Decoding
the Myth of Redemption Percentaging
By: Frank Seninsky
Of late, the AEM Team has
been focusing heavily on our consulting business. That's good, because
it's a sign of an improved economy and the fact that investment
dollars are looking to get into the industry. Meanwhile, in our
operations, we are still concentrating on the higher end revenue
share location and working hard to keep our core operating discipline
in place and with a positive cash flow each quarter.
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On the management
side, I have been developing a new way of tracking and grading
employee (technicians) performance and location revenue enhancement
by focusing on individual redemption game ticket payout percentages
that fall within my established guidelines (See ChartA).
What I did was opposite to the normal grading
that we are all used to in school, where our grades were based
on the percentage of correct answers. Grades are based on
the fewest redemption and marchandise dispensing games that
are out of the established guidelines, but are also depentdent
on the overall average cost of sales (redemption percentage)
being in the 25% range. Each location was graded from A -
F, with the least number of demerits being an A and with each
technician being able to compare his results with his fellow
technicians on a weekly basis. |
As you can see from the actual
data (See Chart B), once the competition started, the grades of
the locations all improved during a very short time period and the
overall game revenues also increased. It all proves that if you
can accurately and fairly track something, the results should improve
as more people sincerely desire to see the direct feedback from
their work.
We sent them a lot of direction
on how to properly set the ticket and prizes payout for each machine
and also took into account the skill level on the customers in the
location. I have been teaching my "theory of redemption"
for many years with great results, sometimes a revenue increase
of up to 40% but realize that most redemption locations don't have
the time or the knowledge base to implement the correct game settings.
This, of corse, brings me
to the topic at hand, that being the conventional wisdom on ticket
payouts (ie: percentaging). I look at the game charts in RePlay
every month and see a range of payouts listed for each of the games
(L, H M), but quite honestly don't understand what they mean or
what they are based on. It would be much more practical to give
payout percentage ranges because everyone's ticket value and token
value is different. Moreover, considering that these values are
polled from the same locations that rate the earnings. there is
still a void of information needed to make this input meaningful.
That's why I have established
an overall goal of 25% payout based on actual tickets redeemed,
understanding that the number of tickets awarded with each individual
game is inversely proportional to the game's intrinsic "entertainment
value." My definition of entertainment value is the summation
of a game's time of play and every sensory and physical interaction
that a player encounters while playing a time (all the bells and
whistles).
The RePlay chart
tells you how many tickets are being paid out in a range of Low
Minus through Medium to High Plus. Low is defined as four tickets
or fewer per game. Medium is five to eight. High is nine tickets
or more. But that doesn't mean anything unless you know the value
of the ticket, the average value of a token and how many tokens
per play each game is. What are the assumptions of the RePlay
payout ratings? Most likely they are based on a ticket being valued
at 1 cent and a 25 cent token value.
However, very few locations
have a ticket value of one cent (they may think they do but don't)
or have a token value of 25 cents. First off, if they provide discounted
tokens for birthday parties and groups, their token value is always
less than a quarter - ranging anywhere from 18-24 cents, depending
on the number of discount tokens issued each week. And depending
upon the prize point formula stating how the prize points are marked
up, the ticket value can range one-fifth of a cent to nine-tenths
of a cent. Ticket value is a direct function of how you mark up
your items. Chart 2 shows the effect that the mark-up formula can
have on the ticket payout percentage, changing it from 20% all the
wat to 7.5% with a 25-cent token value, and changing it from 25%
down to 9.4% with a 20-cent token value.
The formula that works best
for my operation creating a ticket value of 3/4 cent by marking
up the invoiced cost of and item by 50% (1.5 x invoice cost excluding
tax and shipping costs). As you can see from Chart 1: Real Redemption
Ticket Value, an item invoiced at $1 actually cost you $1.125. You
will recover the 12.5% that accounts for your sales tax and shipping
costs when you simply multiply 150 points times 3/4 cent ($0.0075)
to convert tickets redeemed back to actual cash value of the prize(s)
redeemed.
The other facility is that
all locations can be run the same way with the same games. There
is real fine-tuning that must be put into play based on that mix
of games and the level of skill of the player base. In all instances,
I can show you how overall redemption game revenues decrease if
you don't put the proper payout guidelines and point mark up formula
in place for a specific location.
The whole theory behind the
way we operate is that each machine has a finite entertainment value,
and if you level the playfield (entertainment value + number of
tickets per play) for each game, you will not have players feeling
that one or several games are worth playing and the others are all
a "rip off." You will also have your players beleiving
that you ticket is worth four or more times what it actually is,
because their mind is calculating retail and you are buying whosale.
