Browser based
Transcription
Browser based
Gaming 2020 by: WildTangent CEO Alex St. John Date: Aug. 2008 1 “Man cannot discover new oceans unless he has the courage to lose sight of the shore.” Taking Fun Seriously by: Alex St. John, Eric Engstrom, & Craig Eisler Date: 11/18/1994 • Connectivity will be one of the most powerful and compelling revolutions in gaming. Most games are isolationist. Certain types of fantasy and escapism are private things, but there are many forms of escapism that are social. Competition and explorations are more fun with real people. The number one selling console games are one-on-one combat between two or more real players. The number one selling PC game DOOM, is most fun when it is networked. • Connectivity combined with other technologies may fundamentally change the business model of the game industry from writing $50 throw away applications, to building vast extensible server based game universes for many players. Multiplayer games could be bigger business on the set-top than on demand video if enabled. • Social interaction also offers broader appeal in game play. Explorative, multiplayer universes are likely to me more appealing to women then traditional stand alone conflict driven titles. April 2008 3 Browser Based Miniclip, Kongregate, etc. Jagex, Artix, Club Penguins, MapleStory, ClubPogo, etc. Free Browser limits game production values precluding premium pricing for content Paid RealArcade, WildTangent, BigFishGames Requirement of a client precludes advertising as a payment solution Requires Client WOW, City of Heroes, Valve Steam, Lineage, Miniclip, Kongregate, etc. Jagex, Artix, Club Penguins, MapleStory, ClubPogo, etc. •Ad-Supported •Browser based •Low production values •Highly Viral •Low monetization/Customer •High margin $$ ( 65% - 100% ) •Low cost infrastructure •Large Audiences •Kids RealArcade, WildTangent, BigFishGames WOW, City of Heroes, Lineage, •Paid •Client Based •High production values •Marketing Intensive •Distribution Channel Dependant •Lower margin $$ ( 33%-65% ) •Infrastructure Intensive •Smaller Premium Audiences •Adults As the production values of browser based games improves, the business models for browser based and downloadable games are converging. Browser Based Miniclip, Kongregate, etc. •Ad-Supported •Browser based •Low production values •Highly Viral •Low monetization/Customer •High margin $$ ( 65% - 100% ) •Low cost infrastructure •Large Audiences •Kids Jagex, Artix, Club Penguins, MapleStory, ClubPogo, etc. Requires Client RealArcade, WildTangent, BigFishGames Opportunity for new platforms WOW, City of Heroes, Lineage, Steam •Paid •Client Based •High production values •Marketing Intensive •Distribution Channel Dependant •Lower margin $$ ( 33%-65% ) •Infrastructure Intensive •Smaller Premium Audiences •Adults Browser Based Miniclip, Kongregate, etc. Jagex, Artix, Club Penguins, MapleStory, ClubPogo, etc. Free Browser limits game production values precluding premium pricing for content Paid RealArcade, WildTangent, BigFishGames Not an opportunity because advertising can’t support the marketing and infrastructure costs associated with client dependant games WOW, City of Heroes, Lineage, Requires Client Browser Based Miniclip, Kongregate, etc. Jagex, Artix, Club Penguins, MapleStory, ClubPogo, etc. Free Huge opportunity because this space has the viral marketing benefits and low cost of browser based gaming + the monetization potential of premium gaming Paid RealArcade, WildTangent, BigFishGames Not an opportunity because advertising can’t support the marketing and infrastructure costs associated with client dependant games WOW, City of Heroes, Lineage, Requires Client Browser Based Miniclip, Kongregate, etc. Jagex, Artix, Club Penguins, MapleStory, ClubPogo, etc. Free This Quadrant is expanding rapidly driven by increasing consumer bandwidth and increasingly powerful browsers Paid RealArcade, WildTangent, BigFishGames Not an opportunity because advertising can’t support the marketing and infrastructure costs associated with client dependant games WOW, City of Heroes, Lineage, Requires Client Browser Based Miniclip, Kongregate, etc. Jagex, Artix, Club Penguins, MapleStory, ClubPogo, etc. Free Zynga, PlayFish, Playdom Paid RealArcade, WildTangent, BigFishGames Not an opportunity because advertising can’t support the marketing and infrastructure costs associated with client dependant games WOW, City of Heroes, Lineage, Requires Client Browser Based Miniclip, Kongregate, etc. Jagex, Artix, Club Penguins, MapleStory, ClubPogo, etc. Free Gambling and Casino Games (21b WW, 6b US, 125b by 2015) Zynga, PlayFish, Playdom Paid RealArcade, WildTangent, BigFishGames Not an opportunity because advertising can’t support the marketing and infrastructure costs associated with client dependant games WOW, City of Heroes, Lineage, Requires Client Strategy • The platform opportunity lies with “next generation” Monetization, Virtual goods markets and Community infrastructure • It will be driven by well executed content targeting growth in premium browser based gaming • Whomever learns how to deliver all the play consumers want in exchange for all the value they are worth first wins Key Observations • Rapid growth in “social media gaming” has been taking place since 1995 • Microcurrency based games completely dominate the online gaming economy • Gambling style play mechanics completely dominate the online gaming economy • “Viralness“ has generally spread via kids who don’t have credit cards to play premium content • Game design, marketing, support, testing and monetization model have converged, they can’t be separated. • Persistence of earned achievements and production values drive value, community drives viralness Nothing New Under the Sun • Early 1990’s: Online gambling sites take off – By 2009 21b in revenue WW, 6b in the US, 125b by 2015 • • • • • • • • • • Leading casual gaming sites at Yahoo, MSN and AOL takeoff driven by online casino advertising 1997: Ultima Online launches, by 2003 it has 250K subs 1998: Lineage (Korean UO) launches, by 2004 it has >3m playing players 1999: Club Pogo