Stats Break: Sales by Editor's Rating


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

 posted 2011-04-17 permalink
Aethos Games
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I love stats


Follow Aethos Games on twitter!

 posted 2011-04-17 permalink
Firefly
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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).


Previewers Rule

 posted 2011-04-18 permalink
Camaleonyco
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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.


Wild King.

 posted 2011-04-18 permalink
shashma
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There is a great difference in sale percents between 7 and 7.5. And of course the magic number of 8.


 posted 2011-04-18 permalink
Argentin
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So anything above 8 is sure to be sold

That's an interesting stat =D


 posted 2011-04-18 permalink
Gromvert
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What do You have to do, to get rating of 2? O_o


Meh.

 posted 2011-04-18 permalink
SiamJai
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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 2011-04-18 permalink
Lysis
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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.


Games available for sponsorship


Gravity Lander

New!


The Minute Passage


Fly Away Home

 posted 2011-04-18 permalink
FGL_Eric
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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 2011-04-18. last edited at 2011-04-18 permalink
FGL_Eric
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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 2011-04-18 permalink
FGL_Eric
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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 2011-04-18. last edited at 2011-04-18 permalink
FGL_Eric
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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 2011-04-18 permalink
FGL_Eric
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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 2011-04-18 permalink
Alekhine
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Wow, very insightful, didn't expect the sale rate to be so high for games rated 8 or above


getRect();

 posted 2011-04-18 permalink
DemonDuck
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This might sound like a stupid question, but... what are editor's ratings?

 posted 2011-04-18 permalink
rosedragon
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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 2011-04-18 permalink
Totor
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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 2011-04-18 permalink
dekleinewolf
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I wonder what game got the 10 :)

 posted 2011-04-19 permalink
FGL_Eric
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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 2011-04-19 permalink
Totor
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Thank you for your answers, now harder questions if i may dare ;)

coming back to :

1. is the rating scale linear ?

2. could you elaborate the "there are two or three clusters of price ranges in each group", group as rating ?

3. ok, i found 2 variables, you added the "get it quick or lose it", does sound and music add, what about controls (mouse or keyboard which is better) other thing to look for,

 posted 2011-04-19 permalink
eduGameDev
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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.

~ FGL_Eric

Out of curiosity, can you say whether or not the genre or perceived market value are used in the formula? I'm still a bit curious about Fander's score of 7.5, since I've been hard-pressed to find solitaire card games of comparable quality, but don't really want to waste FGL's time by requesting a re-review or anything like that (especially since I think that rating was given before FGL revamped the rating system).

Also, I think it would be beneficial to everyone if we had some idea of what criteria are used in the rating system, when you are able to release that. At the moment we can only guess at what will count as an improvement in the eyes of the reviewers and the sponsors. The more experienced devs will naturally be better at this, but if we had a checklist of sorts then the average game quality could go way up.


Garblactic is now sold! Site-locks available soon!

Fander was picked up by Yahoo! Please take a moment to log in and give it a rating!

 posted 2011-04-19 permalink
BigBonce
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eduGameDev said:

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.

~ FGL_Eric

Out of curiosity, can you say whether or not the genre or perceived market value are used in the formula? I'm still a bit curious about Fander's score of 7.5, since I've been hard-pressed to find solitaire card games of comparable quality, but don't really want to waste FGL's time by requesting a re-review or anything like that (especially since I think that rating was given before FGL revamped the rating system).

Also, I think it would be beneficial to everyone if we had some idea of what criteria are used in the rating system, when you are able to release that. At the moment we can only guess at what will count as an improvement in the eyes of the reviewers and the sponsors. The more experienced devs will naturally be better at this, but if we had a checklist of sorts then the average game quality could go way up.

I very much doubt that the rating is comparing to games of the same genre. For example when it comes to penalty shootout games, all the ones I tried are quite bad. That doesn't mean that I would say that Penalty Challenge is worth a 10, even if I do think it's a lot better than the other games in the genre. Actually it only got a 7.


 posted 2011-04-19 permalink
FGL_Eric
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Regarding genre - we do take it into account, basically as a discretionary value. So if it's "really amazing... for a <x>" where <x> is a genre or game style, it will often get +0.5 or even +1.0 extra in its score to help differentiate it for people looking for standout games in that genre. (Typically this will take the form of a game that would be a 6.5 becoming a 7, that sort of thing.)

The rating scale is roughly linear, but given that the raters are free to add +/- 1 to the score at their discretion (to make up for limitations in our grading system) it's not something that is scientifically robust.

The only reason we rate games is as a service to sponsors, to help them more easily find games in the quality levels that they're looking for, and that's really the driving force behind any changes we make to it. We don't worry too much about whether game X is rated too high compared to game Y. (Otherwise we would be a lot more worried about changing our rating scale.)

Totor - the five basic review categories are Graphics, Fun, Intuitiveness (of gameplay and controls), Sound, and Polish. In addition there are about a dozen common "penalty boxes" that can reduce a game's rating, and reviewers are free to create their own reasons for penalties or bonuses.

 posted 2011-04-19 permalink
FGL_Eric
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I'll let a reviewer chime in with the things they penalize for -- while I say there are a dozen common penalty boxes, I'm sure some of those penalties see very little real-world use, so I don't want to just list those and make you think each of them is equally important.

 posted 2011-04-19 permalink
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