Delivered at Casual Connect Europe 2019. As new platforms emerge and attention is split across a multitude of revenue opportunities, it becomes a more complicated matter to decide which platforms to invest into and how to weigh the opportunity costs of each one. As a cross-platform publisher of both F2P and Premium games, and operator of two platforms in Kongregate.com and Kartridge, Kongregate has unique insights into the platform landscape and the effort needed to take a game from one platform to another. Using specific game examples with KPIs and learnings from our experience, we’ll share how we weigh the incremental opportunities and costs of new platform expansions, as well as how we view the cross-platform strategy as a whole.
The Benefits and Costs of Going Cross-Platform | Emma Farrow
1. 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. 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
7. 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. 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
20. 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. 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
30. 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. 31
FIND PLATFORMS WHERE YOU CAN
ITERATE & TEST
Polished gameplay
Players do not need
Engaging games
Players want
36. 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. 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
40. 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. 41
A TALE OF
TWO GAMES
Similar Environment
May 2017
June 2017
Previously live on web and mobile
Steam launch spring 2017
42. 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
43. 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. 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. 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. 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. 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!”
49. 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
Notes de l'éditeur
Intro
T = Cross-platform learnings
C = Kongregate
platform
publisher
game developer
T = In 12 years…
C = Kongregate
installs (200M)
MAU (16 M)
pub (> 50)
kong.com (120k)
T = some games…
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
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
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
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?
C = Steam
smaller scale
also competitive
25 new games
T = even on new platforms
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
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."
C = way we think about cross platform is multiple paths to success
T = we’ve had to do this
C = experience many platforms
kong
web & pc
mobile
console
T = pass on top learnings
C = successes and learnings
try (some work, some don’t)
learn, iterate, improve
help you avoid pitfalls
T = top 8 learnings…
C = lesson: First of all, a main reason is multi-platform players
love your game
T = for example…
C = Bit Heroes
Juppiomenz
Accessible MMORPG
on Kong, mobile, and steam
T = each subsequent platform we launched on helped build success of the game
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…
C = If allow payers x-platform —> invest more
ARPPU
mob
web
x-platform
10.5x
T = not saying this will improve your KPIs, instead
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
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…
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
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
Between evaluation of a platform, relationship building, SDK/ platform integrations, a lot of ongoing resources go into moving to a new platform
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
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
C = another game, RG
not great looks
yet, great KPIs
rev
retention
T = small team, longer to polish
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
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)
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…
C = GRIDD
PC
steam, kart
consoles
xbox, switch, ps4
Kong’s first console game
T = What was special?
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
C = lesson from early on at Kong: iterate & test to mitigate risk
early feedback
in some platforms…
forgiving audiences
engaging games
T = show example
C = AdCap
Idle Game
HH
T = game started as
C = Web Prototype
learn unity
upload to kong
T = Game took off
C = Great Stats
see stats
T = Needed to polish
C = launched on mobile
polished
monetization improvements
rewarded videos
T = success translated to mobile
C = strong mobile KPIs
see stats
T = not every platform good for testing
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
Caveat that you can never fully predict success,
T = Look for the signals
C = external: user ratings and reviews
Kong
GP
Steam
surfacing algos take into account
T = can’t predict success but we do know
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
C = Journey of Two games
two very diff games
launched in similar environments
top, AT
bottom, RG
T = How did they do?
C = Similar revenue trajectory
Throwdown —> Stronger monetization
T = What’s driving revenue
C = First, Compare Ret
AT
RG
by d30 at least double
T = Strong retention => higher DAU
C = RG has much higher DAU
10x higher
8 months out, even higher
DAU (daily summary of CCU)
T = Steam algo cares about, CCU
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
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
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