launches, by 2009 1.8m subs, 15.3m uniques 2001: Runescape launches in 2001, by 2004 it has 11m player WW and 1m subs 2002: Artix launches in by 2008 6.8m players, 32m in revenue 2006: Club Penguins launches, by 2007 12m players and 700K subs (~50m/revenue) 2009: WOW with 12m subs generates 1.5b/yr in revenues more than all Xbox360 game sales combined 2009: Turbine LOTR switches from subs to microcurrency generating 150K/day in microcurrency sales 2009: Chinese online game market hits 3.65b The “Viral Equation” Ad = (PAinitial( 1 + v )d + PAnew * [((1+v) d+1 – (1+v))/v]) + ( A(d-1)er(d-1) - A(d-1) ) • • • • • Ad = Audience on any day d = day number Ainitial = initial audience introduced via marketing or distribution Anew = new daily audience introduced via marketing and distribution P = probability a new visitor plays the game (a measure of content adoption friction) • v = probability that player will entice another play to play that day • r = retention rate or probability that a player will stop playing that day (A negative number) Ad = (PAinitial( 1 + v )d + PAnew * [((1+v) d+1 – (1+v))/v]) + ( A(d-1)er(d-1) - A(d-1) ) Example: Here’s the 100 day viral audience of a game with the following play metrics: •Ainitial = 1000 •Anew = 1000 •P = 50% (typical for web based games) •r = -1% (Audience has an average lifetime of 100 days) V = 1% V = 5% Feedback Driven Emergent Content All player behavior is tracked and analyzed for content preferences Initial game design includes support for feedback driven emergent content An Ad server is used to dynamically serve new content to players New content is generated for player based on measured player preferences and optimal monetization heuristics The “Prophesy’s” • Consoles are Extinct • >50% of all gaming revenue driven by media dollars • All “premium” games are persistent microcurrency based MMOG’s • The dominant gaming platform is the PC 18 Consoles Are Extinct 19 Why? 20 The market conditions that created and sustain the console business are fading fast During the original Xbox launch, Microsoft lost about $4 billion on the console over 4 grueling years, never recovering those losses. Things are even worse with the Xbox 360. In its most recent fiscal year alone the company lost $1.9 billion on the console. What will be done to stem these losses? Well, nothing. In fact, this is business as usual in the console business, and it's why smaller competitors have long since been run out of the market. -Yahoo Tech • • • • • • 21 The major players can’t justify the enormous losses to their shareholders indefinitely In 2020 the game market will be completely dominated by persistent worlds that don’t need consoles to prevent piracy The era of game differentiation by production values is ending The living room is no longer the only screen in the home Closed proprietary communities can’t keep up with free market innovation on the Internet <<See AOL>> The faster consoles move to online models the faster they will die because they will disintermediate the retail channels they depend on Online Game distribution to consumers and media sponsored game play disintermediates the retailers that sell the consoles By 2020 this is all that will be left of the retail business for games 22 These guys never thought it would happen to them either 23 Why will the market be dominated by persistent worlds? • WOW the most profitable game in history – – • • • • Already the dominant model in the fastest growing emerging markets in Asia Retarded in the US only because of primitive payment infrastructure which is rapidly improving Superior business model and distribution vehicle to traditional content Already seeing rapid growth in a broad range of persistent world genres – – – – – • 24 1.2b/yr in revenue Secured and differentiated by community Pogo is WOW for the AARP set Club Penguins is WOW for the under 8 crowd Runescape and Artix are WOW for the 8+ crowd Stardolls is WOW for the 8+ girl crowd SecondLife if WOW for people who haven’t discovered real games yet Properly formulated persistent world games are a market virus that can displace dozens of traditional game sales when they find their target audience *Tip on getting rich quick Traditional big publishers have a NEGATIVE advantage at producing and marketing these games, they will be forced to BUY companies founded by innovative next generation game studios or die • • • • • 25 Disney Club Penguins EA Pogo NBC Bigpoint Sony Monolith etc… The exception that proves the rule • The only “profitable” console is the Wii a low-tech console based on off the shelf components • Nintendo took a valuable lesson from the death of the arcade business; • It differentiates itself not with superior graphics but with a new controller When great graphics become a commodity the only successful games are differentiated by their controller 26 Why is game differentiation based on production values ending? • Great graphics and sound will be a cheap commodity • The ability to author higher production values using new technology has exponential cost and diminishing returns • High production values are in direct conflict with electronic distribution • High production values are in direct conflict with enabling increasingly dynamic communities • This is the era of content differentiation by community 27 Evidence that the console business is starting to look like the dead arcade business • • • • 28 Xbox 360 Nintendo Wii PlayStation 3 Hardware Sales Annual 2007 4.62 million 6.29 million 2.56 million Best Selling Console Games of December 2007 1) Call of Duty 4: Modern Warfare - Xbox 360 - Activision - 1.47 Million Copies Sold 2) Super Mario Galaxy - Nintendo Wii - Nintendo - 1.40 Million Copies Sold 3) Guitar Hero III: Legends of Rock - PS2 - Activision - 1.25 Million Copies Sold 4) Wii Play With Remote - Nintendo Wii - Nintendo - 1.08 Million Copies Sold 5) Assassin's Creed - Xbox 360 - Ubisoft - 893,700 Copies Sold 6) Halo 3 - Xbox 360 - Microsoft - 742,700 Copies Sold 7) Brain Age 2: More Training In Minutes - Nintendo DS - Nintendo - 659,500 Copies Sold 8) Madden NFL 08 - PS2 - Electronic Arts - 655,200 