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R2 Games USA - Maximizing F2P Game Monetization Presentation (Respawn 2016)

  1. Stats, Best Practices and Common Mistakes for F2P Games David P. Chiu Vice President
  2. Who Am I? • 5+ years at Intel in Gaming Developer Relations & Business Development, Gaming Consumer Marketing and Campaign Strategy • Former Senior Director of Business Development and Developer Relations at Kongregate heading BD worldwide for Kong web and mobile • Worked with hundreds of developers on F2P games • Currently Vice President of R2 Games USA
  3. Reality Squared Games • R2Games is a leading international publisher of free-to-play browser and mobile games for core gamers • 300+ employees with offices in Hong Kong, Shanghai, Shenzhen, Seoul and the San Francisco Bay Area • CEO Jared Psigoda named Forbes China 30 Under 30
  4. CEO Jared Psigoda Forbes China 30 under 30
  5. Reality Squared Games • R2Games is a leading international publisher of free-to-play browser and mobile games for core gamers • R2Games.com is a leading platform for F2P games serving 42M+ users in 9 different languages worldwide • Browser games include Wartune, League of Angels, Dragon Pals (top monetizing games on Kongregate.com, Kabam.com, etc. • Mobile games include EZ PZ RPG, Clicker Heroes, Bigfoot Hunter and Shards of Magic
  6. R2 Games Portfolio
  7. The Mobile Landscape • F2P is the dominant business model • Usually only 1-2 paid games in the iOS Top 150 Grossing • Currently only one paid game: Reigns (Editors’ Choice) • Mobile players used to downloading free games now • Free games offer minimal barrier to entry and yield much higher download rates
  8. Mobile F2P vs Paid • Threes was an original puzzle game priced at $1.99 • 2048 was a copy of a clone of a clone of Threes and was free • Threes found moderate success while 2048 became a worldwide phenomenon Creator of Threes:
  9. Mobile F2P vs Paid • Difficult for paid games to compete with free games • And F2P is complex • Takes time and live servicing a F2P game to really learn • Particularly difficult if you are used to making paid games instead of games-as-a-service
  10. Mobile User Acquisition is Expensive • Need solid grasp of F2P to have high monetizing game • Need a lot of capital to do paid UA
  11. App Store Features are Incredibly Powerful • Minor feature: 10k to 100k+ installs • Medium feature: 100k-300k+ installs • Major feature: 300k to 1M+ installs ***For F2P games, not paid
  12. Best App Store Features Are Hard to Get # of Apps 1.96M Approx. # of apps each week ~9k # of Games 439k Approx. # of games each week ~3k Promo slots of new games 16
  13. The Mobile Landscape • Mobile distribution is very challenging • Competition is fierce: o 439k existing games and thousands new games each week • App store features are hard to get • Viral hits are rare (Flappy Bird) • User acquisition is expensive Your game needs to retain and monetize very well to succeed!
