Game Development Reference
Let's start with some basic information about their DAU and MAU presented
in this cute collection of charts.
The first thing you'll notice is that most of the Ravenwood Fair
users return to play more than once and that more than 10 percent of
the game's users pay Lolapps at least some amount. The majority of this
money is spent on consumable items, which means that the user can be
monetized repeatedly for the same virtual item. As in most games, this sort
of item is fictionalized as extra energy (which allows the user to take more
turns without waiting). Ten percent is a very high conversion ratio; 3 to
5 percent is far more typical. In other words, Ravenwood Fair got off to
an incredibly successful start. However, some critics of these metrics have
suggested that Ravenwood Fair is actually counting only those users who
are fully engaged in that 10 percent number, whereas the 3 to 5 percent
number is usually thought to mean all users who ever try the game. So, as
always with damn lies and statistics, one wants to tread carefully. We men-
tion this debate to underscore an earlier point about how difficult it can be
to determine how to read the metric data games gather. However one inter-
prets this data, though, the game is clearly a success.
Used with permission of Lolapps.