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One Year in the Life of a Top-Grossing Game:
Operating and Growing Bejeweled Blitz
Giordano Bruno Contestabile
Executive Producer – Bejeweled, PopCap Games
November 17th, 2012
Twitter: @giordanobc
Some quick facts • Launched in late 2000
• History: Bejeweled, Bejeweled 2,
Bejeweled Twist, Bejeweled Blitz,
Bejeweled 3
• Key platforms: Facebook, iOS,
PC/Mac
• Units sold: > 55 million
• Installs: > 200 million
• MAUs: > 25 million
• Total users: 500 million+
One Very Long Minute
 History of Bejeweled Blitz on Facebook & iOS
 December 2008: Bejeweled Blitz launches on Facebook
 November 2009: Blitz mode and FB Connect added to Bejeweled 2 iOS client
 December 2011: Bejeweled Blitz iOS launches as a freemium title
 3+ years from launch, still consistently popular:
• Facebook: top 10 games by DAU (3M+)
• iPhone: top 10 highest-grossing games
 One of the first games to be fully integrated across FB and iOS
Traditional PopCap model
1. Make game
2. Wait (years) for game to be made
3. Profit!!!
3 YEARS
Live service model
1. Prototype
2. It’s fun!
3. Production!
4. Telemetry first
5. MVP
6. Closed Beta
7. Open beta
8. Launch
9. Keep going!
MONTH 1-3 MONTH 4-9 MONTH 9-12 YEARS 2-10
Why We Changed
• Every game we make is a service
• Needs to be updated and improved over time
• Every game we make is free to play
• Reach 10x the audience, need regular events to keep engaged
• The distinction between product and business has disappeared
• One interdisciplinary team
• Product innovation drives business innovation, and vice versa
How Does Our
Business Model
Work?
Boosts
• Low-priced in-game effects meant to be used regularly
• Balanced not to grant excessive advantages
• The better player will still score higher on average
Rare Gems
• Higher-impact bonuses
• Can be activated every few games, appearing randomly
• Require skill to be fully taken advantage of
• Entertainment value as important as effect
Daily Spins
• Slot machine mechanic granting in-game currency
• 1 free “daily spin” every day
• Additional “daily spin” can be purchased
Key tenets
• “Play forever”: no pay walls or limitations for non-paying users
• Game is fun and balanced also without paying
• Pay to have fun, not because the games forces or punishes you
• Server-side code to tweak economy in real time
• Events really important: busy marketing calendar
Marketing Efforts
Marketing Mix
Ads on Bejeweled
Blitz Facebook
“Free App Of The Day”
programs
Mobile Ads “Apple Love”
Result analysis
• Vast majority of downloads from:
• “Apple love”
• Chart position
• Organic searches
• Existing Blitz players
• Free app programs didn’t drive significant installs
• Encouraging conversion from paid advertising
• Very high CPI on iOS ($1 to $4)
• Organic growth more valuable than paid growth
• Sustained efforts more effective than “burst” actions
What Did We Learn?
“Casual” gamers?
• 86% of active players play every day
Frequency of play
Once a month
Every 2 weeks
Once a week
Few times / week
Every day
Multi times / day
iOS: A Very Efficient Platform
Key Metrics iOS (FB = 100)
Daily Active Users Weekly Average 48%
ARPU DARPU 229%
Engagement Games / day 100%
Retention 7-day retention 193%
Monetization % of paying users 205%
But iOS players have
multiple, shorter,
sessions
iOS performs 2x Facebook in several key metrics
Not all mobile players want to be social
Approximately 18% of Blitz iOS
downloads have activated Facebook
Connect…
• FB Connect was required to unlock full features
• Launched “Universal Mode” in June 2012
• FB-connected users tend to spend more
…but over
40% of DAU
use FB
Connect
UI matters. A lot
From this: To this:
Snazzier presentation!
Satisfying lever
pulling!
Clearer payouts!
 Average revenue from Daily Spin increased 131%
UI matters. A lot
2X
Key Lessons
Be metrics-informed, don’t be metrics-driven
Specialize, but share knowledge
Huge features are dangerous: go for small sprints when you can
Cross-platform is hard, but can be worth it
Don’t underestimate players’ willingness to spend
(but give them fun in exchange)
Thanks!
Questions?