Copies Sold 9) Guitar Hero III: Legends of Rock - Xbox 360 - Activision - 624,600 Copies Sold 10) Mario & Sonic At The Olympic Games - Nintendo Wii - Sega - 613,000 Copies Sold The Rise of PC Gaming • Electronic distribution will eliminate many of the user experience problems associated with PC Gaming – Configuration/installation obstacles • • • • Most PC’s will be fantastic gaming platforms All kids will have a PC laptop for school Media dollars on the PC will make PC content free Game Developers and Publishers won’t need to share revenue with a console maker to reach their audience and monetize their games online • Nearly 100% of console gamers are ALSO PC gamers • According to Nielson the Average console gamer spends more time playing PC games 29 The “living room” isn’t where it used to be • Screens are a commodity • >60% of all PCs sold are laptops • Peak laptop buying is during the summer back to school period • A growing percentage of console gamers play on their own TV’s in their bedroom • Kids are mobile gamers, they are no longer anchored to the living room 30 Games Become “Broadcast Media” The invention of television enabled video to evolve from static purchased media to advertising and subscription supported media broadcast on demand into consumer homes Games are transforming from static purchased media to advertising, and subscription supported broadcast media 31 Cable TV Network Model 32 WildTangent Game Network 33 Advertising will become a payment type for premium games! $25 Retail Price of a Game = $0 Captureable Revenue Perceived Value of a Game 34 $25 Tokenomic Arithmetic = 35 Things we used to believe in that we think are silly now 36 Things we will realize are silly that we believe in now It fundamentally changes the economics of the game industry...fundamentally changes it. On a per-unit basis, you are talking about $2 to $3 per box sold. That's not revenue; it's contribution, it's profit: $2 to $3 of profit. Mitch Davis CEO Massive “Is it just me or is that really, really offensive offensive? Especially with the game cost being the same?” -One of hundreds of forum posts protesting in-game ads in BF2 37 Emergent Content Definition: Game content that is computer OR user generated dynamically in response to a players gaming behavior or content preferences Examples of Emergent Content • Quake – Playing real-time multiplayer games ensure that in-game opponent behavior is constantly varying in real-time in reaction to the player • WOW (Or any MMOG) – Any multiplayer game is an example of emergent user generated content that has a well established track record of increasing a games popularity and longevity • Diablo/Fate – Emergent level generation gives these games bottomless content which dramatically extends their lifespan not to mention dramatically reducing their production costs by making heavy re-use of assets • RTS’s like Age of Empires, Starcraft – Unpredictable situations and play emerges when many simple AI driven characters interact to produce complex environments and behaviors • Sims – Like RTS games structures and units following simple AI rules combine to produce unpredictable and complex environments Success of Emergence • Games based on Emergent content have proven themselves to have the greatest franchise longevity, addictiveness and monetary value in the game industry. • Yet the emergent content found in all known examples of emergent play lacks a very powerful property. Feedback A human game designer creates a game with fixed emergent properties based on their best instincts about what a large audience will consider fun Consumer enjoys game within the limits of the emergent properties defined by the designer Consumer moves on to a new game, while the original game designer gets some feedback which may be incorporated into a future emergent game design Emergent game design supporting a very broad range of user chosen play mechanics is what gives MMOG’s their enormous addictiveness and long life spans, yet even the most successful MMOG’s fail to harness one of the most powerful feature of emergence. Feedback Driven Emergent Content All player behavior is tracked and analyzed for content preferences Initial game design includes support for feedback driven emergent content An Ad server is used to dynamically serve new content to players New content is generated for player based on measured player preferences and optimal monetization heuristics Examples of “Feedback Driven” Emergent Content • Game difficulty adapted dynamically to keep player engaged • Multiplayer opponents chosen dynamically to keep player engaged • Parental control levels set dynamically based on player age and gender demographic data • Quests and awards chosen dynamically based on measured player behavior • Game “pacing” and variations in play mechanics driven by measured player behavior • Game music and appearance adapted to player demographics Feedback Driven Monetization Strategy WildTangent WildCoins a proven example of this model • Ad server tracking and content serving is used to detect; – Level of player engagement with content – Optimal monetization mix of advertising and paid play – Optimal price points for play – Optimal sponsors for play • System can deliver all the play each consumer wants in exchange for all the value each consumer is worth Better than an MMOG • MMOG’s deliver enormous variability in play via community at the cost of requiring enormous authoring, hosting and customer support infrastructure. • The “freedoms” of each player in MMOG game design must be highly limited to enable players to constructively generate new content while preventing them from spoiling other players fun. This balance requires introducing a large number play constraints and a high level of human supervision of play. • Feedback driven emergent games have the bottomless content variability of an MMOG without the game design constraints, authoring costs, hosting infrastructure and support costs associated with an MMOG. Tokenomics by: WildTangent CEO Alex St. John 46 Maximizing Revenue From Games • The business of selling games has long been