Level 30 will now be required for ranked play
I am actually astounded it took this long for Riot to make this change, particularly when you consider the kind of data it had available. Granted, these stats were probably taken after the launch of Season One, but it wasn’t exactly uncommon to see players below level 30 matched with those above prior to the Season One launch either.
As Pendragon stated in a post last night, the change was made because players below level 30 tend to leave 4.2 percent of games, versus the 1.1 percent of games from level 30 players. The really interesting stat, though, is that sub-30 players have a staggering 35.2 percent win rate, while those over 30 are seeing an average 52 percent win rate.
Again, I’m shocked it took this long, and the data serves as a pretty embarrassing statement toward Riot’s foresight on this. You should start to see the change today.
Posted in: league of legends, News
Tags: level, level 30, level 30 ranked, level 30 requirement, level 30 stats, matchmaking, ranked matches, ranked play, season one, statistics
I have often bemoaned LoL’s lack of comprehensive statistics. As it currently stands, you can only get detailed stats on your top 3 champions and your last 10 games, and neither are really that comprehensive. You still don’t get to see your teammates’ performance, for instance, or a numerical value for your K/D spread beyond the actual spread. You can get yourself some of the stats with a calculator, but having it all in hand would be mighty nice.
I found a post on the forums two days ago about lolbase.net, a site dedicated to providing comprehensive stats for players based on the info buried in the log files for each game. Players upload their log files to the site, which then parses them and keeps track of individual stats for every player. It’s not perfect by any means – it can’t record games either you or someone else doesn’t upload – but it’s the best solution I’ve seen so far. It was also a bit surprising to log in and find myself with almost 80 recorded matches when I haven’t done a thing.
The more I look around the site the more I hope Riot just buys them. It would be so nice to have a robust, web-based stat system to browse outside the game’s often slow and clunky interface. Until then, I’m going to start uploading some log files to get myself a nice stat list going.
Posted in: Development, league of legends
Tags: best stat site, database, in-game stats, lolbase, lolbase.net, post-game stats, recent 10, stat tracking, statistics, stats, top 3
Apple bursts the mobile gaming bubble
Just look at the green slice on that pie chart. That’s exactly where Sony wishes the PSP was. Instead, it’s Apple. Yes, Apple. I never thought I would see the day that a computer manufacturer was stealing mobile market share from Nintendo but here we are. In just 21 months Apple has managed to snag 19% of the mobile market by revenue.
It’s a pretty impressive stat, considering the lower price of software for the iPhone OS. Can you imagine the number of transactions involved? The really bad news in this story is for Sony, whose revenues are down almost 50% from last year. The PSP Go was obviously not a hit – not that anyone expected it to be – and there hasn’t been much in the way of software to encourage any newcomers to the platform.
As far as total revenue goes, the iPhone OS is now 5% of the total market share, including consoles. If that’s not something for Apple to be happy about, I don’t know what it would take.
Posted in: Development, Mobile Gaming
Tags: app store, app store success, apple, apple games, iPhone, iphone games, iphone os, mobile game sales, mobile games, statistics
Activision gets almost 70% of its revenue from three franchises
Activision’s fiscal report for 2009 contained some seriously juicy news. First, there’s the scandal at Infinity Ward. Second, there’s this. The report included statistics regarding the company’s revenue sources, revealing that a large majority, like 68%, come from just three franchises: World of Warcraft, Call of Duty, and Guitar Hero. The report also noted that WoW accounts for a whopping 98% of Blizzard’s revenue.
The obvious concern is for one of those franchises to flop. One bad Call of Duty and suddenly Activision doesn’t look so stable. As the company puts things, “Due to this dependence on a limited number of franchises, the failure to achieve anticipated results by one or more products based on these franchises may significantly harm our business and financial results.” I would say so, fellas.
We already know that rhythm games are on the decline and WoW hasn’t grown in more than a year. No wonder Blizzard’s trying to push Starcraft 2 out the door by mid-year.
Posted in: Activision, News
Tags: blizzard, call of duty, cod, cod6, guitar hero, modern warfare 2, revenue, statistics, warcraft, world of warcraft, wow
Online gaming to create $20 billion in additional revenue over the next 3 years
Online games make lots of money. You know this. Everyone knows this. It’s why everyone and their mother has made an MMO in the last three years and attempts to advertise them with lots and lots of boobs. A new study by Strategy Analytics has confirmed that widely held belief. It was actually a study of the industry as a whole that showed growth everywhere, but specifically that online gaming would generate more than $20 billion in new revenue over the next three years.
Strategy Analytics says that online gaming is set to grow in revenue by 18.7% year over year, creating a $24.8 billion sector of the market that accounts for 38% of total gaming revenue. In short: it’s gonna be huge. It’s not just online games blowing up, though. SA also predicts a $64.9 billion industry by 2013, compared with the meager $46.5 billion that was 2009.
I hope the students out there are paying attention. These are the kinds of numbers that just might legitimize video games as a career in the eyes of your parents.
Source: Edge Online
EA’s $82 million third-quarter loss isn’t as bad as you think
The third quarter is always a tough one for publishers and especially for EA. That’s why I wasn’t so surprised when the company reported an $82 million dollar loss for this years fiscal Q3. That’s actually $559 million less than it lost at the same time last year, so things are looking up in the face of a continued recession.
The company does have plenty of good going too. Mass Effect 2 is already off to a great start with more than two million units shipped. Dante’s Inferno, which I covered last week, launches today. Add to it that the company’s most recent social acquisition, Playfish, had two of Facebook’s top ten games this past quarter and things don’t look nearly as dire for EA.
The company also mentioned that it was the “#1 packaged goods publisher in North America and Europe” for fiscal 2009.
Source: EA Investor Relations
Modern Warfare 2 makes a billion bucks
You know what’s not a bad way to start a new year? How bout announcing that your latest title has sold more than a billion dollars worth. Yes, Modern Warfare 2 has reached that rare milestone among industry developments, and it’s still going strong.
“There are only a handful of entertainment properties that have ever reached the $1 billion mark,” said Activision CEO Bob Kotick, “which illustrates the power of the Call of Duty franchise and mass appeal of this game.” In case you’ve forgotten the baffling sales statistics, more than half of that billion was made in the first five days the game was available. Utterly insane.
In other new, Avatar (the movie, not the game) broke the billion dollar mark not too long ago, putting the two in a race to beat out Titanic’s $1.8 billion gross and Guitar Hero III‘s $2 billion.
Only 15% of you buy DLC
Frank N. Magid Associates recently conducted a survey to see how much market penetration DLC sees. The numbers were surprisingly low, with just 15% of the pollsters claiming to have purchased DLC in the past.
The poll was for about 800 people and concluded that 41% of gamers knew about DLC but didn’t buy, while 43% claimed that they had never even heard of it. Magid Associates did say that the 43% were mostly users on consoles like the Nintendo Wii and the PS2, consoles that aren’t heavy on additional DLC for titles.
That first stat is crazy when you think about the amount of publishers who have pushed for post-release support in recent years. For a while it looked like that might be the next big moneymaker, since highly marketed titles either weren’t doing well or simply cost too much to develop. So, what’s next guys? Board game licenses for popular titles?