  14. • I can now tell you that the giant bubble on the top right is a Chinese MMO game called Wartune, published on Kongregate.com by R2Games • 36+ months since Wartune launch and still #1 top grossing game on many platforms • Lifetime ARPPU has increased to $700 (08/15/2016) • Why is Wartune so successful? Graph From Previous Talk R2Games Source: Kongregate, Nov 2013 Wartune (published by R2)
  15. Source: Kongregate Long Term Retention Matters
  16. • The more someone plays a game, they more likely they are to convert from a player to a buyer. • Becomes a hobby and most committed fans can choose to spend • Real world example: You can watch baseball for free on TV but hardcore fans choose to spend money on tickets Long Term Retention Matters Wartune Lifetime % Buyers by Monthly Cohort
  17. • The more someone plays a game, the more they spend • More time = More transactions Long Term Retention Matters Wartune Lifetime ARPPU by Monthly Cohort
  18. • Therefore, user LTV increases with time Long Term Retention Matters Wartune ARPU or User LTV by Monthly Cohort
  19. Majority of Spending Comes From Most Committed Players (Wartune)
  20. Best Practices for Increasing Retention
  21. • MMORPG with turn-based battles, city-building and isometric-perspective exploration • Top grossing game in China before making it to the West Wartune Quick Intro
  22. • Solo and team PvE • Solo and team PvP • Asynch raids • Guild battles • World boss raids • Farming • Fishing • City Building • Weapon/Gear • Synthesizing & Upgrading • Astral Collecting and • Combining • Etc. Pace the introduction of new features/gameplay modes to not overwhelm players with a long and intimidating tutorial. Keep Players Busy! More things to do = more players staying
  23. • Simple Daily Tasks to earn rewards • Scheduled Limited Time Events • Daily Quests Keep Players Busy! More things to do = more players staying
  24. • Daily play bonuses are good to get users coming back regularly • But improve on the typical 5-7 day daily bonuses • Wartune players get a stamp for every day of the month they play the game • Rewards for playing 2 days up to 26 days • Incentivizes longer term play • Doesn’t “punish” players for missing a day Keep Them Coming Back
  25. Keep Them Coming Back • Shards of Magic’s daily log-in screen • Stacks daily rewards and cumulative rewards
  26. • Motivate players to get to the next milestone • Leveling up unlocks features, content, rewards • Positive reinforcement for progressing Aim for the Stars
  27. • And tap into their sense of competition • Leaderboards for everything Aim for the Stars • Lifetime, daily gain and weekly gain • So players can compete in many ways
  28. Best Practices for Increasing Monetization
  29. Depth of Spend • The longer someone plays your game the more likely they are to buy and the less price sensitive they become • Give committed players the ability to spend at $1,000+ if they want • Have lots of items that are appealing and useful to all players from beginners to elder players who have played for months or years • Unlock new items to buy as players level up • But must also create reasons to want the elder items • Don’t create a situation where spending is capped by availability or utility.
  30. • Location, location, location – make the store easy to find! • Show balance of hard currency (Balens) • Shortcut to buy more (Recharge button) • Make it easy to find the what you want o Meaningful categories and item descriptions o No massive scroll bars Make the Shopping and Buying Experience as Frictionless as Possible
  31. • Bonuses % or/and items for larger hard currency packages • Clearly call out bonuses of larger packages! • Make all packages visible in one page for easy comparisons (no scroll bars) • Hide large packages until after first purchase Buy Currency Screen
  32. • First time buyer/ Starter packages • Seed players with some paid/hard currency and guide “intro purchase” • Deals/events to get people into the habit of spending regularly • Offer items that enhance the gameplay experience (not just speedups) Make the Shopping Experience Interesting • Intro the right items at the right time • Lvl 1 players should not be shown the lvl 100+ holy sword that’s on sale for $100) • Keep them coming back – keep store fresh by adding new items, unlocking items as players level up and featuring seasonal and time- limited items/ sales
  33. Create Sense of Urgency
  34. Ad Monetization • Ads offer an opportunity to monetize the ~95% of players that will not spend on IAP • Clicker Heroes features rewarded videos for hard currency • Player opt-in and reward leads to a better user experience • Banner ads and interstitials videos can be disruptive • Use mediation layer and multiple ad networks to maximize eCPMs • ~40% of Clicker Heroes revenue is from ads • (Clicker Heroes peaked at Top 104 Grossing in the US)
  35. Other DO’s and DON’T’s
  36. Timing is Everything: Server Times • F2P: games-as-a-service with players all over the world in different time zones • Don’t let players wondering what time zone the game is in • Specify time zones or set a server time and have it be visible so there is no confusion leading players to miss events/sales • Minimizes confusion and player frustration • Bar on top of all of R2’s games clearly lists: • The server time • The next event’s start time and a countdown to it
  37. Timing is Everything: Server Time Zones • DON’T do separate servers if your CCUs are too low • DO ensure the CCUs are high enough for competition, and merger servers if needed • DO have at least 2 instances of an event if you do not split servers by time zone • For event-centric games, consider separate servers by time zone Wartune (English) servers • DON’T forget to make adjustments for Daylight Saving Time changes
  38. • Events drive up player engagement • Schedule events during periods of highest CCU • For core gamers, primetime is in evenings and weekends Timing is Everything: Primetime Monkey King Online PCU by day
  39. Getting to Market
  40. Self-Publish? Evaluate your game and team: • What are your goals for the game and studio? • Does your team understand F2P? • Do I have the key talent to do a F2P game? • Do you have enough runway to learn F2P and iterate game in test markets? • Do you have enough capital for paid UA?
