Ubisoft’s Weidemann: I Can Double League Of Legend Revenues
Speaking at GDC Europe in Cologne, Ubisoft senior online game supervisor Teut Weidemann argued that Riot can easily double League Of Legendsâ revenues while driving away 60% of its current player base.
Using Riot 2013âs financial results, Weidemann noted that the average League of Legends user spends just $1.32. âUser acquisition with ARPU that low is hard,â a-t-il dĂ©clarĂ©. âI havenât seen a League of Legends banner ad on the internet, and thatâs because they canât afford to.â
Weidemann then used his knowledge of the industry along with some clues from his colleagues at Riot to calculate that only 1.2 million of LOLâs 32 million players are paying customers. Each paying customer spends around $35, netting Riot $42 million per month but only due to the gameâs massive reach.
Weidemann confirmed from people working at Riot that LOLâs conversion rate is indeed less than 5%.
â5% is pretty bad,â a-t-il affirmĂ©. âMy conclusion was that League of Legends gives too much away for free and it doesnât sell power. Riot could sell exclusive premium champions â they could, but there would be a Riot in the customer-base⊠If they let me change League of Legends I could double its revenue, and they could afford to lose 60 per cent of the customer-base and still do twice as much money.â
In the end, Weidemann advises developers not to adopt League Of Legendsâ monetization strategy. âWith 70 million people, if 5 per cent pay, thatâs a whole lot of money,â a-t-il dĂ©clarĂ©. âFor Riot [raising conversion rate] is not a priority, but if you want to adopt its monetization system you should ask yourself if can you do that successfully.â
âThis is my key recommendation here: League of Legends is an exception. It should not be a role model for your monetization system⊠You shouldnât look at League of Legends if you want to learn about good monetization.â
âRiot can afford it. You might not.â
