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Game Design & Business
          Models




Neil Harris
neil@heroengine.com
HEROENGINE 3D ONLINE GAMES




                             2
MY LIFE IN ONLINE GAMES




                          3
LESSON I WISHED MY FATHER HAD TAUGHT ME




   NEVER FALL IN LOVE WITH YOUR
         BUSINESS MODEL!

  THEY ARE FICKLE AND WILL LEAVE
  YOU BROKE AND BROKEN HEARTED.




                                          4
BUSINESS MODELS I HAVE LOVED




   ❤    Pay-by-the-minute


   ❤    Monthly subscriptions


   ❤    Buy the box, pay no more


   ❤    Microtransactions


                                   5
BUSINESS MODEL IMPACTS




           GAME DESIGN

           AUDIENCE SIZE

          DEMOGRAPHICS




                           6
ISSUES FOR GAME DESIGNERS



          TIME VS MONEY

      REVENUE VS FAIRNESS

     ADVANCEMENT SPEED VS
      CONTENT PRODUCTION



                            7
BUY THE BOX AND PLAY FOR FREE




                                8
ONE-TIME PURCHASE ADVANTAGES




      LOWEST SERVER COST

       FITS STRENGTHS OF
          PUBLISHERS




                               9
ONE-TIME PURCHASE DRAWBACKS


• No Recurring Revenue:
 Frequent Expansions & DLC

• Heavy Focus on PvP = VERY
  Hard Core

• P2P = Instanced =
  Hacking/Cheating

                              10
WHY I LOVED PAY-BY-THE-MINUTE




      More Fun = More Time



     More Time= More Money




                                11
PAY BY THE MINUTE



                    $60
                    ARPU!




                       12
BAD GAME MECHANICS TO MAKE MONEY



    Increase Travel Distances

    Slow Healing

    Training Separate from Combat

    Punish Players


                                    13
#1 DESIGN CHEAT IN ONLINE GAMES



 BY SLOWING PLAYER PROGRESS



  DESIGNERS WORK LESS HARD



     TIME BECOMES LESS FUN

                                  14
DISADVANTAGE OF BY-THE-MINUTE




        HIGHEST ARPU BUT

       SMALLEST AUDIENCE




                                15
ANNUAL REVENUE POTENTIAL


   • BY THE MINUTE
     – High ARPU, Audience 1,000-50,000


   • SUBSCRIPTION
     – ~$15 ARPU, Audience 50,000-millions


   • FREE-TO-PLAY MICROTRANS
     – <$1 ARPU, Audience potential tens of
       millions


                                              16
BUSINESS MODEL IMPACT:
SUBSCRIPTIONS




• ARPU HAS A FLOOR AND A CEILING

     • No chance to benefit from “whales”

     • Low value for light users



• HAPPIEST USERS = LOTS OF TIME

                                            17
PREMIUM SUBSCRIPTIONS


GEMSTONE INCREASED ARPU TO
$27

  – PREMIUM SUBSCRIPTION AT
    $40/MONTH (35% of audience)

  – SPECIAL EVENT TICKETS (up to
    $100 each)


                                   18
SUBSCRIPTION GAME DESIGN ISSUES



 SLOW DOWN PLAYERS = GRIND

 HUGE WORLD = HUGE EXPANSIONS = HUGE
 COST

 PvP END-GAME (LESS CONTENT REQUIRED)

 WoW IS SPEEDING UP ADVANCEMENT TO
 BROADEN AUDIENCE




                                        19
FREE TO PLAY + MICRO TRANSACTIONS


• Huge Audience!
  – More Casual
  – Needs Low Hurdle


• Balance Paid Goods with Fairness
  – Annoyances + Cures
  – Speed or Convenience
  – Vanity Items
  – New Areas / Content

                                     20
MAXIMIZE REVENUE & FUN IN FREE-TO-PLAY
A MODEST PROPOSAL

WHAT IF…?

  YOU COULD DIVIDE YOUR PLAYERS INTO
  SEGMENTS

  AND OFFER EACH GROUP ONLY THOSE
  ITEMS THAT THEY VALUE MOST HIGHLY?



         CONJOINT ANALYSIS



                                         21
CONJOINT SURVEY EXAMPLE




                          22
CONJOINT METHODOLOGY


• CHOOSE ATTRIBUTES
  –Damage, XP, Specials, Speed…

• DEFINE ITEMS AS
  COMBINATION OF ATTRIBUTES
  –Sword, 5 DPS, Fire Spell, etc
  –Attributes can include
   appearance

                                   23
SEGMENT PLAYER AUDIENCE


        PER BARTLE:

          – ACHIEVERS

          – EXPLORERS

          – SOCIALIZERS

          – KILLERS

                          24
MATCH ATTRIBUTE VALUES TO SEGMENTS



                 BEAUTY   DAMAGE   SPEED   TOTAL
                                           VALUE

   ACHIEVERS       $4       $3      $2      $9


   EXPLORERS       $2       $4      $5      $11


   SOCIALIZERS     $5       $2      $1      $8


   KILLERS         $1       $5      $4      $10



                                                   25
HEROENGINE 3D ONLINE GAMES




             neil@heroengine.com
                                   26
Game Design & Business
          Models