  41. Is a Publisher Right For Me? • How can a publisher help me? • Allow you to focus on the game while they handle: • Marketing (screenshots, ads, videos, ASO, split tests, PR, etc) • App store relations and featuring • Analytics • Customer Service and Community Management • Functional QA Testing • Localization and localization QA, etc. • Royalty advances to help you finish the game (not all publishers do this) • Or/and provide marketing guarantees (not all publishers do this) • May help negotiate and secure IP for the game
  42. Is a Publisher Right For Me? Evaluate the publisher: • Are your goals and interests aligned? • Are they putting some skin behind the game (advances, marketing, resources for localization, QA, analytics, etc)? • Potential for long term partnership (e.g. strategic investments) • Do they understand F2P and have a track record of success? • Do they have the right talent at the company? • Does the publisher have 1st party and 3rd party games? • Does your game fit into their audience and portfolio (casual vs core)?
  43. CLICKER HEROES The idle RPG that started the subgenre!
  44. Apple’s 10 Greatest Clickers
  45. HOW IT ALL GOT STARTED • First game to combine idle and RPG mechanics • Originally developed by developer Playsaurus as a PC browser game and it took the internet by storm! • Ported to Steam and became an instant hit!
  46. GOING MOBILE • Playsaurus partners with R2 Games for mobile version and all future platforms • The mobile journey begins!
  47. GOING MOBILE: CHALLENGES • Clicker Heroes originally built as Flash game • Convert to AIR for mobile • PROBLEM: Vector art performs poorly on mobile processors • SOLUTION: Use Dragonbones and covert to bitmaps • PROBLEM: Few 3rd party SDKs support AIR (SDKs for attribution, analytics, push notif, etc) • SOLUTION: Create custom AIR native extensions (ANE) and plug-ins and let the developer focus on actual game development • PROBLEM: Many clones launched on mobile before Clicker Heroes mobile even started development • SOLUTION: Improve the game experience and add new differentiating features • PROBLEM: Many stolen copies on the app store and websites, especially in China • SOLUTION: R2 Legal team in China took down all IP-infringing copies
  48. GOING MOBILE: NEW MOBILE FEATURES • FTUE • Cloud Saves • Rewarded video ads • Mobile UI
  49. GOING MOBILE: NEW MOBILE FEATURES • Clans and clan-based battles against Immortals
  50. GOING MOBILE: LOCALIZATION • Clicker Heroes originally only in English • Added language support for: • French • German • Spanish • Russian • Portuguese • Simplified Chinese • Traditional Chinese
  51. SOME LOCALIZATION TIPS • It’s not just about translation/localization but also culturalization - Jokes/puns, pop culture references, events/holidays, etc. - Adjust UI - Adjust Economy - Adjust difficulty • Avoid subpar translations/localization. Work with localization experts that are: - Gamers that understand gaming lingo - Native speakers of the target language - Have played the game and translate in the context
