League of Legends has officially surpassed the 15 million player plateau. That means it's time for a smattering of silly stats from the marketing department to help illustrate just how large that number really is.
In a new press release published this morning, Riot Games touts everything from its peak concurrency numbers (500,000), to its daily player totals (1.4 million), to the headline-grabbing registered players figure. While those numbers are quite impressive, Riot doesn't stop there. "An average of ten games of LoL start every second of every day," the company says, before adding that "gamers spend 3.7 million hours in-game [...] every day."
The title's first season of competitive play is coming to a close, and Riot CEO Brandon Beck has a hearty thank you in store for the title's faithful. "We're committed to continuing to match their dedication with our relentless focus on ongoing enhancements to the player experience with great new features, content, and polish – and we have some very exciting surprises in store just around the corner," he says.
Reader Comments (35)
Posted: Jul 26th 2011 12:10PM Fabius Bile said
kudos to Riot Games, this is the first time that I see a F2P publisher backup their "X registered players" announcements with plenty other meaningful metrics.
Glad to see the game is going this strong
Glad to see the game is going this strong
Posted: Jul 26th 2011 12:43PM SnarlingWolf said
@Fabius Bile
I disagree. What they didn't show is how much money they're actually making. It doesn't matter for a f2p company to have a billion registered users if only 5 of them are ever spending any money.
I have a registered account and I played for about a week. I never spent a cent. I know other people who play it a lot, but they've never spent any money. They use the earned points from matches to buy anything they want and they actually complain that there isn't enough stuff to buy so they have 40,000+ points sitting in their account.
I actually don't personally know anyone who has actually given these guys money.
Reply
I disagree. What they didn't show is how much money they're actually making. It doesn't matter for a f2p company to have a billion registered users if only 5 of them are ever spending any money.
I have a registered account and I played for about a week. I never spent a cent. I know other people who play it a lot, but they've never spent any money. They use the earned points from matches to buy anything they want and they actually complain that there isn't enough stuff to buy so they have 40,000+ points sitting in their account.
I actually don't personally know anyone who has actually given these guys money.
Posted: Jul 26th 2011 12:55PM Yog said
@SnarlingWolf
You're actually...not very accurate here. Numbers do matter in this case because 15 million is a very large number. If it were something like 100k or even 500k I would agree with you but the sheer number here makes it statistically impossible for them not to be making a ton of money.
Reply
You're actually...not very accurate here. Numbers do matter in this case because 15 million is a very large number. If it were something like 100k or even 500k I would agree with you but the sheer number here makes it statistically impossible for them not to be making a ton of money.
Posted: Jul 26th 2011 1:14PM SnarlingWolf said
@Yog
It doesn't matter. This is because if it isn't making enough profits to make it worth it than it is a broken model.
If you have a million people online in a day using your servers and bandwidth but are only averaging 1 cent per person per day. That only works out to $120,000 a year. Subtract all of the server/bandwidth costs from that and you can't have a lot of workers/invest in a lot of new tech for the game.
That is why in the end the only number that actually matters is profits.
Reply
It doesn't matter. This is because if it isn't making enough profits to make it worth it than it is a broken model.
If you have a million people online in a day using your servers and bandwidth but are only averaging 1 cent per person per day. That only works out to $120,000 a year. Subtract all of the server/bandwidth costs from that and you can't have a lot of workers/invest in a lot of new tech for the game.
That is why in the end the only number that actually matters is profits.
Posted: Jul 26th 2011 1:35PM Gaugamela said
@SnarlingWolf
That's why they provided other meaningful metrics besides the number of registrations!
Why the hell should they provide more metrics on how much people spend money. That is completely irrelevant. What is relevant is the revenue and profits that the company generates every quarter. If you are so bored go try and dig it up.
If there's 1,4million people playing DAILY then there's bound to be a lot of people paying for skins.
And sorry but your friends are cheapstakes if they don't support a game where they are spending hours having fun. Great way to show your appreciation for the hard work of a dev team.
Reply
That's why they provided other meaningful metrics besides the number of registrations!
Why the hell should they provide more metrics on how much people spend money. That is completely irrelevant. What is relevant is the revenue and profits that the company generates every quarter. If you are so bored go try and dig it up.
If there's 1,4million people playing DAILY then there's bound to be a lot of people paying for skins.
And sorry but your friends are cheapstakes if they don't support a game where they are spending hours having fun. Great way to show your appreciation for the hard work of a dev team.
Posted: Jul 26th 2011 1:49PM Chriskovo said
@SnarlingWolf
Then you are the only one. Everyone of my friends that have tried this has put some money into the game. Either for heroes or skins. Hell this is really the only Fremium game that has sucked me in to spend money, so they must be doing something right.
Reply
Then you are the only one. Everyone of my friends that have tried this has put some money into the game. Either for heroes or skins. Hell this is really the only Fremium game that has sucked me in to spend money, so they must be doing something right.
