Posts Tagged ‘lightspeed venture partners’

RockYou scores another $50 million

Wednesday, November 18th, 2009

After passing on an intial offer to be bought out by EA (who eventually went with Playfish as their social gaming acquisition), Redwood City, California based RockYou has recently secured an additional $50 million in series D funding. This recent influx of cash was lead by SoftBank. The news funds are expected to further enhance RockYou’s current offerings and expand development, boost global brand, as well as create products that are ripe for in-game advertising possibilities.

Currently the largest independent ad network in the social media field, with more than 213 million monthly unique visitors, the company logs over 15 billion monthly impressions. Since it’s inception in November 2005, RockYou (originally called RockMySpace) specializes in providing marketers unique and industry leading solutions to reach specific market segments. Primarily focused on widgets and social applications, RockYou has commented that with this new round of funding they will also begin venturing into the currently rather risky waters of in-game offers, i.e. the Scamville affair.

“RockYou has been an innovator in the social media industry since our launch more than four years ago, and we are excited to expand our relationship with SoftBank with this round of funding,” said Lance Tokuda, co-founder and CEO, RockYou. “In 2009, RockYou is on target to triple our revenue from the previous fiscal year, demonstrating our continued growth in the space.”

With rumored revenues in the $30 – $40 million per year range, if Tokuda’s statement is on track, RockYou is well within the revenues range of major players including Zynga and PlayEAfish.

This latest round of funding brings RockYou’s combined total raised to a healthy $118 million. This round D funding effectively doubles what previous round C had netted – $52 million from SoftBank and SK Telecom Ventures this time last year. In addition to SoftBank and SK Telecom Ventures, Rockyou’s finding arrives via Sequoia Capital, Partech International, Lightspeed Venture Partners, and DCM.

 

And now for some free-to-play revenue numbers

Friday, June 12th, 2009

We’ve seen a dramatic rise in both the number and (arguably) quality of free-to-play titles over the past year.  Looking at the timeline from Nexon’s Maple Story, right on through to Turbine’s recent decision to move Dungeons & Dragons over to the free-to-play model, you’ll notice in the overall scheme of things this is a rapidly accelerating push.

Up until now, we’ve all just looked at the Asian model, the numbers of players, and aside from the ARPPU or ARPU numbers here and there, there really hasn’t been much hard data to justify what we’ve all believed for a long time: Free-to-play/Microtransaction supported games CAN actually turn a profit.  This data is either shrouded in secrecy, or perhaps even worse, often presented in grey terms, i.e. ARPPU (average revenue per paying user), which is always going to look far more impressive than the ARPU (average revenue per user).  Enter Paul Hyman’s outstanding collection of words and data recently published over at Gamasutra.

Hyman doesn’t just catch Three Rings Design’s CEO Daniel James’ words, but also nabs opinions from Raph Koster, or Metaplace, and Jeremy Liew from Lightspeed Venture Partners, a major source of VC spending cash for free-to-play developers.  Below are selected highlights from each person’s perspective.

Daniel James – CEO, Three Rings Design

daniel_jamesJames truly puts his money where his mouth is, and feels no shame in putting Three Rings’ numbers right out in the open where all can see.  In 2005, Three Rings Design launched a free-to-play version of their successful Puzzle Pirates in tandem with the original subscription version.

This “reluctance to clearly report revenues is a deliberate attempt to obfuscate the numbers.  There seems to be a perception,” he explains, “that there is a business advantage to not being transparent. But I disagree.”

In a recent blog post, he continues, “People often ask me, with a wary look such as you’d give a lunatic, ‘Why do you dish out your numbers like this?’ It’s a good question. There are possible downsides, but they are limited; if a competitor looks at my numbers and then goes on to execute better than us, I don’t think that has much to do with our numbers. They executed better, that’s the hard bit. Well done to them.”

The nitty gritty:  James reveals that the free-to-play Puzzle Pirates MMO generates approximately $50 per month from each paying user (ARPPU), resulting in $230,000 a month.  Add in the revenue generated from the subscription based version, around $70,000, and you’ve got a very healthy take of approximately $300,000.

While these numbers are truly impressive, James goes on to warn to not look at the bottom line, but rather the ARPU.

“The pivot number — the number to focus on — is not the $50 ARPPU but the $1-2 ARPU,” he says. “That’s the number that a new paying customer is worth to you. If that number were, say, 20 cents, you’d probably have a difficult time building a business.”

“But if that number were, say, $3 then you have a good business that enables you to go to a flash distribution site and say, ‘Hey, put my game up on your site and I’ll give you a dollar for every new user you send me.’ They’d surely be interested in that.”

Raph Koster – President and Founder, Metaplace

raphaelraphkosterAdmittedly, Metaplace, a new social web portal is brand spanking new, only a month old, but that doesn’t stop Founder and President Koster from weighing in.