constrained by extreme inefficiency in capturing the value of “Play” • The market has no idea how to value or price “play” ensuring that the only certainty a game marketer can have is that the price of their game is nearly always WRONG 47 The “Inefficient Market” For Games Retail Price of a Game $25 Potential Revenue Physical COGs for boxed retail game packaging $0 Perceived Value of a Game 48 $25 The “Inefficient Market” For Games $25 Retail Price of a Game This is the minimum price a game can be sold at regardless of its real value to cover physical COGS Potential Revenue Physical COGs for boxed retail game packaging $0 Perceived Value of a Game 49 $25 The “Inefficient Market” For Games A game can only be sold when the consumers “perceived value” of the game is greater than its actual price Retail Price of a Game $25 Potential Revenue Physical COGs for boxed retail game packaging $0 Perceived Value of a Game 50 $25 The “Inefficient Market” For Games $25 Revenue is maximized when a games price exactly matches the consumers perceived value Retail Price of a Game $13.47 Potential Revenue Physical COGs for boxed retail game packaging $0 Perceived Value of a Game 51 $25 The “Inefficient Market” For Games $25 Most consumers don’t place the same “value” on a game, ensuring that any fixed price is wrong for MOST potential buyers Retail Price of a Game $13.47 Potential Revenue Physical COGs for boxed retail game packaging $0 Perceived Value of a Game 52 $25 How does the market solve efficient pricing problems for other products? • Haggling – Works best for a high value item like a house or a car • Auctions – Works best for products with intrinsic value and scarcity like gold and antiques • Passive Negotiation – Works best for low COG commodity products like toothpaste and shampoo who’s principal value is “intangible” like how it tastes or how entertaining it is. – Works with media 53 BINGO! Games are a form of digital media that carry an artificially high COGs associated with their packaging and anti-piracy measures The ability to Maximize revenue for games is intrinsically limited by the constraints imposed by their distribution and DRM model! 54 How Does “Passive Negotiation” Work • • • • 55 Supermarkets enable consumers to “Choose” the maximum price they are willing to pay for toothpaste (A low COG commodity) by selling a broad variety of products with differing features Consumers “choose” the toothpaste features they are willing to pay the highest premium for Each flavor, size, packaging configuration and “feature” of toothpaste is created to enable consumers to find their personal rationale for paying $4.00 for a .20 cent tube of paste. Coupons are a mechanism for identifying consumers who can’t afford to pay a premium for toothpaste by making them exchange their time for value Enabling “Passive Negotiation” For Games 1. Reduce COGs to nothing by moving to downloadable distribution and online DRM instead of physical DRM 2. Electronically package games into smaller consumable units of entertainment 3. Remove internet imposed “payment friction” with advertising 56 How do you “package” games in smaller units of entertainment? Traditional games and applications are sold in large premium chunks of value that are difficult to monetize efficiently. WildTangent uses it’s unique DRM platform to “chop” any game or application into small consumable “Sessions” of value Once packaged in a per/session DRM model, games or applications can be sold on a per use basis or made free sponsored by advertising 57 Tokenomics 101! Questions most publishers don’t know the answer to; 1. What % of the people who “consider” buying a product in retail actually purchases it? 2. What % of the people who buy a game actually finish it? 3. How often and for how long do consumers play a game before moving on? The Answers that might surprise them; 1. 1%-2% 2. < 10% 3. 2 months for an average of 34 sessions of play 58 In other words… 1. The potential audience for your game is 50X-100X it’s retail size if you gave it away free 2. The actual value of a $60 console game to its typical buyer is $60/34 sessions = $1.77/session 3. If the games potential audience is 100X greater by making it free then the games value is $1.77/100 = 1.8 cents/session across it’s potential FREE audience If an advertiser were willing to pay 1.8 cents/session or 1.8*1000 = an $18 CPM to sponsor each session of play the game would make the SAME revenue given away for FREE as if it has been sold at its full retail price of $60 to 1% of its potential playing audience… $18 is the typical CPM value of a standard 300x250 Flash video ad 59 Another Example 1. A typical WOW player pays $13/mo for a subscription to the game 2. WOW players play 10-20 sessions/mo over a 10 month period generating a $130 LTV 3. If WOW charged its players $1.30 per play session they would generate the same revenue as they get from charging a subscription 4. If WOW were free it might have 50X more players 5. Thus it’s potential free value per session is 2.6 cents 6. In other words WOW would make as much money if it were free supported on a per session basis by a $26 CPM ad unit as it is being sold on a subscription basis What if most of WOW’s paying subscribers would still pay for a subscription even if the game were free? 60 The Gaming “Value Continuum” Large, high cost, high production value, premium console games Small, low cost, low production value Flash games •Easily distributed electronically •Easily monetized with advertising •Intrinsic retail value < packaging COGs •Size and value an obstacle to electronic distribution •Best monetized via cash retail transactions •Intrinsic retail value > packaging COGs Surprising Observation: When distribution and packaging COGs are excluded free flash games and high production value console games have about the same per session value! 