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1
BENEFITS & COSTS OF
GOING CROSS-PLATFORM
C A S U A L C O N N E C T E U R O P E 2 0 1 9
Emma Farrow
SENIOR BD MANAGER
2
KONGREGATE
Our three pillars
PLATFORM
Nurturing indie devs and gaming
communities
Kongregate.com est. 2006
Kartridge est. 2018
GAME DEVELOPMENT
Building and operating chart topping games
Ultrabit acq. 2016
Synapse + Chinzilla acq. 2017
3RD PARTY PUBLISHING
Launching and growing the best indie games
Est. 2013
3
KONGREGATE
~200M
Mobile Installs since 2013
16M
Monthly Active Users
60
Games Published
120k
Games on Kongregate.com
4
HyperHippo - AdVenture Capitalist, 2015
SOME GAMES WE’VE PUBLISHED
F2P and Paid Games
Juicy Beast - Burrito Bison, 2016
Double Stallion - Speed Brawl, 2018 Pajama Llama - Flotsam, 2019
5
WHY CROSS-PLATFORM?
Isn’t it a tech and logistic nightmare?
6
Marketing is expensive
Viral hits are rare
Features are hard-to-get
DISTRIBUTION IS HARD
7
COMPETITION ON MOBILE
Number of Active Games in the US App Store
50 new games
every day
* Pocket Gamer Report
658 k
279 k
129 k
71 k
816 k
46 k
2008 2010 2012 2014 2016 2018
8* SteamSpy Reporting
6.8 k
4.6 k
2.6 k
1.7 k
7.9 k
2014 2015 2016 2017 2018
COMPETITION ON STEAM
Number of Games Launched
25 new games
every day
9
NEW PLATFORMS:
“GOLD RUSH”
Race to get in early
Switch: > 1k games
10
PC PLATFORM COMPETITION
New platforms disrupting the market
11
MULTIPLE PATHS TO
SUCCESS
Getting your game to the right hands
12
CROSS-PLATFORM EXPERIENCE
Launching games across platforms and business models
Console
Our Platforms
Web & PC Mobile
13
WHAT HAVE WE LEARNED?
14
MULTI-PLATFORM PLAYERS
ARE VERY VALUABLE
15
CASE STUDY
Studio: Juppiomenz
16
mobile
launch
WEB GROWTH
Mobile launch boosted web performance
HIGHER SPEND PER PAYER
Avg. Revenue Per Paying User (ARPPU)
17
$597
$242
$57
mobile web
cross
platform
10.5x
Mobile vs x-Platform
18
91%
mobile
6%
web
3%
x-platform
Spenders
61%
mobile
32%
x-platform
7%
web
Revenue
MOST VALUABLE PLAYERS
Play Cross-Platform
19
EVERY PLATFORM TAKES
TIME & EFFORT
20
LEARNING TAKES TIME
We’ve always underestimated
Getting dev kits
Releasing by region
Certification times
Communicating to platform
Schedule PR & marketing beats
You don’t know what you don’t know
21
MULTIPLE PATHS TO
SUCCESS
GIF CSF GDNP XGD
XDI WOBO XDP XDK
MSA TLA NDP OMAS
NMAS SLIM NCMS SST
NDID GPP TPR FQA
LETTER SOUP OF
CONSOLE ACRONYMS
22
RESOURCES ARE NEEDED
From vetting to implementation
Engineering
QA
BD
Marketing
Cost of porting
23
HOW CAN YOU MITIGATE RISKS OF GOING CROSS-
PLATFORM?