“Free-to-play is all about upping your ROI,” he explains. “All the costs of boxes and distribution that are associated with a subscription model go away. The cost of development is significantly lower. Even your marketing budget changes radically; our product’s reputation will spread primarily via word of mouth. And because it lowers the barrier to entry for people to come in and try things, it gives you a huge shot at acquiring large numbers of customers.”

Speaking to the closed door policy of data, Koster comments, “It’s been kind of a habit inside the industry to keep your budgets and revenues a secret, which I personally think is kind of silly. Especially since, now that much of this is happening on the web, you can go to comScore and see how many people are actually playing a site. So it’s getting harder and harder to hide your numbers.”

While most of Metaplace’s revenues are derived from virtual goods microtransaction sales, Koster also pitches an interesting idea on additional revenue generation within a free-to-play environment.  Metaplace makes “events” available for sale.

“In Metaplace, everyone gets a world of their own,” he explains. “Because you’re not paying for it, it’s not a very big world and there’s a concurrency cap, so you can’t squeeze more than 10 people into it at once.”

“But, if you want to hold a party or host something special, for example, you can pay us $10 and, for the next 24 hours, your concurrency cap goes up to, say, 100 people. That’s just an example of one way to monetize your product without restricting it to selling virtual goods.”

Jeremy Liew – Managing Director, Lightspeed Ventures

jeremy-liewLiew’s own personal research on APRU’s falls right in line with James’ comments and theory.  In a recent blog post, Liew reveals the ARPU at a number of popular sites average around $1.25 per month.  Disney’s Club Penguin rakes in $1.62, Habbo – $1.30, and Runescape around $0.84.

Again, inline with James’ thinking, Liew reports that the average ARPPU is somewhere in the $10-$50 range, typically coming from 5-10% of the total number of active players on any given month.

And there we have it.  Both James and Koster agree that veiling data in a shroud of mystery doesn’t help anyone.  Sure, Three Rings Design’s Puzzle Pirates is certainly a case example of a free-to-play success, but note that Koster is more than willing to let the data out the door, once Metaplace has established a long enough track record to present.  The way I see it, more data, either good or bad, can only help and support current and future developers make the call whether they want to go free-to-play, select a subscription based model, or take the path of a hybrid of the two.  And of course, if and when they decide to go free-to-play, they’ll most certainly need a microtransactions payment expert.

 

Casual Collective plans to release additional game packs via Microtransactions

Friday, November 21st, 2008

Chances are that you’ve never heard the names Paul Preece and David Scott.  On the other side of the coin, chances are that you’ve wasted an hour or two in the office at home playing the highly fun and addictive game Desktop Tower Defense or perhaps Flash Element TD?  Yeah.  Me too.

Combined, the two flash games have been played over 210 million times.  And what started out as a hobby is now on the verge of becoming a full ledged business for these two gents.  Not happy to rest on their laurels, Preece and Scott have been busy developing four more titles that are now available at Casual Collective, a platform for the team’s developments and those uploaded by the community.

If this user community development (i.e. crowd sourcing/programming) sounds familiar, Kongregate and of course the old standby Newgrounds might come to mind.  The goal here is to foster community involvement, social networking, chat rooms, and community tools all aimed an enhancing the users overall gaming experience.  Players are further encouraged to register and participate via receiving various rewards, bonus content, and customization options.

The duo is also sure to be pushing their own products quite heavily on the site, but hey, who can blame them (Dang it…just lost another tower….what was I saying?).  Their 4 new games went live yesterday, with further plans to license them out to additional gaming portals.  The new titles are:

As with many/most browser based flash games, the majority of revenue comes from advertising dollars, but Preece and Scott are also planning on releasing game upgrades and enhancements via microtransactions.

Funded by one of our Silicon Valley favorites, Lightspeed Venture Partners, Jeremy Liew didn’t think twice before handing the team a $1M check.  He’s an avid fan of Desktop Tower Defense and says,

“I wanted to meet the guy who was such a drain on my productivity.”

Liew also believes that the Casual Collective falls right in line with web 2.0 gaming trends – shorter development cycles, cheaper budgets, web distribution, and widgetization, i.e. games aren’t tied to home, but can roam about to just about any site across the web.

If you’ve not yet played Desktop Tower Defense (are you living under a rock?) have a visit to the Casual Collective and give ‘er a whirl.

On a side note: It turns out that Wagner James Au from GigaOm covered Desktop Tower Defense in May of 2007.  Preece was working as a VB programmer and making games in his spare time, all the while pulling down high 4 digit advertising revenues per month.  Apparently this didn’t bode well with the boss man, and Preece was given the axe.  Preece and Scott are now set with seed funding until at least 2010, so really…who’s laughing now?

Wishing all the best to the Casual Collective – certainly one to watch.

Reblog this post [with Zemanta]