61 Reformulating the Game Business for Maximum Revenues Retail Price of a Game $25 Potential Revenue Physical COGs for boxed retail game packaging $0 Perceived Value of a Game 62 $25 Step # 1: Eliminate COGs by moving to digital distribution $25 Retail Price of a Game Removing COGs eliminates a barrier to capturing the full value of play and the barriers to organic distribution Potential Revenue $0 $25 Perceived Value of a Game 63 Step # 1: Eliminate COGs by moving to digital distribution $25 Retail Price of a Game *Note: Many consumers place value in the physical packaging associated with a game. Online this value can be captured as an up sell after a customer has been acquired, rather than acting as a barrier to an initial transaction Up sell to physical goods from a digital sale Potential Revenue $0 $25 Perceived Value of a Game 64 Step # 2: Release a Trial-to-Buy Demo Trial-to-buy price set at $20 $25 Retail Price of a Game Revenue captured for all consumers who value the game > $20 Potential Revenue $0 $25 Perceived Value of a Game 65 Step # 3: Calculate actual per/session play value Demo Players = 10,000 % that convert to purchase @ $20 = 1% Avg. sessions played per buyer = 35 Session value of game = $20/35 = $.57 Session value per player = $.57*1% = $.0057 CPM value of game = $.0057*1000 = $5.70 CPM Retail Price of a Game $25 99% of trial audience values game < $20 1% of trial audience values game > $20 Revenue captured for all consumers who value the game > $20 Potential Revenue $0 $25 Perceived Value of a Game 66 Step # 3: Almost any initial trial price will produce the same result $25 Retail Price of a Game Demo Players = 10,000 % that convert to purchase @ $15 = 1.33% Avg. sessions played per buyer = 35 Session value of game = $15/35 = $.43 Session value per player = $.43*1.33% = $.0057 CPM value of game = $.0057*1000 = $5.70 CPM 98.7% of trial audience values game < $15 1.3% of trial audience values game > $15 Revenue captured for all consumers who value the game > $15 Potential Revenue $0 $25 Perceived Value of a Game 67 Step # 4: Calculate Optimal Real World Pricing $25 Per/session retail prices < $1.00 perceived as “negligible” by consumer Real World Session pricing: $.57 $.99 Retail Price of a Game Advertisers value play > the free playing audience on average Real World Advertiser pricing: $5.70CPM $20CPM sold with 55%-65% efficiency Captured Revenue $0 $25 Perceived Value of a Game 68 Flexibility carries a premium Consumers and advertisers place additional value in being able to purchase play on demand rather than in bulk Retail Price of a Game $25 Captured Revenue $0 $25 Perceived Value of a Game 69 Step #5: Release game online in a “WildCoin” business model 70 Consumer Choices Purchase game directly for $20 Earn free play by consuming advertising Purchase Play using WildCoin Tokens on a per session basis 71 Where Digital Distribution Fails The Fish Ladder of Doom $ $ $ $ $ $ ~1% of users who successfully download and install a game, buy it Payment Barrier: Most game consumers especially minors do not have a means of making an online payment. 50% of consumers who initiate a credit card transaction can’t or don’t complete it Download Barrier: Consumers cancel downloads at a rate of 70%/5min they have to wait for a download to complete 72 Where Digital Distribution Fails Smoothing the Fish Ladder $ $ $ $ $ $ Advertising functions as an alternative currency for those who can’t/won’t pay for play • Use of a download manager increases download success rate 2x-3x • Aggressive use of compression technology • Try to break game into an initial download of < 50Mb and a background download during play of the remainder 73 What is a “Session” • A “session” gives consumers UNLIMTED access to a game for as long as they want to play • A session ends when the consumer voluntarily closes the game or stops playing for > 45 minutes • Sessions are priced based on the “perceived value” of the game • Games with “low value” cost fewer WildCoins/session than games with higher value • The “perceived value” of a game can be measured by its conversion rate in retail 74 The Magic of WildCoins WildCoins creates both the lowest price point and the highest premium for game play at the same time 75 The Magic of WildCoins • WildCoins enables greater pricing flexibility • Better tools for targeting specific offers to specific audiences • Enables better payment solutions – Can be sold in physical retail for cash – Advertisers can distribute them – Can be packaged into a variety of credit card based offerings • Creates enormous efficiency for maximizing the full value of a game • Can be used as an in-game currency for purchasing virtual goods 76 Pricing a Game Session Try-to-buy conversion rates across hundreds of downloadable games and millions of players 77 Typical Play Session Ranges Average Sessions Per Owned User 300 250 Typical session behavior for a top converting game (1.5% - 3%) 200 Average Sessions Per Owned User 150 100 50 0 78 Poly. (Average Sessions Per Owned User) Typical session behavior for a poorly converting game < .25% Typical Session Values Session Value $3.00 Median Session Value .36 cents $2.50 $2.00 Session Value $1.50 $1.00 Expon. (Session Value) Best selling games Worst selling games $0.50 $- Counter intuitively best selling games have the lowest session value because their high replay value exceeds their high conversion rate 79 Session CPM Value to Advertisers CPM Value $25.00 $20.00 $15.00 High conversion games have a relatively high CPM value/session Median CPM session value for a downloadable game? $1.00 CPM Value Log. (CPM Value) $10.00 $5.00 $- 80 Trial Length vs Conversion 81 The Crazy Playtime Games Game Title inwordzdeluxe ancientseal qbz blasterball2drm3 escapefrom piratesoftreasureisland blasterball2remix geneforge2 newspaperpuzzlechallenge cinematycoon 82 Avg free playtime to upsell 18.24 7.91 7.67 6.54 6.44 6.10 5.98 5.25 4.71 4.41 The Myth’s of dynamic In-game advertising 1. In-game ads can add $1-$2 in profit to a retail title 2. In-game ads “improve the games realism” 3. In-game advertising will be a way to reach console gamers 4. In-game ads will be a multi-billion dollar business 83 Myth #1: In-game ads can add $1-$2 in profit to a retail title Only 17% of gamers give game advertising an absolute “no-no.” Nearly 40% highly disagree with the statement “including advertisements in a game will always have negative impact on my gaming experience” -Parks Associates Electronic Entertainment in the Digital Home: Game Advertising 2Q 2007 84 Myth #1: In-game ads can add $1-$2 in profit to a retail title 1. 