The games with the highest
entertainment value are alley bowler-type games like Skee-Ball.
It takes about 40 seconds to roll nine balls, with physical activity
and direct player competition, and there are lots of bells and whistles.
The entertainment value of this category is so high that people
arewilling to pay a quarter to play without the tickets being part
of the process. On the other end of the spectrum are the token action
games that only take a second or so to play the game, with little
competitive or player interaction.
What you have to do, for
instance, is forego your Skee-Ball revenue (leaving some
money on the table because you don't give out as many tickets) while
boosting the amount of tickets you give on quick coin games as the
other end of the spectrum. The goal is to have an average ticket
payout percentage taht is higher than 25% (it can go as high as
30% even), balancing out the payout from a low of 15% to a high
of 40%, so that there is perceived equity and an average cost of
sales 25%.
The difference in the two
different percentages is that up to 1/5th of the tickets in some
game centers are never redeemed, so you can afford to offer higher
tickets rewards to your customers and still maintain a cost of sales
of 25%. That translates to giving out a quarter for every dollar
you take in. Not a bad business model!
Its important to maintain
this overall average, because one game out of whack in terms of
paying out a lot more tickets makes everything else seem like a
rip-off. People are always telling me, "Frank, you can make
even more money on your Skee-Balls if you pay out more
tickets." Every single manufacturer wants their game to pay
out the most tickets because they want their game to cannibalize
revenue, even though very few will admit that publicly. So they
are the last people on earth to listen to when it comes to advice
about ticket payout. The second to last person to lsten to is the
distributor, he wants the lines that he carries to gross the most
dollars. But in reality, manufacturers and distributors do want
their customers to make enough money to pay the bills and servive,
so perhaps in our hearts we want all three tiers of the industry
to be successful.
Paying more on Skee-Ball
will over-shadow everything else in the arcade, and that's all anybody
willwant to play, because the entertainment value + tickets will
be too high when compared to any other games. Everyone instinctively
knows that the entertainment value of each games is in relation
to other games in the location - whether they know it or not. People
are instinctive computers/
What so many operators don't
know is that if you have so much control over this formula that
you can take old games for only a few hundred dollars and work them
into this overall entertainment value formula, they can earm tons
of money. That are older games, so they need a higher ticket value
to get people interested. Based on this formula, we can have a few
games in the mix that pay out as much as 40%, because a certain
percentage of tickets are never redeemed and they and they will
be in your top 10 earning games, generating a return of 1,000's
of percent on investment.
To stay on top of this formula
though, you have to keep tweaking. If switches get dirty, payout
will go down because it's harder to play the games. If playfields
on pushers aren't completely full of coins (like filling a glass
over the rim with water), the payout percentage will go down as
more tokens pile up on the field before any tokens can go over the
edge. Also, in certain locations with a lot of repeat traffic, players
are going to get better and better, and your job should be to keep
making the games "slightly harder" as this occurs, or
your cost of sales will shoot way abot 25% (each week you will see
it rise).
In theory, an individual
game's revenue should fall into a perfect ratio once all of the
ticket payouts have been set properly and the game is maintained.
At Alpha-Omega and Alpha-BET, we play a game each week; you tell
me the earnings of two games that we working all week long and I
will tell you the earnings of the other 98 games in the location
and the total revenue and the total costs of sales. Most of the
time I can hit all of the numbers right on the nose!
Now, here's the kicker. When
you set a new game, it will have an affect on other games in the
location. You may have to make an adjustment to not only the new
game, but half a dozen other games in the location as well. You
can't just set that new game in the right range. For example, we
just added Benchmark's Big Rig to several locations, but
didn't pull out our Big Hauls. Players are going to be
drawn to the Big Rig, the flashy new game, even though
the Big Haul has been one of the 'work horses' for years.
To offset this, we tried two different approaches in different locations:
1) we slightly increased the percentage payout on the Big Haul
so that players would notice it, and set Big Rig at
the previous percentage that Big Haul had been; or 2) we
set the ticket payout of Big Rig lower than Big Haul.
Most of the customers will quickly catch in their first trip to
the location - that's how fast this kind of knowledge circulates
in a location. If most of your business is local, you have no idea
that amount of communication that goes on between customers. You
have to stay one step ahead of the local grapevine. Bottom line:
either method is showing that the Big Rig is grossing almost
double when the Big Rig was set lower than the Big
Haul, as it had the least effect on other games.
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It's important to make these
kind of adjustments when you put in a new game on site. I
don't need to make all the money on a new game. It might make a
ton of money, but how much incremental money did I make by spending
$5,000 on a new game? All the manufacturers will tell you it takes
X number of weeks or months to get your money back, but if I don't
make and incremental revenue, it might take 46 years to pay for
a new game because it's now generating any additional location revenue.