Neil Harris
neil@heroengine.com

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Game Design and Business Models Neil harris cce_2012

  • 1. Game Design & Business Models Neil Harris neil@heroengine.com
  • 3. MY LIFE IN ONLINE GAMES 3
  • 4. LESSON I WISHED MY FATHER HAD TAUGHT ME NEVER FALL IN LOVE WITH YOUR BUSINESS MODEL! THEY ARE FICKLE AND WILL LEAVE YOU BROKE AND BROKEN HEARTED. 4
  • 5. BUSINESS MODELS I HAVE LOVED ❤ Pay-by-the-minute ❤ Monthly subscriptions ❤ Buy the box, pay no more ❤ Microtransactions 5
  • 6. BUSINESS MODEL IMPACTS GAME DESIGN AUDIENCE SIZE DEMOGRAPHICS 6
  • 7. ISSUES FOR GAME DESIGNERS TIME VS MONEY REVENUE VS FAIRNESS ADVANCEMENT SPEED VS CONTENT PRODUCTION 7
  • 8. BUY THE BOX AND PLAY FOR FREE 8
  • 9. ONE-TIME PURCHASE ADVANTAGES LOWEST SERVER COST FITS STRENGTHS OF PUBLISHERS 9
  • 10. ONE-TIME PURCHASE DRAWBACKS • No Recurring Revenue: Frequent Expansions & DLC • Heavy Focus on PvP = VERY Hard Core • P2P = Instanced = Hacking/Cheating 10
  • 11. WHY I LOVED PAY-BY-THE-MINUTE More Fun = More Time More Time= More Money 11
  • 12. PAY BY THE MINUTE $60 ARPU! 12
  • 13. BAD GAME MECHANICS TO MAKE MONEY Increase Travel Distances Slow Healing Training Separate from Combat Punish Players 13
  • 14. #1 DESIGN CHEAT IN ONLINE GAMES BY SLOWING PLAYER PROGRESS DESIGNERS WORK LESS HARD TIME BECOMES LESS FUN 14
  • 15. DISADVANTAGE OF BY-THE-MINUTE HIGHEST ARPU BUT SMALLEST AUDIENCE 15
  • 16. ANNUAL REVENUE POTENTIAL • BY THE MINUTE – High ARPU, Audience 1,000-50,000 • SUBSCRIPTION – ~$15 ARPU, Audience 50,000-millions • FREE-TO-PLAY MICROTRANS – <$1 ARPU, Audience potential tens of millions 16
  • 17. BUSINESS MODEL IMPACT: SUBSCRIPTIONS • ARPU HAS A FLOOR AND A CEILING • No chance to benefit from “whales” • Low value for light users • HAPPIEST USERS = LOTS OF TIME 17
  • 18. PREMIUM SUBSCRIPTIONS GEMSTONE INCREASED ARPU TO $27 – PREMIUM SUBSCRIPTION AT $40/MONTH (35% of audience) – SPECIAL EVENT TICKETS (up to $100 each) 18
  • 19. SUBSCRIPTION GAME DESIGN ISSUES SLOW DOWN PLAYERS = GRIND HUGE WORLD = HUGE EXPANSIONS = HUGE COST PvP END-GAME (LESS CONTENT REQUIRED) WoW IS SPEEDING UP ADVANCEMENT TO BROADEN AUDIENCE 19
  • 20. FREE TO PLAY + MICRO TRANSACTIONS • Huge Audience! – More Casual – Needs Low Hurdle • Balance Paid Goods with Fairness – Annoyances + Cures – Speed or Convenience – Vanity Items – New Areas / Content 20
  • 21. MAXIMIZE REVENUE & FUN IN FREE-TO-PLAY A MODEST PROPOSAL WHAT IF…? YOU COULD DIVIDE YOUR PLAYERS INTO SEGMENTS AND OFFER EACH GROUP ONLY THOSE ITEMS THAT THEY VALUE MOST HIGHLY? CONJOINT ANALYSIS 21
  • 23. CONJOINT METHODOLOGY • CHOOSE ATTRIBUTES –Damage, XP, Specials, Speed… • DEFINE ITEMS AS COMBINATION OF ATTRIBUTES –Sword, 5 DPS, Fire Spell, etc –Attributes can include appearance 23
  • 24. SEGMENT PLAYER AUDIENCE PER BARTLE: – ACHIEVERS – EXPLORERS – SOCIALIZERS – KILLERS 24
  • 25. MATCH ATTRIBUTE VALUES TO SEGMENTS BEAUTY DAMAGE SPEED TOTAL VALUE ACHIEVERS $4 $3 $2 $9 EXPLORERS $2 $4 $5 $11 SOCIALIZERS $5 $2 $1 $8 KILLERS $1 $5 $4 $10 25
  • 26. HEROENGINE 3D ONLINE GAMES neil@heroengine.com 26
  • 27. Game Design & Business Models Neil Harris neil@heroengine.com