It's all made up and doesn't even makes sense since they keep saying that only whales are fueling CIG and not new backers. Are we expected to believe that 2000 whales gave CIG almost 5 million dollars after Gamescom demo?
So 2000 people paid $2500? Doesn't sound unreasonable considering the community. I imagine some would have given more, some less. The majority of the money definitely came from whales.
I don't know if you know this but, the majority of games that operate this way - with paid vanity items, in-app purchases or pay to win games, get most of their funding from whales.
Nobody expects you to believe it, but this is how the industry is.
Whales are a game’s top spending players, with the top 10 percent of an app’s spenders being responsible for 70 percent of its revenue from in-app purchases, and 59 percent of its total revenue. These whales make approximately 7.4 in-app purchases per month, for a median average revenue per paying user (ARPPU) of $335.
http://www.adweek.com/socialtimes/i...ount-for-70-of-in-app-purchase-revenue/635073
It's also more than just money though:
People who spend a lot of money on mobile and social free-to-play games (also known as "whales") are important to game developers for more reasons than the money they spend, according to an infographic published by speciality research firm EEDAR.
The infographic, titled Deconstructing Mobile and Tablet Gaming 2013 (below), shows that those who spend the most in mobile games are also the most likely to help promote the games they play. It found that 94 percent of big spenders are likely to tell their friends about a game compared to 65 percent of non-spenders. Heavy spenders are also more likely to show their friends gameplay (91 percent compared to 42 percent of non-spenders), give a star rating on the game's storefront (83 percent compared to 33 percent), write reviews (77 percent compared to 22 percent), discuss the game in forums (76 percent compared to 21 percent), post videos of gameplay footage (64 percent compared to 12 percent) and invite friends to play the game (76 percent compared to 19 percent).
http://www.polygon.com/2013/10/29/5043270/whales-are-more-than-just-big-spenders-in-mobile-games
Some estimates go further, claiming 90% of revenue from in-app purcha made up from 10% of players.ses
Around $87 is the average a paying mobile gamer pays on in-app purchases. But some spend in excess of $12k.
So for every $12k whale, you need ~138 average
paying gamers.
Obviously I'm linking to mobile and social gaming because this is where most people (particularly analysts) are looking, it is the fastest growing market and has been for a few years now.
But the same trends exist there that exist on PC and Console - it's a trait of humans.
This shows the ARPU (average revenue per user) of the biggest free PC MMO games.
Many players spend a hell of a lot more:
https://www.reddit.com/r/leagueofle...l_how_much_money_have_you_spent_on_league_of/
Some of these players have spent upwards of $2000. Many will have spent more - much more. The average spent is $1.32. So that player is worth 2000 more than the average.
In conclusion - yes, the majority of them would have been whales, an overwhelming majority.