Posted: Jul 26th 2011 2:21PM paterah said
@SnarlingWolf You don't understand. Who CARES about how much profit they are making? Seriously is that what the average LoL player is gonna care about? How much profit Riot is making? Or how many people play the game daily? Btw Riot is making a ton of money. Their prize for Dreamhack was $100,000 and they are going to hold the same prize next year. They have the most popular free online game. I'm sure that means they are making quite some money.
Reply
Posted: Jul 26th 2011 2:57PM BuyAquafina said
@SnarlingWolf
Tencent bought a majority stake in the company for close to 400 million earlier this year. So, they are probably making at least a few pennies, or they managed to cook their books extremely well.
Reply
Tencent bought a majority stake in the company for close to 400 million earlier this year. So, they are probably making at least a few pennies, or they managed to cook their books extremely well.
Posted: Jul 26th 2011 5:18PM SnarlingWolf said
@BuyAquafina
Companies buy other companies all the time that aren't profitable. Look how much skype went for and it operates at a loss each year. Often times it is the potential of future monetizing that sells a company for high prices.
Reply
Companies buy other companies all the time that aren't profitable. Look how much skype went for and it operates at a loss each year. Often times it is the potential of future monetizing that sells a company for high prices.
Posted: Jul 26th 2011 6:09PM wfseg said
@SnarlingWolf
I stongly disagree with you. Those are meaningful metrics. Those numbers means that LoL is thriving, growing, and very popular.
Here's the original announcement on Riot's website.
http://na.leagueoflegends.com/news/youve-grown-league-legends-massive-game
Read it. All of it. If you still think 'Profit' is the only metric that matters, than perhaps you shouldn't be playing MMOs.
Also, from the post itself:
"Riot Games itself is now more than five times the size it was when we released League of Legends back in October of 2009, weighing in at more than 300 employees in four different cities across three continents. And we're actively hiring more people now than we ever have before!"
Even a monkey can tell they're making a profit, how are they hiring if they're not?
Reply
I stongly disagree with you. Those are meaningful metrics. Those numbers means that LoL is thriving, growing, and very popular.
Here's the original announcement on Riot's website.
http://na.leagueoflegends.com/news/youve-grown-league-legends-massive-game
Read it. All of it. If you still think 'Profit' is the only metric that matters, than perhaps you shouldn't be playing MMOs.
Also, from the post itself:
"Riot Games itself is now more than five times the size it was when we released League of Legends back in October of 2009, weighing in at more than 300 employees in four different cities across three continents. And we're actively hiring more people now than we ever have before!"
Even a monkey can tell they're making a profit, how are they hiring if they're not?
Posted: Jul 27th 2011 1:41PM SnarlingWolf said
@Arsinek
You should do your own research. You can buy EVERYTHING except for skins with the points you earn from playing. Nice try though.
Reply
You should do your own research. You can buy EVERYTHING except for skins with the points you earn from playing. Nice try though.
Posted: Jul 27th 2011 1:43PM SnarlingWolf said
@wfseg
There are plenty of companies that hire more people and have over 300 employees and ARE NOT PROFITABLE. People don't tend to understand that. You get investors/funding to try and keep expanding and growing including working on future products. You don't have to be profitable to have that many employees.
Also why would I stop playing MMOs if I say the only number that matters in a NON-MMO game is the profitability? You're all over the place.
Reply
There are plenty of companies that hire more people and have over 300 employees and ARE NOT PROFITABLE. People don't tend to understand that. You get investors/funding to try and keep expanding and growing including working on future products. You don't have to be profitable to have that many employees.
Also why would I stop playing MMOs if I say the only number that matters in a NON-MMO game is the profitability? You're all over the place.
Posted: Jul 26th 2011 12:35PM Pingles said
Half a million at one time is mind-blowing.
Posted: Jul 26th 2011 12:42PM Rowlf said
I wonder how much of that 15 mil are smurf accounts :)
I alone made about 8? orso...
I alone made about 8? orso...
Posted: Jul 26th 2011 1:15PM Pewpdaddy said
The game does seem fun for the limited amount of playtime I got. But their code is garbage... I read on their forums from one of their dev's that he's seen games that can run Crysis 2 maxed settings come to their knees when running LoL. Thats pretty near a word for word quote, to me that means bad code period. The art assets and other bits running should not in any way tax a machine as much as the Cryengine can... Fix your code with some of that wad of cash slackers!
Posted: Jul 26th 2011 1:30PM (Unverified) said
I guess I'm included in that massive figure of registered users because I recently registered. However, I have yet to see any play time since something about the downloader (Pando Media Booster) is giving me problems. The game LOOKS fun from what I've seen, and maybe I'll be able to figure out the issue in the next few days.
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