What are Crazy Dave's F2P tricks and techniques
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jon jordan | 13:14 - 22 August 2013
The full detail of my talk - and thinking behind the process - can be found here
jon jordan | 13:13 - 22 August 2013
Good questions Trevor.
In fact, the point of my Monetizer column is to come up with a quick and dirty process of analysing games using open source data.
In terms of the Success Coefficient, I wanted some simple numbers that would generate a strong filter to highlight success (and failure).
The top 10/top 100 ratio gives an idea about a game's momentum up the charts, with the US top grossing peaking chosen because it's the largest market.
Indeed, I want that denominator to have incredible power...
However, the key point of my talk at Develop was that these sort of system can be created by anyone and tweaked to their own specific interests, so you could use Japanese, Chinese or Korean top grossing positions if you were interested in that market.
So, my goal is to generate actionable insights in as simple as way as possible, and I'm very happy if you want to suggest better value and equations.
Really, this isn't me trying to impose anything. It's me trying to get people thinking for themselves.
Trevor McCalmont | 21:54 - 21 August 2013
I'm a little puzzled at why the "Success Coefficients" are useful pieces of information. How does (# Countries in Top 10 Top Grossing / # Countries in Top 100 Top Grossing) / Highest Rank in US Top Grossing mean anything real, and where is the arbitrary benchmark of 0.01 coming from?
Also, by putting Highest Rank in US Top Grossing in the denominator gives it incredible power. A game that reaches #1 is twice as successful as a game that reaches #2?
I think it would be more valuable to use values and equations that yield actionable insights instead of creating confusing equations with no real meaning.
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