Chapter 724 How Much Did You Earn? (3) (Repair)(2/2)
In the afternoon, I was going to attend a meeting about Igrit's online game business, but the core was "Happy Farm", which has been popular for more than half a year. Later, I felt that it didn't matter whether or not I participated in this meeting, so I simply let Alison replace him and stole half a day with Grace in the Potola Valley Manor.
After the plane took off, Girl A handed over the afternoon meeting minutes and a brief overview of the operation of "Happy Farm" to Simon.
After launching this social network casual game based on Flash technology in the first half of the year, it has experienced an initial exponential explosion in the past six months, and the user growth curve of "Happy Farm" has begun to slow down.
Even so, after seven months of online launch, the total number of players in Happy Farm worldwide has reached an astonishing 53 million, easily breaking the expectation of the game operation team to achieve a 50 million player scale in the first two years. At this stage, the number of global netizens who also exceeded the expectations of the first half of the year has reached 200 million.
Therefore, the number of players in "Happy Farm" has already accounted for one-quarter of the world's Internet users, and may have different activity levels, but one in every four netizens who are exposed to the Internet activates the "Happy Farm" game, which is still terrifying.
The EA and Facebook teams responsible for developing and operating this game are already considering applying for the Guinness Record for this game, but because the number of players in Happy Farm is still rising, they have not taken action for the time being. Some media in the industry even predict that the total number of players in Happy Farm may double again in the next two years, breaking the unprecedented 100 million mark.
Because this game is so popular, over the past six months, EA and Facebook have specially set up a team of hundreds of people to be responsible for the operation of this game.
Due to the careful care of the two major technology and entertainment giants, this time "Happy Farm" has clearly deviated from its former leisure nature, but has shouldered more missions and significance in the early stages of the development of the Internet. Such a phenomenal online game that has been tried by many universities to enter MBA cases has too many aspects such as development and operation, and is worth learning from by later generations.
A large part of the teams of the two companies is quietly collecting and organizing operational models and key data that can be referenced for the future during the game operation process.
In order to make way for Happy Farm, although Igrit has opened up Flash technology and IE game platforms, over the past six months, casual games similar to Happy Farm have been basically suppressed, and some obvious imitators have been sued.
Even within EA, "Happy Ranch", which is similar to "Happy Farm" model, will be put on hold for the time being after the development is completed.
Because "Happy Farm" is still in the rising period, as long as its gameplay is constantly updated, its popularity will not decline for the time being, so there is no need to add icing on the cake of "Happy Farm". The team plans to choose the right time to launch "Happy Farm" during the 12 to 18 months of "Happy Farm" launch.
Relying on the linkage of two games, the vitality of "Happy Farm" will be continued to the greatest extent.
For the outside world, what many people care about the most is undoubtedly how profitable "Happy Farm" is.
Neither company gave very clear numbers on this, but the estimates of some industry media, even the rather underestimated numbers, are enough to make too many game manufacturers and even other capitals jealous.
Simon has the most detailed data in his hands.
In the first place, just the first week of opening, Happy Farm received $2.61 million in prop sales revenue, with the user base at that time being less than 7 million.
Now, the total number of game users has reached more than seven times the initial scale. Because the payment channels in many overseas regions are not smooth and the payment rates are inevitably reduced, the weekly revenue has not increased at the same multiple level. However, the game's revenue in the past week has still reached US$13.91 million.
In summary, from its launch on March 25 to the latest revenue statistics cycle on October 20, in 7 months, "Happy Farm" relies on its huge player base to earn a total of US$196 million in revenue.
An online game with a development cost of less than US$1 million was earned 196 million in half a year. This huge profit is inevitable that even Latin American drug lords will be jealous of this kind of huge profit.
Moreover, drug trafficking is guilty, but games are legal.
Stimulated by the success of "Happy Farm", hundreds of brand-new game companies, large and small, have emerged in North America in the past six months. Although most of them are studios of two or three people, there are many capital giants involved.
Of course, many people also understand that the success of "Happy Farm" is not only for the game itself to cater to the needs of players, but also because the Igrit Company spares no effort to support it. However, who can be sure that he will not be the next lucky person? What's more, even if only one-tenth or even one-percent success of "Happy Farm" is a peak for many people.
Although the interests of "Happy Farm" are absolutely not to be violated, over the past six months, Igret Company has indeed intentionally or unintentionally built a number of successful cases of reaching the peak of life through the development of Flas***.
Chapter completed!