24
POLISH, UI AND UX
MATTERS
25
REALM GRINDER
Launched August 2015, Kongregate.com
Top 10 grossing
Great long-term retention, 6% d180
26
REALM GRINDER
2017 launched on iOS, Android, Armor & Steam
iOS featuring, #3 New Games we Love
Steam charts, What’s Being Played
27
PER PLATFORMS UX
Different platforms have different interactions
CLICK on PCTAP on mobile
28
MAKE YOUR GAME SPECIAL
ON EACH PLATFORM
29
CASE STUDY
Antab Studio
Xbox One, Launched July 2017
Xbox exclusive for several months
Xbox One X enhanced, 4K and HDR support
Rating - Metacritic (Xbox One)
30
GRIDD: RETROENHACED
Something unique on each console
Nintendo Switch, Launched June
2018
‘Power Glove’ style control option
Joy-Con HD rumble support
31
FIND PLATFORMS WHERE YOU CAN
ITERATE & TEST
Polished gameplay
Players do not need
Engaging games
Players want
32
CASE STUDY
Studio: HyperHippo
33
WEB PROTOTYPE
Launched May 2014
34
GREAT RESULTS
Strong retention
d1 25%
d30 15%
Promising monetization
#6 in revenue
Great reviews
60%
d1 to d30 retention
4.2
rating
35
MOBILE LAUNCH
Launched February 2015
36
MOBILE SUCCESS
Retention
d1 60%
d30 20%
Monetization
improved IAP
strong ad revenue
Audience Reach
installs 40M+
30%
d1 to d30 retention
$0.11
arpdau
37
Web Platforms
PLATFORMS FOR TESTING
Different platforms for different types of tests
PC Alphas / Betas
Google Play Early Access Mobile Test Markets & Steam Early Access
38
HOW CAN YOU PREDICT
(CROSS-PLATFORM) SUCCESS?
39
SIGNAL:
USER RATINGS
Kongregate.com: 3.8 is good, 4.0 is great
Google Play: > 4.0 for featuring
Steam: number & sentiment matter
40
Improving Retention
At the core of the game
Hard to get right
Even harder to improve
SIGNAL: LONG-TERM RETENTION
Consistent x-Platform
Translates across mobile,
web, and PC
Platform
ConsiderationsGoogle Play
Strong d30 for featuring
Steam
Better surfacing
41
A TALE OF
TWO GAMES
Similar Environment
May 2017
June 2017
Previously live on web and mobile
Steam launch spring 2017
42
0
125000
250000
375000
500000
0 1 2 3 4 5 6 7 8 9
months since launch
Realm Grinder
Throwdown
SIMILAR STEAM REVENUE
But… Throwdown arpdau is 10x of Realm Grinder
Publishing 43
Animation
Throwdown
25% day 1
4% day 30
1.5% day 90
0.75% day 180
COMPARING RETENTION
At day 180 Realm Grinder retains double the players than Throwdown
Realm
Grinder
35% day 1
10% day 30
3.5% day 90
1.5% day 180
44
0
5,625
11,250
16,875
22,500
May-17 Jun-17 Jul-17 Aug-17 Sep-17 Oct-17 Nov-17 Dec-17 Jan-18 Feb-18
Realm Grinder
Throwdown
10x
at launch
35x
HIGHER DAU
With more players Realm Grinder can have lower monetization
45
0
1,500
3,000
4,500
6,000
7,500
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28
days since launch
2x
7x
Realm Grinder
Throwdown
HIGHER CONCURRENT USERS
With more players Realm Grinder can have lower monetization
46
0
35,000
70,000
105,000
140,000
175,000
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28
days since launch
+80%
downloads
Realm Grinder
Throwdown
CUMULATIVE DOWNLOADS
In the first month Realm Grinder had 80% more
47
SIGNAL:
TEAM’S REACTION
“I knew that AdVenture Capitalist
was something special when I
looked around the office and
realized the entire office was playing
it!”
