Delivered at Casual Connect USA 2016. Competition between players has been an explosive force in the industry in recent years – but GSN Games has been embracing competitive skill games for more than 15 years, and is looking ahead to the next generation of competitive casual games. Join GSN Games senior vice president Greg Canessa to gain a unique insight into what makes a successful competitive game tick, where competitive games are going, and why luck has nothing to do with it.
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Skill Games: The Past, Present, and Future of Casual, Competitive Gaming | Greg Canessa
1. Skill Games: The Past, Present,
and Future of Casual,
Competitive Gaming
Greg Canessa
Senior Vice President and General Manager
GSN Games / Sparcade
3. My Background in Games
• 25+ years
• Passion is ecosystem creation
• My CV:
• Creator of XBLA
• Oversaw Battle.net
• Led Activision Mobile
• VP, Game Platforms @ PopCap
• GM of Sparcade
4. What Makes a Game of Skill?
game type
(chance/skill) wager
payout
game of
chance
wager
payout wager
game of
chance
payout
= social casino
= skill games
= sweepstakes
5. Skill Games Origins: On the Web
20031999
But even further back…
Golf Tournaments, Bowling Leagues, Carnival Games, etc.
6. Skill Games Today: On Center Stage
eSports: Start with
hardcore genres
eSports: Migrating
to mid-core
Fundamentals: skill competition, prizing and embracing
a vibrant community of passionate players
7. Skill Games for the Mass Market: A Perfect Storm
of Opportunity
Casual Game
Ubiquity
Rise of eSports;
Competitive Gaming
on Center Stage Mobile: Ultimate
Install Base
Other Factors: F2P limitations, static
App Store, big mobile brands
8. Skill Games: Broad Audience
$9B
by 2017*Appeals equally to
all demographics**
50%
of iOS install base TAM in U.S.
alone**
40%
of mobile users would
play for money**
*Source: Magid Associates, 2014
**Source: GSN Consumer Testing
10. Sparcade Learnings
• Single destination
• Lead with big brands
• Known play patterns
• Fairness
• Low stakes = excitement
• Significant free experience
• Social layer and meta game
11. Considerations for Making a Skill Game
Player Factors
o Is this game skill-based?
o Can I get better at it?
o Is it fun to play over and over?
Business
Factors
o Play session length
o Conversion potential
o Ability to stay true to the brand?
o Is it a lasting franchise?
o How does IAP impact win state?
Mobile
Factors
o Great touch controls
o Fits on a mobile display
o Asynchronous play
o Social feature compatibility
12. Not Every Game
Works…
Examples of mobile games that won’t work:
Of the Top 50 Grossing Titles in the App Store…
Only 8meet the criteria to be a skill-adapted game
Games of Chance
Long Play Session, Too IAP Dependent
Casino, dice, poker
Card battlers, city builders, sims, RPGs
13. What Are Some Genres That DO Work?
Extremely
popular and
quick to play
Endless
Runners
Perfect for
skill but
concentrated
IP
Physics
Flickers
Quick flick-
based
gameplay
Side
Platformers
Proven
genre for
skill and
mobile
Puzzle &
Match-3
Skill-based
and strong
nostalgia
Retro
Arcade
Timeless
appeal and
very casual
Card &
Board
Hunting,
pool, racing
and more
Casual
Sports
14. The Opportunity: Beyond Free to Play
Create a new monetization
model and industry category
in the App Stores
As an industry, we have a rare opportunity to establish
a completely new ecosystem on mobile
New way for players to
interact with your game;
viable design alternative
to F2P
Devs
PublishersPlayers
Industry
Unlock a competitive
community that exists
for your brand
A new way to compete
in games you love and
take part in a passionate
community
Reinvigorating one of the earliest forms of casual games
A viable alternative to free to play
A new business model for mobile games
For devs: New way for players to interact with your game on a competitive, level playing field
For publishers: Unlocking a dormant competitive community
For players: A new way to compete in games you love and take part in a new community