I don't see why devs still bother with virtual goods. A lot of people have been chasing the virtual goods carrot recently, but are they still the best way for small developers to make a game?
The problem with virtual goods is that you need millions of users in order to reach $1M in revenue, especially with free-to-paid conversion rates for most social games being in the single digits and average revenue per user (ARPU) often hovering around $1.
I wrote a in-depth blog post about this (
read it here) and would love some feedback. Thanks!
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Hey, I'm Tyler and I do marketing for
Betable - a platform that lets game developers legally integrate real-money betting into their games.