Stats Break: Sales by Editor's Rating

86 posts (showing 1-20)
FGL_Eric

FGL AdminCommunity Level 13
3719 posts

Here's a forum thread for the blog post "Stats Break: Sales by Editor's Rating".

posted 2011-04-18T00:09:39-07:00 | edited 2011-04-18T00:10:16-07:00
Aethos Games

Market Level 6Community Level 11
994 posts

I love stats

posted 2011-04-18T03:09:03-07:00
Firefly

Market Level 0Community Level 9
415 posts

its fun to see the bias towards whole numbers, its like half of the admins only pick from natural numbers (1,2,3 and so on).

posted 2011-04-18T05:35:09-07:00
Camaleonyco

Market Level 7Community Level 5
467 posts

FGL_Eric said:

One of the odd beliefs is that only games rated 8+ sell, which really isn’t true. Games rated 8 do have a somewhat higher chance of selling for a satisfactory amount, but there’s nothing magical about the number.

Your stats show that we can only be certain that our games will be sold if they get 8 or more... then, I don't think this belief is completely unjustified. I still consider 8 as the magic number.

posted 2011-04-18T06:02:23-07:00
shashma

Market Level 2Community Level 1
46 posts

There is a great difference in sale percents between 7 and 7.5. And of course the magic number of 8.

posted 2011-04-18T06:07:05-07:00
Argentin

Market Level 5Community Level 8
1681 posts

So anything above 8 is sure to be sold

That's an interesting stat =D

posted 2011-04-18T07:33:15-07:00
Gromvert

Market Level 2Community Level 6
684 posts

What do You have to do, to get rating of 2? O_o

posted 2011-04-18T07:49:10-07:00
SiamJai

Market Level 0Community Level 3
244 posts

Interesting that only 58% of games get sold at the seven rating, while that's also the bracket that lands the vast majority of submitted games (~35% of all games).

Does this mean that to most devs, sponsorship is a fifty-fifty chance?

posted 2011-04-18T08:31:38-07:00
Lysis

Market Level 4Community Level 4
414 posts

Does this mean that to most devs, sponsorship is a fifty-fifty chance?

actually it's even worse than that, since more recent stats put it at 40%

All of the games in my sig are rated 7 or better.

posted 2011-04-18T10:38:37-07:00
FGL_Eric

FGL AdminCommunity Level 13
3719 posts

Firefly said:

its fun to see the bias towards whole numbers, its like half of the admins only pick from natural numbers (1,2,3 and so on).

As I explained in the blog post, the new rating system with half-numbers was only begun late last year, so the percentages cover a chunk of time when only whole numbers were available. (It was still possible to get fractional numbers, but it could only happen when two raters gave conflicting scores that got averaged out.) Nowadays reviewers can directly give half-mark scores, and do so regularly.

posted 2011-04-18T10:39:54-07:00 | edited 2011-04-18T10:51:15-07:00
FGL_Eric

FGL AdminCommunity Level 13
3719 posts

Camaleonyco said:

FGL_Eric said:

One of the odd beliefs is that only games rated 8+ sell, which really isn’t true. Games rated 8 do have a somewhat higher chance of selling for a satisfactory amount, but there’s nothing magical about the number.

Your stats show that we can only be certain that our games will be sold if they get 8 or more... then, I don't think this belief is completely unjustified. I still consider 8 as the magic number.

Sure, 8s sell. But they are far from the only thing that sells; they are pretty rare to get and 7.5s sell pretty much as well anyway (which is not surprising given that the old 8s are now the new 7.5s).

posted 2011-04-18T10:41:20-07:00
FGL_Eric

FGL AdminCommunity Level 13
3719 posts

SiamJai said:

Interesting that only 58% of games get sold at the seven rating, while that's also the bracket that lands the vast majority of submitted games (~35% of all games).

Does this mean that to most devs, sponsorship is a fifty-fifty chance?

Well, the other element to consider is that developers have to decide what sponsorship amount is acceptable. There are plenty of games that could be sold for e.g. $500 where developers don't take the offer because they don't feel it's worth the trouble (or the loss of rights). So thinking of it as a boolean thing is misleading, because different people (and different countries) have very different standards of what they'll accept. But taken as a whole, yes, 40% of games rated "7" don't find a bid that they consider acceptable.

posted 2011-04-18T10:43:41-07:00 | edited 2011-04-18T10:53:31-07:00
FGL_Eric

FGL AdminCommunity Level 13
3719 posts

Gromvert said:

What do You have to do, to get rating of 2? O_o

The textual description a "2" in the "Graphics" category is "It looks like somebody vandalized this game"... and the 2 in "Quality" is "This is a laughably buggy and/or amateur game". So... your game has to be pretty much a newb game. Some tutorial-based games get 2s...

posted 2011-04-18T10:47:04-07:00
FGL_Eric

FGL AdminCommunity Level 13
3719 posts

Lysis said:

Does this mean that to most devs, sponsorship is a fifty-fifty chance?

actually it's even worse than that, since more recent stats put it at 40%

Not really. Unless you want to consider the two-month window of December and January as your "recent stats" window. If you looked at just last month, the number would in fact be higher. The reason I picked a nice large time range is to avoid that sort of streakiness. 

posted 2011-04-18T10:48:52-07:00
Alekhine

Market Level 2Community Level 5
488 posts

Wow, very insightful, didn't expect the sale rate to be so high for games rated 8 or above

posted 2011-04-18T12:51:56-07:00
DemonDuck

Market Level 0Community Level 0
21 posts

This might sound like a stupid question, but... what are editor's ratings?

posted 2011-04-18T15:40:26-07:00
rosedragon

Market Level 1Community Level 16
3696 posts

DemonDuck said:

This might sound like a stupid question, but... what are editor's ratings?

Rating you got from fgl before your game approved for bidding.

posted 2011-04-18T16:09:47-07:00
Totor

Market Level 0Community Level 2
108 posts

Thanks for sharing these numbers, now a few question pop in my head :

1. could you give an example of (type of) game for each rating ?

2. how much money can we expect for each rating ?

3. what is the formula for your rating (ex : $$$= graphics*X+fun*Y+OMGfactor ?)

4. can a 7 rating sell for higher than an 8 rating ?

posted 2011-04-18T16:18:56-07:00
dekleinewolf

Market Level 0Community Level 2
156 posts

I wonder what game got the 10 :)

posted 2011-04-19T06:27:47-07:00
FGL_Eric

FGL AdminCommunity Level 13
3719 posts

Totor - good questions, but hard answers:

1. I can't give examples, because the ratings are kept private. But if developers want to give examples from their own games in this thread, it might be useful. (Though we usually discourage that because we don't really want people to get into bragging battles over ratings.)

2. There isn't a strong correlation between ratings and money earned. The spread is so broad as to be almost meaningless -- there are two or three clusters of price ranges in each group, so the normal statistical tools (like averages and standard deviations) are useless. In other words, it's not predictive. Too many other factors are involved. (But we are always looking for ways to predict sales value, for obvious reasons... we just haven't found good ones yet.)

3. We keep our rating formula private, because we are still tweaking and evolving it. Generally speaking, "graphics" and "fun" are most important to our ratings, but you can take big hits if your game is unintuitive in the first 30 seconds of gameplay. 

4. Yes, it's not uncommon for 7s to earn more than 8s. It's less common for 6's to beat 8's, but that happens every once in a while too.

posted 2011-04-19T07:22:58-07:00