2. 3. 4. 5. 6. If 17% of consumers WILL NOT buy a game because they don’t like in-game advertising it will reduce the retail revenue for the game by 17% or $8.50 for a $50 title In-game ads sell for roughly $20-$40 CPMs (the same as a simple clickable prestitial video) Inventory sell-through is 65% efficient Average sessions of play for a retail game are ~35 35*40/1000*%65 = $.45 - $.91 in possible incremental revenue Overall value of In-game advertising to a $50 retail title: $8.50+$.091 = -$7.59 Conclusion: It’s a BAD Idea! 85 Myth #2: In-game ads “improve the games realism” 20% of gamers agree with the statement that in-game ads are okay if they visually enhance the game -Parks Associates Electronic Entertainment in the Digital Home: Game Advertising 2Q 2007 • In other words 80% of gamers DO NOT agree that in-game ads visually enhance the game • Dynamic ads will always look out of place – Game art even in “realistic” games is highly stylized – Real world photographs in a game breaks visual continuity with the rest of the games “less realistic” graphics 86 Consumer Comments on In-Game ads in Retail Games “Ugh :( Just when I was thinking that the BF2142 that I wrote about a couple of times with the ads in it might not be that bad I saw a post with a shot of an in-game ad.” “Is it just me or is that really, really offensive offensive? Especially with the game running on the same engine as BF2 and the cost being the same?” “I am 100% against DYNAMIC advertising. Unlike static ads, this spyware (which is fast becoming the norm in games) uses your machine and your bandwidth, both of which YOU pay for and OWN, to monitor your session and upload ads directed at you based on the info collected. This is business being conducted for revenue and it's being done so on your property. Whether this collected info is personal or not is irrelevant, the practice is unethical in principal. Your pc and your connection do not belong to them.” 87 Myth #3: In-game advertising will be a way to reach console gamers PC Online Gamers North America, 2001-2012 90 Console Online Gamers North America, 2001-2012 90 PC Light 80 80 Moderate PC 70 Console Light Moderate Console 70 Hard-core PC 60 60 50 50 40 40 30 30 20 20 10 10 0 0 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 Hard-core Console Most consoles WILL NOT be online! 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 Source: DFC Intelligence Online Game Market Forecasts, 2007 88 Myth #3: In-game advertising will be a way to reach console gamers Console gamers spend MORE TIME gaming on the PC! Playing games is the #1 online activity Time Spent Gaming On Various Platforms Source: Stanford Institute for the Quantitative Study of Society, May 2006. 89 Myth #4: In-game ads will be a multi-billion dollar business • In-game ads detract from a games perceived value • Enough consumers DO NOT like in-game advertising in retail games to make adding them a poor business proposition • Most consoles WILL NOT be online soon and most game play time is spent on the PC • In-game ads are difficult and expensive to integrate effectively in most games • In-game ads have a lower CPM value than a simple prestitial video played during a game launch Conclusion: In-game ads in retail titles represents a niche opportunity for generating advertising dollars around gaming 90 Where does in-game advertising work? Free, online distributed PC games • Making a retail game free increases its potential audience 50X-100X larger • Advertising economics work when the game is free because the growth in audience volume causes the advertising value of the game to exceed its retail value • Consumers understand that “Free” comes with compromises • See how “Free” changes the Myth 1: Math 91 Myth #1: In-game ads can add $1-$2 in profit to a retail title 1. 2. 3. 4. 5. 6. 7. If 17% of consumers DO NOT buy a game because they don’t like in-game advertising it will reduce the retail revenue for the game by 17% or $8.50 for a $50 title In-game ads sell for roughly $20-$40 CPMs (the same as a simple clickable prestitial video) Inventory sell-through is 65% efficient Average sessions of play for a retail game are ~35 Making the game free increases its audience 50X-100X $35*100*$40/1000*%65 = $91 (Range is $23-$91) $91 > $50! Conclusion: In-game ads + FREE can be a GREAT Idea! 92 Where Retail Distribution Fails The Retail Fish Ladder of Doom 1% $ $ $ $ $ $ 99% $60 retail price Physical COGs 93 Relationship with the customer is lost once the game is sold, there is little opportunity to link this game sale to a future game sale to this customer. Retail games that DO NOT suffer this flaw like MMOG’s average $130 per customer Tokenomics and the “Korean Model” Game What is a “Korean Model” Game? • Free online distributed multiplayer game • Monetized by in-game currency via microtransactions • Payments typically made via; – Cash – Mobile billing – Credit/Debit 94 Tokenomics and the “Korean Model” Game Why “Korean Model” Games work in Asia • Micro currency payments work in Asia because; – Use of Internet cafes is prevalent – Mobile billing common – Payment cards are sold in retail for cash • Access to very high bandwidth is ubiquitous – Enabling downloaded games to have the same production values as retail games – Eliminating the initial COGs barrier associated with physical distribution • High piracy rates of single player games eliminates that market as a competitive alternative 95 Tokenomics and the “Korean Model” Game Why “Korean Model” Games Struggle in the West • Micro payment infrastructure non-existent – – – – • Mobile billing difficult Low use of Internet cafes Few examples of retail cards available for cash 12-17 year olds, the most common players, don’t have credit cards Broadband not “broad” enough for downloadable production values to match retail quality – Download cancellation rates are 70% for every 5 minutes