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“A vivisection of Plague Inc: The Board Game's sales data and commercial performance - Gamasutra” plus 1 more
“A vivisection of Plague Inc: The Board Game's sales data and commercial performance - Gamasutra” plus 1 more |
A vivisection of Plague Inc: The Board Game's sales data and commercial performance - Gamasutra Posted: 29 Apr 2019 09:47 AM PDT The following blog post, unless otherwise noted, was written by a member of Gamasutra's community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. James here, the creator of Plague Inc. and Rebel Inc.. Today I wanted to share some data from the first few years of selling Plague Inc: The Board Game in case it helps future designers inform their decisions (especially if you are considering adapting a digital game into a physical tabletop product). When I decided I wanted to make a board game I found it really hard to find good sales data about the number of copies a reasonably successful board game might sell. Talking with lots of publishers and people in the industry revealed a rough rule of thumb for selling copies of board games: Selling 10,000 copies is a success. Selling 100,000 copies is a huge success. Most games never sell anywhere near 10,000 copies. Most games only have one print run. Unless you sell huge quantities, you will not break into the evergreen market which requires repeat runs. I'm pleased to say that Plague Inc: The Board Game has been a 'success', but has some way to go before it is a 'huge success'. Key stats:
Stock levels and estimating demand: Below is a graph of our stock levels over time. You can see where stock comes in / goes out to distributors as well as the Christmas sales. Also - the shameful points where we ran out of stock entirely!
Why do you not use distributors in the US? How hard is it to handle all the design, manufacturing, distribution and sales in house? How does it compare making board games with making video games? Are you going to make a Rebel Inc. board game? You can get Plague Inc: The Board Game here. Hope you found this interesting / useful! James P.S. If you are a talented and experienced strategy/simulation games designer (board games or video games) - get in touch. I'm always looking for good people. P.P.S You can see the previous blog posts about the board game here, and here.
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The top iPhone and iPad apps on App Store - Washington Post Posted: 30 Apr 2019 11:06 AM PDT By Associated Press App Store Official Charts for the week ending April 28, 2019: Top Paid iPhone Apps: 1. Minecraft, Mojang 2. Facetune, Lightricks Ltd. 3. Heads Up!, Warner Bros. 4. Plague Inc.,Ndemic Creations 5. Schedule, HotSchedules 6. Bloons TD 6Ninja Kiwi 7. Geometry Dash, RobTop Games AB 8. Bloons TD 5, Ninja Kiwi 9. True Skate, True Axis 10. Supbot - Supreme Bot, Supbo Inc. Top Free iPhone Apps: 1. Traffic Run!, Geisha Tokyo Inc. 2. AMAZE!!!, Crazy Labs 3. Clean Road, SayGames LLC 4. Purple Diver, Voodoo 5. Roller Splat!, Voodoo 6. Stack Ball 3D, Azur Interactive Games Limited 7. Folding Blocks, Popcore GmbH 8. Draw it, Kwalee 9. Instagram, Instagram, Inc. 10. YouTube: Watch, Listen, Stream, Google LLC Top Paid iPad Apps: 1. Minecraft, Mojang 2. Procreate, Savage Interactive Pty Ltd 3. Notability, Ginger Labs 4. Geometry Dash, RobTop Games AB 5. GoodNotes 5, Time Base Technology Limited 6. Amazing Frog?, FAYJU 7. Plague Inc., Ndemic Creations 8. Toca Hair Salon 3, Toca Boca AB 9. Bloons TD 6, Ninja Kiwi 10. Terraria, 505 Games (US), Inc. Top Free iPad Apps: 1. Traffic Run!, Geisha Tokyo Inc. 2. Folding Blocks, Popcore GmbH 3. Dream Family Sim - Mommy Story, Epic Win Games 4. Roller Splat!, Voodoo 5. Run Race 3D, Good Job Games 6. Tiles Hop - EDM, Rush, Amanotes Pte. Ltd. 7. Animal Rescue 3D, Voodoo 8. Clean Road, SayGames LLC 9. Purple Diver,Voodoo 10. YouTube: Watch, Listen, Stream,Google LLC __ (copyright) 2019 Apple Inc. Copyright 2019 The Associated Press. All rights reserved. This material may not be published, broadcast, rewritten or redistributed. |
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