48
THANK YOU
@KongregateDevs
blog.kongregate.com
emma@kongregate.com
49
ACRONYM DICTIONARY
KPI = Key Performance Indicator
DAU = Daily Active User
ARPDAU = Average Revenue Per Daily Active User
ARPPU = Average Revenue Per Paying User
F2P = Free to Play
CCU = Concurrent Users
IAP = In-App Purchases
UA = User Acquisition
X-Platform = Cross Platform
RPG = Role Playing Game
CCG = Card Collecting Game

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The Benefits and Costs of Going Cross-Platform | Emma Farrow

Notes de l'éditeur

  1. Intro T = Cross-platform learnings
  2. C = Kongregate platform publisher game developer T = In 12 years…
  3. C = Kongregate installs (200M) MAU (16 M) pub (> 50) kong.com (120k) T = some games…
  4. C = some games we’ve launched - Started f2p mobile but expanded strategy as we answered question of how we can best support devs through our publishiung offerings AdCap –first on kong.com, looked very differe BB – long running franchise on kong.com, upcoming game Speed brawl -2d combat racer, 2nd premium game published and first simultaneous launch with console Flotsam – upcoming floating garbage town survival game, think waterworld the game, non-finalized launch plans T = with context of why we feel fit to talk about cross platform as a strategy behind us, let’s jump into the question
  5. Yes, but Going cross-platform increases your potential audience, pleases your current userbase, and can grow your lifetime revenue.  Important to evaluate the potential opportunity size for any project
  6. Can help solve many challenges to distribution of a game biggest: distribution is hard marketing High UA costs viral hits Games like Fornite are few and far between Platform features competing for attention with limited editorial spots T = looking at some numbers around competition
  7. C = mobile super competitive, as most devs know and many have discussed with me anout why they’ve switched away from mobile just iOS,10 years more competitive every year, 20x more in 2018 than 2008 slowed down but… 1 million actives 50 new games T = PC?
  8. C = Steam smaller scale also competitive 25 new games T = even on new platforms
  9. C = new platforms / consoles, which offer hope to be one of the first on an uncrowded platform gold rush race to get there Switch, more popular (2yrs) May see something similar with new platforms like Apple Arcade T = not meant to discourage from game launches but rather shows the need to define a distribution strategy, and growing numbers of platforms will open up additional opportunities for featuring and discoverability. Take PC for example
  10. a market that has been dominated by a single player for more than a decade "As there's a rise of other stores. Developers should look at this as a move away from the default expectation that only Steam matters and be more open to distributing in different places, finding different audiences, not making APIs and technical decisions that make it difficult to be off Steam. It can lead to a healthier ecosystem. "PC is an oddity in the games market in that there was one dominant platform. Mobile has iOS and Android, with consoles there are three main vectors, and different storefronts means that different customer bases and brands can hold up in a real way. If you think about a Nintendo collection of games versus a Microsoft collection of games, you already have a picture that they're different and their audiences are going to be a bit different. My hope for PC is that we can build up that kind of ecosystem.” "But when there's only one storefront, there's only one editorial slot," Greer said. "Let's break that up and I think it will eventually shake out better for most people involved."