a user has to wait for a download to complete • • Low piracy = high competition from other types of games Successful examples of “Korean Model” like games in the West are illustrative of the obstacles – Runescape – Club Penguins 96 Tokenomics and the “Korean Model” Game Using Tokenomics to bring “Korean Model” Games to the West 1. Replace micro-currency payments with advertising 2. Allow advertisers to sponsor MMOG play on a per/session basis 3. Distribute large game clients via PC OEM’s 97 Anatomy of WildCoins WildCoins is an entirely new and unique business model in gaming that inherits its strength and versatility from earlier less sophisticated models • • • • 98 Try & Buy “Book of the month club” style subscriptions Free ad supported gameplay Microcurrency based MMOG communities WildCoin “Symmetry” The power and elegance of WildCoins derives from their ability to “unify” earlier less versatile business models. For the purposes of negotiating contracts, calculating revenue shares and pricing games it helps to be able to “translate” between other more familiar gaming business models and WildCoins. The following slides are designed to illustrate how to translate between familiar gaming business models and WildCoins 99 Breaking down the WildCoin Model Try & Buy Consumer gets a “free game trial”, usually 60 minutes of sample play, before being required to purchase • Strengths – Familiar consumer purchasing model – Reduces support costs and returns because consumers don’t buy games that don’t work and that they don’t already enjoy • Weaknesses – Doesn’t drive repeat purchases – Games are sold in large, relatively expensive units of value – Difficult to monetize with anything but monolithic credit card based transactions – Limits viral marketing because non-payers are excluded from the game and are therefore less likely to tell others to try it 100 Breaking down the WildCoin Model Try & Buy = 60 minute free trial is replaced by ; $20 purchase of full game Monolithic purchasing choice Per game rev guarantees WildCoins Free game sessions is replaced by ; .50 purchase of unlimited game sessions is replaced by ; Incremental purchasing as game is consumed* are replaced by ; Per session rev guarantees Advantages: • Average session length for a game is 45 minutes, however sessions can be sponsored by advertisers meaning that each “free” session can generate .14/session in ad dollars. The amount of “Free” can be controlled per game with an ad server to better match a specific games upsell properties to a specific consumer. Since a session is “unlimited” the consumer is in a known state of satisfaction when they end a session voluntarily and are presented with an upsell message. • Incremental purchasing separates the consumers choice to buy from their ability to pay because the ”perceived” price of the purchase of a session is zero. It also creates the opportunity to get more $$ from consumers who value a game more highly and get paid something by consumers who might otherwise pay nothing. *Incremental purchasing is not fully implemented today forcing consumers to choose between Try & Buy or per session purchasing with no simple path to full ownership from WC’s today 101 Breaking down the WildCoin Model BMC “Book of the Month Club” Consumer subscribes to the right to purchase 1 game/mo at a significant discount. Both RealArcade and Bigfish Games support variations on this model. • Strengths – Familiar consumer purchasing model – Breakage – Establishes a persistent billing relationship with the consumer • Weaknesses – Games are sold in large, relatively expensive units of value – Difficult to monetize with anything but monolithic credit card based transactions 102 Breaking down the WildCoin Model BMC 1 game/mo Breakage occurs when game credits go unspent = WildCoins is replaced by ; X sessions/mo across all games in catalog* Breakage occurs when WC’s go unspent** Advantages: • • • • Very versatile pricing models designed to target very specific consumer behaviors become possible. WildCoins can be sold in discounted subscriptions which are the session based analog of the BMC model or sold in packs which are the session based equivalent to the Try & Buy model for whole games. Breakage is controllable on a fine scale Pricing of a broad category of content types in a single service becomes practical. BMC only works well for light single player games which all share a similar “perceived value”. Tokens enable more targeted pricing across a catalog of content with widely varying price and cost considerations such as enthusiast games and MMOG’s. Selling a generic virtual currency in retail becomes practical *Incremental purchasing is not fully implemented today which means that there is no WC path for consumers who WANT to own whole games to buy them with WildCoins. **RealArcade breakage happens if a game isn’t consumed in any given month, BF breakage occurs when total game credits go unspent making them more analogous to WC breakage which also does not occur in 30 day increments. 103 Breaking down the WildCoin Model Advertiser sponsored free play Consumer views an ad before or during game play in exchange for free play • Strengths – Consumers get games for free – No purchase barrier to monetization – Revenue/user closely corresponds to game value for low value games • Weaknesses – Does not work well for “high value” premium games – Requires significant investment in advertising sales force and infrastructure – More volatile revenues 104 Tokenomic Arithmetic WildCoins… the “spooky” currency WildCoins are actually a blend of two different currencies with different prices. There is a retail currency that consumers pay a premium for and an advertising currency that is sold to sponsors at a discount to the retail currency and given away free. Although the consumer “perceives” that a WildCoin is always worth about .25 cents, the currencies real value can vary wildly by as much as two orders of magnitude between it’s paid value and what an advertiser paid for them. /100 The WildCoin illusion works as long as the game has virtually no cost to deliver. It fails