  52. Featured by both Apple and Google App Stores Clicker Heroes Global Launch US Apple App Store US Google Play
  53. Clicker Heroes Global Launch Featured in 122 countries by the Apple App Store! Russia France Germany UK Italy
  54. Featured in 122 countries by the Apple App Store! Clicker Heroes Global Launch
  55. iOS Best of August iOS What We’re Playing
  56. Press Coverage
  57. Top #1 Adventure Game! Top #1 RPG! Clicker Heroes Global Launch (iOS)
  58. Clicker Heroes Global Launch (iOS) Top #3 Downloaded Game on US iPhones! Top #10 Downloaded App on US iPhones!
  59. Clicker Heroes Global Launch (iOS) Top #3 Downloaded Game on US iPhones Top #104 Grossing Game on US iPhones
  60. Clicker Heroes Global Launch (Google Play) Top #4 Downloaded Game on Google Play (US)
  61. Clicker Heroes Global Launch (Google Play) Top Downloaded Game and App on Google Play!
  62. Top #2 Downloaded RPG! Top #34 Grossing RPG! Clicker Heroes Global Launch (Google Play)
  63. LEARNINGS • Clicker Heroes has pretty crazy high retention #s • Mobile vs web 30-day LTV: 3x • High retention games are ideal for ads • Rewarded video ads are a better UX vs. interstitials • Find a good ad mediation partner with a robust real-time dashboard • Good localization helped get great app store features in other countries D1: 66.7% D7: 42.8% D14: 32.9%
  64. Thank You Questions? david@r2games.com

Notes de l'éditeur

  1. Before we get started a quick intro about R2Games R2Games is a leading international publisher of free-to-play browser and mobile games for core gamers Games includes hits like Wartune, League of Angels, Blade Hunter, Dragon Pals and Monkey King Online. R2Games.com is leading platform for F2P games serving 25M+ registered users in 7 different languages worldwide #1 publisher on Kongregate.com, Kabam.com and many other platforms R2's biggest strengths are scaling revenues and userbase rapidly, localization/culturalization into many languages, UA, app store features and most importantly, F2P monetization.  R2 does F2P monetization better than anyone else and are masters at it. 
  2. Last year, I shared a lot of data including this graph of Kongregate F2P game data as of Nov 2013 Each bubble represents a game and the size of the bubble represents the amount of revenue A lot of people last year asked me what game the big bubble was but I couldn’t say so at that time The big outlier at the top right is an R2 game That game is now even more of an outlier with an ARPPU of $686 and a LTV close to$10! R2 has 4 of the Top Grossing 20 games on Kongregate
  3. The most important factor to F2P success is strong long term retention. The more someone plays a game, they more likely they are to convert from a player to a buyer. Time investment and emotional attachment can lead to a financial investment. This is data from Kongregate showing different purchasing behavior depending on the # of times a player loads the game. Someone who plays 500+ times converts at nearly 40%, spend $270 on average, makes 14 transactions at $19 a piece. And even though they are 1.1% of players, they account for 62% of revenue.
  4. Wartune lifetime % buyers by monthly cohort The more someone plays a game, they more likely they are to convert from a player to a buyer. Time investment and emotional attachment can lead to a financial investment. Becomes a hobby and most committed fans can choose to spend Real world example: You can watch baseball for free on TV but hardcore fans choose to spend money on tickets
  5. Can now share game specific data
  6. Can now share game specific data
  7. Left: % breakdown of spenders by how much they spend Right: % breakdown of revenue by amount spent Big spenders ($500+) account of the vast majority of revenue
  8. Top Grossing Game in China Localized for Western markets and top grossing game in Western markets as well
  9. Retain users by keeping them busy and engaged
  10. Motivate players to get to the next milestone Leveling up unlocks features, content, rewards Positive reinforcement for progressing in the game
  11. Tap into their sense of competition and desire to be #1. They want to be the very best like no one ever was! But not everyone can be the very best there ever was. They can be the very best in many ways.
  12. You can price items geared for elder players higher,. Price elastic of demand becomes more inelastic the longer someone plays a game and becomes more invested time-wise and emotionally. Don’t sell super Oped weapons that make the game too easy and destroy the sense of achievement and progress. Can backfire if player feels that is all they need to buy
  13. Mix soft currency and hard currency items BUT – don’t try to sell too hard, too fast. First few sessions should focus on fun & giving players reasons to come back to play and get hooked.
  14. For special bundles that are really good deals, you can limit to only 1 per player to not flood the economy with too much hard currency (otherwise you are just shifting revenue forward and will see a dip afterwards)
  15. Besides minimizing friction in shopping, you want to also create a sense of urgency Countdowns to when a hot sale expires Offer limited quantities
  16. If all players are in the same server (not split into US vs EU servers), then have at least 2 instances of an event so players in different time zones can join
  17. Events drive up user engagement but schedule them at PCU to get the most out of them
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