Revenue is location dependent, or maybe even route or company dependent.
You must also take into account that by adding a new game to a location,
you may be reducing the amount of revenue that the locatoin would
have decreased (if revenues are declining in your area as opposed
to remaining steady).
With all due respect to RePlay
and the fine job they do compiling chart data from operators each
and every month, I took a look at their most recent redemption chart
and offer a few thoughts here on how to properly percentage each
category. I must add there is often a difference though, even within
categories because the entertainment value is different.
First, let's define what L, M, and H mean.
L should range from 12%-18%, M should range from 19%-27%. H should
range from 28%-36%.
So here are the Wizards Choice game chart
values:
Alley Bowlers - I would
switch Skee-Ball to L--. These games have the highest entertainment
value and thus should have the lowest payout. In fact, everything
in the whole category should be L- to L+. That all have slightly
different entertainment values, but are all very high.
Kiddie Games - They should
all be M--, and that's with a caveat. Each of those games should
be set with a mercy ticket so no child goes away empty handed without
a smile. All kiddie games should have a 100% hit frequency.
Instant Redemption - All
of those games should be set on a higher payout percentage, but
this is really different category than redemption games. A crane,
for example, within a redemption game operation, should have an
average win percentage or cost per sales of closer to 30%-33% and
a high frequency of 1 in 12.
Novelties - H-- is probably
not that far off for most of these games, although I would set Tower
of Power at H+. This is one of the sleepers that will earn
like crazy of percentaged properly and placed in a key place on
the floor.
Pushers - I set all my
pushers at 24-25%. The entertainment value is much higher on these
games than many people think. To visualize the concept of achieving
a full playfield that for every coin in, on average one coin will
be pushed over the edge, think of filling a glass up with water.
Because of surface tension, the water will actually go above the
rim, and when you hit maximum capacity, just one drop will cause
a waterfall. This is how a pusher is supposed to work, and the angled
lip edges allow you to create the illusion that the next coin will
cause an avalanche of coins over the edge. This creates a ton of
excitement and suspense value, so you don't have to payout as high
as you might think. When pushers have the same ticket payout percentage
as other quick coin games that have less entertainment value, the
other quick coin games generate far less revenue than they should,
but the pushers can earn extremely high revenues. This is one of
the reasons (among others) why revenues at Dave & Buster's are
falling and stockholders are screaming for management to reverse
this scary trend.
Roll Down Games - All of
those should be set at H++. There is so little entertainment value
in the games because even though the time is long to play, the pace
is like watching a bridge rust. That's one of the secrets; knowing
from 34 years of experience which games to really pay out higher
on an which ones not to. For instance, Cyclones should
not be set at the highest range, because there is a lot of intrinsic
entertainment value in that game, even though it only takes a second
or two to play. If you pay off really high on Cyclone,
that's all people will want to play and you will lose out on some
really great games that you may have rotated out of your location
but in my operation are averaging between $500 to $1000 per week
during the 16 peak weeks.
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Shooting games - These
games make a little money even without awarding tickets so the payout
values don't need to be in the M or H categories. With out basketball
games, we usually double the price per play and double the number
of tickets. That really helps drive the revenue. Same with the sports
games. I have seen great operator like Tim Sorge of Swings&Things
put his Skee-Balls amd basketballs on 50-cent play with
triple ticket payouts. Not a bad illusion, especially if triple
tickets really means double tickets because the starting point was
so low.
Quick Coin Games - That
all should essentially be H-- on up. I don't think that any of them
are intrinsically entertaining enough to be an M. By changing the
ticket payout in this category, the order on the list of best earning
games would change. Cyclone would still be on the list,
but maybe not in the #1 position. But your overall location game
revenue would increase.
Whackers - There should
be no Ls on this category because they should all be around 20%,
meaning somewhere between M and M--, based on the assumptions being
used. There is always going to be some exceptions, depending upon
the game, of corse.
As you can see, this is a very tricky subject,
and that's why I get so much consulting work. I can't tell you how
many times I have worked with a location, rebalancing their payout,
and seen revenues jump 30 to 40%. (If you really want to get into
the topic, I give whole-day seminars on this topic at Foundations
Entertainment University. -www.FoundationsUniversity.com)
Its a simple idea - keeping your average ticket payout at 30% (with
cost of sales at 25%) - but it requires a lot of analysis and trial
and error to get there. When you do, though, it works like a charm!
Thank our lucky stars for redemption! |