for games that have significant delivery or service costs such as large download games and MMOG’s because real costs narrow the gap between the games perceived value and its actual cost to deliver 105 Tokenomic Arithmetic Disentangling Spooky Currency “Spooky” currency works best when the cost of delivering a game experience online is negligible. To deal with situations in which WildCoins are to be used for games that have significant real costs the games WildCoin session needs to be priced in terms of the sessions ACTUAL value/cost, while ad sponsored sessions for the game are limited to ads who’s real CPM is sufficient to cover the cost of delivering the game. The “Retail” WC Pool contains all the consumer purchased WC’s spent during a given period. The value of any coin in the pool is equal to the average value of the all the coins in the pool 106 The “Advertising” WC Pool contains all the dollars advertisers are willing to spend to sponsor play during a given time period. The pool is stack ranked to serve the highest CPM value ads first and the lowest value ads last. Tokenomic Arithmetic A 22 cent session is equivalent to a $220 CPM premium. The ad server should only serve ads into this session that exceed this minimum CPM threshold. If no ads meet the requirements for this game, no sponsored session is offered If the average value of a paid WC is 18 cents and the minimum session price is 22 cents, then the game has a real WC value of at least 2 WC’s Guaranteeing a “minimum” session value effectively excludes advertising from games whose “real” costs exceed the value of advertiser sponsored free play. 107 Tokenomic Arithmetic Casual Game Pricing With WildCoins A full retail copy of Bejweled sells for $20, it has a 1% conversion probability and the average Bejweled buyer plays the game 100 times before tiring of it. The “Value” of a single session of Bejweled to the average “paying” player is $20/100 = 20 cents. Hence the “correct” retail price for a session of Bejweled is 1 WildCoin (< 25 cents) The advertising value of a single session of Bejweled is it’s paid session value divided by it’s conversion rate or 20 cents* 1% = .2 cents/session. Thus if you play a $2 CPM ad in front of every session of Bejweled it will generate as much revenue as selling the whole game for $20 to 1% of the audience. 108 Tokenomic Arithmetic = 109 Tokenomic Arithmetic Enthusiast Game Pricing With WildCoins A full retail copy of GTA sells for $60, has a 1% conversion probability, gets played 100 times before the consumer tires of it and costs $5 to deliver initially The “Value” of a single session of GTA to the average “paying” player is ($60 + $5)/100 = 65 cents. Hence the “correct” retail price for a session of GTA is 3 WildCoins (< 75 cents) The advertising value of a single session of GTA is (60 cents + $5)*1% = 5.6 cents/session or a $56 CPM Thus if you play a $56 CPM ad in front of every session of GTA it will generate as much revenue as selling the whole game for $60 and cover its cost of delivery. *Note that in this example you have to recoup $5 from 100% of the players + $60 from the 1% that are buyers = $560 110 Tokenomic Arithmetic MMOG Pricing With WildCoins A copy of WOW costs $5 to deliver online and has a $2/mo service cost per user account generated. It has a $15/mo subscription price and a 1% conversion rate. The average WOW player plays 20 times/mo The “price” of a single session of WOW to the average “paying” player is ($15 + $5 + $2)/20 = 85 cents (assuming you want to try to recoup all COGS) The advertising value of a single session of WOW is ($15/20 + $5 + $2/20)*1% = 5.9 cents/session or a $59 CPM Thus if you play a $59 CPM ad in front of every session of WOW it will generate as much revenue as selling a $15/mo subscription to 1% of the free playing audience with all costs associated with delivering and hosting the game recovered from the free audience. 111 WildCoin Symmetries Try & Buy Advertising sponsored free play Microcurrency based MMOG’s 112 “Book of the Month Club” BMC Measuring the “value” of game ownership There are several “features” of a game that consumers subconsciously assign “value” to including; • Ownership • Community • Persistence • Recognition • Production values • Accessibility • Etc.. Efficiently identifying where a games optimal point of conversion is and what “feature” is driving conversion is important to recognizing the maximum revenue for a given game and consumer. Breath freshening! 113 Tarter Control! Pricing “Rent Ownership” When a consumer pays WildCoins for a session of a game they are “theoretically” placing value in the flexibility of WC pricing that allows them to pay only as much for gameplay as they are enjoying. This flexibility carries a premium The “idea” behind allowing consumers to use WildCoins as a means of paying incrementally for a game is that at some point in enjoying a game some consumers will transition from valuing the flexibility per/session pricing affords to valuing ownership of the game more highly. In theory the sense of investment the consumer gets from playing a game over several sessions with WildCoins may translate into a willingness to pay a premium for ownership of a game they have not completed. ? Flexibility 114 Ownership Pricing “Rent Ownership” • The Goal – Capture the maximum value from a game by maximizing the $$ a consumer places on flexibility vs ownership – Recognizing that some consumers may exclusively value flexibility or ownership, establish the optimal point and price of conversion between the two value propositions The optimal point of conversion from trial play to purchase occurs at $24 after 5 paid sessions of play in this example. With audience loss factored in the optimal conversion point is the same but yields a total of $20 $30.00 $25.00 $20.00 Cummulative Session price $15.00 Remaining purchase value Yield $10.00 Audience loss included $5.00 $1 115 3 5 7 9 11 13 15 17 19 21 Online Consumer Fish Ladder of efficient monetization Full Retail game purchase Paid WildCoin session play Free Ad sponsored Play 116 Persistent subscription billing relationship