  11. C = way we think about cross platform is multiple paths to success T = we’ve had to do this
  12. C = experience many platforms kong web & pc mobile console T = pass on top learnings
  13. C = successes and learnings try (some work, some don’t) learn, iterate, improve help you avoid pitfalls T = top 8 learnings…
  14. C = lesson: First of all, a main reason is multi-platform players love your game T = for example…
  15. C = Bit Heroes Juppiomenz Accessible MMORPG on Kong, mobile, and steam T = each subsequent platform we launched on helped build success of the game
  16. C = Web reach new heights after mobile launch true x-platform web looks great, go deep on strategy mobile check-in & progress on the go, quick gameplay sessions T = Not only audience growth, but…
  17. C = If allow payers x-platform —> invest more ARPPU mob web x-platform 10.5x T = not saying this will improve your KPIs, instead
  18. C = valuable players want x-platform viewed a diff way 3% spenders 32% of revenue give them that opportunity to engage with the game in a way they prefer, and that will drive spending from most engaged users T: But with every opportunity, there are costs
  19. C = lesson: time & effort don’t underestimate every platform: adapt learn launch Maintain Every platform has both a learning curve to get onto the platform and ongoing costs associated Will be an opportunity cost associated with any new platform T = for example…
  20. C = learning takes time underestimate & mis-time launch things we’ve had to learn [list] T = don’t know what you don’t know, often trial by error or working with the right partner to take the game to launch
  21. C = had to learn, console acronyms after 3 games across 3 consoles and PC platforms like learning a new language! T = and many other “quirks” per platform
  22. Between evaluation of a platform, relationship building, SDK/ platform integrations, a lot of ongoing resources go into moving to a new platform
  23. C = So it seems worthwhile, but risky given all the costs associated T = So how can you mitigate risks, these first two tips are about not wasting time on something that won’t work
  24. C = lesson: polish matters once you have a good base Look and play of the game matters esp on mobile and switch T = show example
  25. C = another game, RG not great looks yet, great KPIs rev retention T = small team, longer to polish
  26. C = two years later great featuring on iOS great traction on Steam T = polish not only about good looks, but around playability on a given platfrom
  27. C = UX for platform remember: diff platform diff interactions mobile – tap, bigger buttons for easy tapping, no double clicking, take into account hand locations pc – click, less bouncy FTUE, no finger drag animations, no social media sharing buttons T = embrace controls (controller, mouse, touch)
  28. C = lesson: something unique & special platforms ask: What makes this version of your game on our platform the most special one available? answer w/true variation T = for example…
  29. C = GRIDD PC steam, kart consoles xbox, switch, ps4 Kong’s first console game T = What was special?
  30. C = highlights unique to the platform xbox exclusive, xbox one x nintendo controls unique to switch T = no need to change the whole game, but do need to cater to platform and their specific audience
  31. C = lesson from early on at Kong: iterate & test to mitigate risk early feedback in some platforms… forgiving audiences engaging games T = show example
  32. C = AdCap Idle Game HH T = game started as
  33. C = Web Prototype learn unity upload to kong T = Game took off
  34. C = Great Stats see stats T = Needed to polish
  35. C = launched on mobile polished monetization improvements rewarded videos T = success translated to mobile
  36. C = strong mobile KPIs see stats T = not every platform good for testing
  37. C = where can you test? and how? diff platforms, diff tests general - audience understanding T = Doesn’t make sense to take every game cross platform, if it’s not successful on one platform, moving to a new one won’t magically change your results, but here’s what we’ve found to be important in prediction
  38. Caveat that you can never fully predict success, T = Look for the signals
  39. C = external: user ratings and reviews Kong GP Steam surfacing algos take into account T = can’t predict success but we do know
  40. C = found this to be the KPI that crosses over most reliably at the core of design hard to improve live: hard to get right, and improve consistent strong in one platform strong in others platforms GPs most imp KPI, feature Steam, ret => concurrent => algo => surfacing T = model this out with 2 comparative game from our portfolio
  41. C = Journey of Two games two very diff games launched in similar environments top, AT bottom, RG T = How did they do?
  42. C = Similar revenue trajectory Throwdown —> Stronger monetization T = What’s driving revenue
  43. C = First, Compare Ret AT RG by d30 at least double T = Strong retention => higher DAU
  44. C = RG has much higher DAU 10x higher 8 months out, even higher DAU (daily summary of CCU) T = Steam algo cares about, CCU
  45. C = Unpack Concurrent Users Higher ret —> players online means —> high num concurrent users first month RG vs AT red RG blue AT early 2x —> thanks to strong retention only due to ret —> would expect diff to be const later 7x, something else at play steam surfacing favors concurrents T = all of this together
  46. C = higher cumulative downloads 80% more downloads, first month become well oiled machine strong ret > conc > surfacing > downloads > conc T = retention good for players & platform
  47. C = Internal: team’s reaction [story] a good game will draw you in T = But can be biased, but games that excite and engage players have a greater chance of success
  48. THANK YOU!