Talking at the Go Go Games mobile conference in Gateshead, UK, Mark Rein, Epic Games' veep, revealed some figures about Infinity Blade, the iOS title developed by Epic-owned Chair Entertainment.
In terms of revenue, 33.5 percent of Infinity Blade's total sales has been generated from the in-app purchase of gold packs for $1, $5, $20 and $50.
This was introduced into the game in an update two weeks after its launch.
Amazingly, since IAP was introduced, 43.7 percent of revenue has been generated by this method, and this is despite Infinity Blade's $5.99 price.
This is comparable with Rovio's claim for Angry Birds that, since it was introduced, 40 percent of new users have bought its 99c Mighty Eagle IAP.
Size of a large cow
Of course, what that total sum generated by Infinity Blade is wasn't disclosed. However we know the game had done at least 600,000 sales at the start of 2011, which was just over a week after IAP was introduced, generating Epic/Chair over $2.5 million in up front sales.
Hence, taking this number as total revenue - obviously an underestimate - Epic/Chair would have made around $1.25 million from IAP.
More likely however, in reality, both figures are doubled, which - if true - would give a revenue total of over $7.5 million, of which $2.5 million would have come from IAP.
New way to play
Numbers aside, Epic/Chair has clearly been surprised at the level of enthusiasm players have shown for IAP, particularly at the top $50 option.
"We won't make the mistake of not having IAP at a game launch again," Rein confessed, pointing out the difference between the 33.5 percent IAP total and 43.7 percent since its introduction as two weeks of lost revenue.
"It was a learning experience," he explained. "We haven't even leverage it [the IAP customisation options] with social features so you can show off your character to your friends. We think we could do better with this in future."
More significantly, understanding how IAP works means that Epic/Chair's future games could be more flexibility priced.
"We see IAP as a way of selling more games for less and widening our audience," Rein pondered.
News
Contributing Editor
A Pocket Gamer co-founder, Jon is Contributing Editor at PG.biz which means he acts like a slightly confused uncle who's forgotten where he's left his glasses. As well as letters and cameras, he likes imaginary numbers and legumes.
Related Articles
News
May 13th, 2011
Go Go Games: If you're not making triple-A mobile games, you're going to be in trouble says Epic's Rein
Top Stories
News
1 hour, 10 minutes ago
Auctus Capital Partners and Remote Control to invest in European games companies
News
Apr 17th, 2024
Scopely is celebrating Monopoly GO!'s first birthday with in-game events and rewards
News
Apr 17th, 2024
Monopoly GO! celebrates its first birthday and shares its behind-the-scenes story
Feature
Apr 15th, 2024
46 top mobile games in soft launch: CSR 3, Plants vs. Zombies 3, LEGO Hill Climb Adventures, Candy Crush Blast, and more
Feature
Apr 15th, 2024
Hot Five: XCOM Legends’ rumoured shutdown, Squad Busters verges on soft launch, and Royal Match reaches $3 billion
Events
HIT Games Conference Istanbul 2024 | Apr 18th | |
Game Job Fair – Spring Edition 2024 | Nordic | Apr 18th |
Arts DAO Fest 2.0 | Middle East | Apr 20th |
App Promotion Summit London | Europe | Apr 25th |
Esports Future Summit | Middle East | Apr 27th |
Dubai GameExpo Summit 2024 | Middle East | May 1st |
The MENA Games Industry Awards 2024 | Middle East | May 2nd |
GameDev Atlantic 2024 | May 4th |