chgriffin | 13 years ago | on: Ask HN: What startups are highly profitible but VCs won't touch?
chgriffin's comments
chgriffin | 14 years ago | on: Exposing Social Gaming's Hidden Lever
chgriffin | 14 years ago | on: Exposing Social Gaming's Hidden Lever
chgriffin | 14 years ago | on: A Hacker's guide to monetizing a free-to-play game
It's a big world out there. In fact, the market out side of the US is huge. Even Zynga has more players outside of the US than inside of the US (60% Ex-US). The opportunity to go into the Ex-US market where one can make 300X more ARPU/month than in the US is massive.
chgriffin | 14 years ago | on: A Hacker's guide to monetizing a free-to-play game
There are a few new monetization methods out there such as Kiip that you should check out, although I can't speak for how well they work.
One new monetization method that I can speak for, which is proven to work are, real-money gambling and betting mechanics, which produce monthly ARPU in the neighborhood of $300/month -- that's 300X better than the other monetization options currently available to game devs. I know the knee jerk reaction is to think you can't do that without a license and that obtaining a license is nearly impossible, both of which are true, but Betable (developers.betable.com) just launched a real-money gambling engine that hosts and operates all gambling code on behalf of a game dev, enabling them to piggy-back on Betable's licenses, so they don't have to get their own.
FULL DISCLOSURE, I'M THE FOUNDER OF BETABLE. Sorry for the self-promotions, but given the current state of game monetization methods available to devs, I thought it was important for me to jump into the conversation and make people aware of what else is out there. Hope this is helpful.
chgriffin | 14 years ago | on: Advertising in Mobile Games is Broken
chgriffin | 14 years ago | on: The Problem With Virtual Goods
chgriffin | 14 years ago | on: The Problem With Virtual Goods
chgriffin | 14 years ago | on: The Problem With Virtual Goods
chgriffin | 14 years ago | on: The Problem With Virtual Goods
Betable supports virtual currency, so if you wanted to market your game to players in the US, you can create a virtual currency version of your game, market it everywhere in the world, and only expose the real-money gaming functionality to players in legal jurisdictions (e.g. those outside of the US, Turkey and Holland).
chgriffin | 14 years ago | on: Why Zynga Is Leaving Money On The Table