ApathyWorks

Around The World First Quarter Earnings

Posted by Alex Jordan on

So: first quarter earnings, or lack thereof.

It's pretty late (this data is current as of 7/27/10, with nothing new to replace it), but here's how Around The World did in the various markets that I launched it in, during the period of April 2010 to June 2010:

 

GameContentCountryPoints% RateUnitsIncome
Full Game - Around The World Xbox LIVE Indie Game Canada 80 70 17 $11.52
Full Game - Around The World Xbox LIVE Indie Game Germany 80 70 9 $6.10
Full Game - Around The World Xbox LIVE Indie Game France 80 70 2 $1.36
Full Game - Around The World Xbox LIVE Indie Game United Kingdom 80 70 40 $27.10
Full Game - Around The World Xbox LIVE Indie Game Italy 80 70 1 $0.68
Full Game - Around The World Xbox LIVE Indie Game Japan 80 70 1 $0.68
Full Game - Around The World Xbox LIVE Indie Game Spain 80 70 2 $1.36
Full Game - Around The World Xbox LIVE Indie Game Sweden 80 70 6 $4.07
Full Game - Around The World Xbox LIVE Indie Game United States 80 70 123 $83.34

That leaves me with a total of $136.20.

Frankly, that's not that bad, but that's only if you take the reporting period into account. April 2010 through June 2010 only accounts for roughly 10 days of actual sales, since ATW came out on June 20. So, we're looking at only 10 days of sales data, not a full quarter.

That said, a cursory glance at the data is telling. ATW did well in English-speaking countries, and poorly everywhere else. Why is that? Well, I guess I could accuse all the Western European and Asian countries as being too effete, well-educated, and cosmopolitan to even need a geography game. But since I doubt that's the case, I think it's just more likely that even if educated non-Anglophone players can read and speak English, they don't necessarily want to. Thus, we see my lack of available game translations - an option I declined to implement - coming back to haunt me.

Also, as this represents the first week and change in sales, any further sales data will continue to show the tremendous dropoff in downloads and purchases that I witnessed once ATW disappeared from the Marketplace's "New Releases" list. However, for Xbox Live Indie Games, ATW has an unusually high attach rate, since people who bother to go searching through the Educational section of the Marketplace have a high intent to buy an educational game. Although the sales have been meager, ATW has been experiencing a 20% to 35% download-to-purchase ratio for these past few months, which is unheard of in the XBLIG community. As a result, I'm seeing a long tail effect for ATW. I'm hardly going to make money from it, but it's nice to see that it's found it's own niche, albeit an absurdly small one that won't threaten my day job.