When I published those stats, I had a few discussions about "should we sell a game in a bundle?"
So here's a thread, with some shocking data.
Spoiler: unless you need an immediate cash flow and can't do otherwise, don't do it. https://twitter.com/mrhelmut/status/1350428741885980672
So here's a thread, with some shocking data.
Spoiler: unless you need an immediate cash flow and can't do otherwise, don't do it. https://twitter.com/mrhelmut/status/1350428741885980672
When you do a bundle, what's going to happen is that it's going to smash your long tail sales. And by smashing, I mean smashing real good, durably.
Have a guess when we did one of those much sought after bundle:
Have a guess when we did one of those much sought after bundle:
We did the math: if we hadn't done it, in the long run the revenues of this game would have been 4 times bigger.
And it would likely still have a good leverage for not doing deep disounts (now we're pretty much forced to go 80%+ if we want some conversion to happen.
And it would likely still have a good leverage for not doing deep disounts (now we're pretty much forced to go 80%+ if we want some conversion to happen.
The other messed up thing, is that by doing so, you are going to sell your game less than 15 cts a key.
And this, has a terrible effect: it floods the grey markets with keys at 1$.
2 years later, 90% of this game's activations are still linked to this bundle and G2A.
And this, has a terrible effect: it floods the grey markets with keys at 1$.
2 years later, 90% of this game's activations are still linked to this bundle and G2A.
So, unless you are in need of an immediate cash flow to keep going, it is likely advisable to have a cautionary stance and doing things step by step (especially if you're game has a good tail and traction).
Please note that this is for big bundles (those which sell for tens/hundreds of thousands keys), not small ones (which have a limited impact, if not none).