In "Bejeweled Blitz: One Year in the Life of a Top-Grossing Mobile Game," PopCap's Giordano Bruno Contestabile will discuss how Bejeweled Blitz made the jump from Facebook to iOS, and became one of the platform's most long-lasting success stories. Along the way, he'll explain how other cross-platform social game developers can emulate that success by combining smart game design, data analysis, and more.
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
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
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
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%