@giordanobc

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One Year in the Life of a Top Grossing Game: Operating and Growing Bejeweled Blitz

  • 1. One Year in the Life of a Top-Grossing Game: Operating and Growing Bejeweled Blitz Giordano Bruno Contestabile Executive Producer – Bejeweled, PopCap Games November 17th, 2012 Twitter: @giordanobc
  • 2. Some quick facts • Launched in late 2000 • History: Bejeweled, Bejeweled 2, Bejeweled Twist, Bejeweled Blitz, Bejeweled 3 • Key platforms: Facebook, iOS, PC/Mac • Units sold: > 55 million • Installs: > 200 million • MAUs: > 25 million • Total users: 500 million+
  • 3. One Very Long Minute  History of Bejeweled Blitz on Facebook & iOS  December 2008: Bejeweled Blitz launches on Facebook  November 2009: Blitz mode and FB Connect added to Bejeweled 2 iOS client  December 2011: Bejeweled Blitz iOS launches as a freemium title  3+ years from launch, still consistently popular: • Facebook: top 10 games by DAU (3M+) • iPhone: top 10 highest-grossing games  One of the first games to be fully integrated across FB and iOS
  • 4. Traditional PopCap model 1. Make game 2. Wait (years) for game to be made 3. Profit!!! 3 YEARS
  • 5. Live service model 1. Prototype 2. It’s fun! 3. Production! 4. Telemetry first 5. MVP 6. Closed Beta 7. Open beta 8. Launch 9. Keep going! MONTH 1-3 MONTH 4-9 MONTH 9-12 YEARS 2-10
  • 6. Why We Changed • Every game we make is a service • Needs to be updated and improved over time • Every game we make is free to play • Reach 10x the audience, need regular events to keep engaged • The distinction between product and business has disappeared • One interdisciplinary team • Product innovation drives business innovation, and vice versa
  • 7. How Does Our Business Model Work?
  • 8. Boosts • Low-priced in-game effects meant to be used regularly • Balanced not to grant excessive advantages • The better player will still score higher on average
  • 9. Rare Gems • Higher-impact bonuses • Can be activated every few games, appearing randomly • Require skill to be fully taken advantage of • Entertainment value as important as effect
  • 10. Daily Spins • Slot machine mechanic granting in-game currency • 1 free “daily spin” every day • Additional “daily spin” can be purchased
  • 11. Key tenets • “Play forever”: no pay walls or limitations for non-paying users • Game is fun and balanced also without paying • Pay to have fun, not because the games forces or punishes you • Server-side code to tweak economy in real time • Events really important: busy marketing calendar
  • 13. Marketing Mix Ads on Bejeweled Blitz Facebook “Free App Of The Day” programs Mobile Ads “Apple Love”
  • 14. Result analysis • Vast majority of downloads from: • “Apple love” • Chart position • Organic searches • Existing Blitz players • Free app programs didn’t drive significant installs • Encouraging conversion from paid advertising • Very high CPI on iOS ($1 to $4) • Organic growth more valuable than paid growth • Sustained efforts more effective than “burst” actions
  • 15. What Did We Learn?
  • 16. “Casual” gamers? • 86% of active players play every day Frequency of play Once a month Every 2 weeks Once a week Few times / week Every day Multi times / day
  • 17. iOS: A Very Efficient Platform Key Metrics iOS (FB = 100) Daily Active Users Weekly Average 48% ARPU DARPU 229% Engagement Games / day 100% Retention 7-day retention 193% Monetization % of paying users 205% But iOS players have multiple, shorter, sessions iOS performs 2x Facebook in several key metrics
  • 18. Not all mobile players want to be social Approximately 18% of Blitz iOS downloads have activated Facebook Connect… • FB Connect was required to unlock full features • Launched “Universal Mode” in June 2012 • FB-connected users tend to spend more …but over 40% of DAU use FB Connect
  • 19. UI matters. A lot From this: To this: Snazzier presentation! Satisfying lever pulling! Clearer payouts!  Average revenue from Daily Spin increased 131%
  • 20. UI matters. A lot 2X
  • 22. Be metrics-informed, don’t be metrics-driven
  • 24. Huge features are dangerous: go for small sprints when you can
  • 25. Cross-platform is hard, but can be worth it
  • 26. Don’t underestimate players’ willingness to spend (but give them fun in exchange)