” will spend up to 120 minutes per day in game compared to 40 minutes for the average layer.

So this is the bit that never adds up to me.  Zynga revenue is normally quoted as being around $500-800 million in 2010. The company just IPO’d at $900 Million ($10 per share), the company is trading at an $8 Billion valuation. If the market isn’t growing, the size of the Social games audience is around 250 million. no new money is being brought into these games. 3% will pay something. 2% (5 million) will pay a lot more.

Which means 5 million whales are all spending $100 + per month, which is not impossible. But for Zynga to grow it means the whales will either have to increase 20 – 25% a year in numbers, which is something we are not seeing. Or the current whales will have to start spending 25% more year on year for virtual goods that are part of a service.  These are goods and products that have no value outside the context of the game, and can be turned off whenever the games service provider wishes. Is there really a big enough untapped market of these people to grow the industry?

Is this even sustainable? and how will these loyal 2% react when Zynga does sunset one of these popular games and they lose that $400 Farm?

Maybe we will get a little bit of insight from how Playdom’s Social City players react to its shutdown this month. Or another report gets published that can shed some new light on all this.

Until then or the end of Zynga’s financial year, I guess I will have to watch the stocks with a quizzical eye, and wonder where the FaceBook Social games industry will be in 6 months time.  I will be surprised if it has grown bigger.

 

Update : 10/1/12  This article asks the question why the stock is dropping?

Zynga’s Stock Nosedives, Falling Nine Percent to Hit New Low

At one point today, the stock dipped as low as $7.97 a share before closing at $8 even.

At that price, it is $2 below it’s initial stock price of $10, and has lost at least 20 percent of its market value in less than a month.

{ 0 comments }

Virtual goods, Do you own yours?

by Chris on December 22, 2011

With Star Wars Galaxies officially closed, and Playdom’s Social City and ESPNU shutting down this month. I expect people will be starting to think about if and how they invest their money in virtual worlds.

According to a post on the Playdom forums, users have been told that any remaining Campus Cash (the premium currency in ESNPU) will not be transferred to other Playdom games and will be lost when the game shuts down next month.

The question I have is, will the players sue? And what will this mean for the industry? Are Playdom Playing with Pandora’s box?

Will virtual property and currency continue to be part of a service provided by the operator of an online gaming network? Governed by the terms and conditions of the End User Licence Agreement? or is owning virtual goods and currency to be treated in the same way as ownership of property and goods in the real world?

The operators of online gaming networks and virtual worlds tend to think the former applies. On the other hand, if legal systems around the world were to acknowledge that virtual goods and property are indeed to be accorded a similar status to goods and property in the real world. Then operators will need to radically overhaul how they currently deal with virtual goods, and we may witness a move away from trying to deal with these matters via a simple EULA or ToS, towards dealing with leases and the law of landlords and tenants.

There have been legal cases that suggest that virtual currency should be treated as real world currencies.

It seems that the UK courts at are clear that virtual currency is pretty much the same to real-world currency.  Whether you are dealing with sterling, dollars or Zynga chips.

Social games giant Zynga brought a case against a defendant who hacked into their computer system and transferred 400 billion virtual poker chips into his account. according to court submissions the real world value was estimated at around £184,000. The defendant lost the case and is now in prison.

This creates a huge problem for the games providers, publishers and networks as well as the legal world. There are a  lot of unanswered questions: if virtual goods and property are to be considered as comparable to real-world counterparts then:

How are they to be treated for tax?
Should there be VAT on clothes you buy for your avatar?
Should there be Duty or Land Tax payable on purchases of virtual property?
Or Income Tax on the profits of in-world businesses?
Capital Gains Tax payable on profits generated from virtual property which has been developed and sold on?
How is this to be regulated?
Which country’s tax law even applies? Where the operator or the user is based? Is it where the people are or the servers?

If the virtual property and goods are owned outright by users, how can you sunset a game or a virtual world?
Deny users access to their virtual world if they break the rules? Reasons for a denial of access might range from the temporary or permanent expulsion of a user for abusive behaviour towards other users, or because of necessary maintenance downtime at the operator’s facilities.

If an operator or developer is at risk of being sued every time a user cannot access their virtual goods or property, then the continued operation of the virtual world becomes a huge legal liability with potentially catastrophic commercial consequences.

In short these legal questions matter, because it may well determine the commercial viability of subscription-free and free to play Social games.

Issues of the precise legal status of virtual goods and property seems to have gone unresolved until now, although last year’s review on the online gaming world by the government in Vietnam indicated that it considered that virtual goods and property are not real assets comparable to real-world goods and property.

That said, for the time being at least users and operators of virtual worlds and social games must carry on in uncertainty as to whether users actually own their virtual goods and property or whether they are just paying for a service provided by the operator subject to a take-it-or-leave-it EULA.

As always i expect time will tell.

{ 0 comments }

Loyalty. Does it matter in Social games?

December 22, 2011

With Facebook publishing their list of  Top Ten games for 2011, people will be seeing a slightly different group of games than expected. Even thought Zynga score 4 titles out of the top 8, the top ten list contains 6 other companies who don’t get anywhere near the publicity of the social giant. The result [...]

Read the full article →

The Most Popular Facebook Game of 2011 aren’t what you’d expect.

December 22, 2011

Facebook has released its list of the 10 most popular social games for 2011, as expected the chart was dominated mainly by Zynga titles, two other companies received the top two slots. With Wooga, DoubleDown, Buffalo Studios and Playtika all charting in the top 10. Zynga held 4 of the top 8 slots, which is still a very strong [...]

Read the full article →

Are we seeing the peak of Facebook’s social games already? And why that could be a good thing.

October 6, 2011

Is there an issue with Facebook’s marketing channels? Or are we already seeing the limits of Facebook’s gaming audience? I think we are seeing both. Watching the stats on Appdata and the long term behaviour of Zynga‘s top ranking games Cityville, Farmville, Empires & Allies and Adventure World suggests that Zynga has been shuffling the same 200 [...]

Read the full article →

Social Business, What can you learn from virtual cows?

September 24, 2011

One thing that can be learned from playing CityVille or Sims Social is if you’re not playing, you’re really missing out. I know people who have un-friended people who are playing. It’s almost a fashionable thing to say something negative about these games. I also admit that they aren’t the most creative of games, but [...]

Read the full article →

Steam’s item trading is out of beta, This feature has rapidly come to the mass market

September 8, 2011

It has been quoted; Over one million items and games were traded during the service’s four week beta stage. The trading system has added some additional Social features to steam that have been lacking up until now; One is the ability to see the inventories of other people, provided their profile is public. Steam has [...]

Read the full article →