Free to Play Games
Transcription
Free to Play Games
Free to Play Games VI R TUA L EC ONOMI ES BY TEUT WEIDEMANN CONSULTANT ONLINE ENTERTAINMENT Please do not put online for download without my permission. If you use parts of this presentation please quote me as the source [email protected] Who is Teut Weidemann Working on Games since 1981 Professional since 1987 Over 70 titles on C64, Amiga, Atari ST, PC, Consoles, Online … Specialised since 1996 on online games Jobs: Graphic Artist, Programmer, Designer, Development Director, CEO, CTO Now consultant for Online Formats Also teacher at Film Academy Ludwigsburg Companies: Rainbow Arts, Softgold, Lucasfilm Games, Microsoft, Wings Simulations, Jowood, CDV, UBISoft SLIDE 2 - 26 Teut‘s Oldies … 1987-1990 Katakis, Denaris, Turrican, Spherical, X-Out, MUDS, R-Type, Rock‟n Roll, 60 more SLIDE 3 - 26 My „Serious Games“ … And some more … SLIDE 4 - 26 Teut‘s Classics … 1997-2009 And 20+ more SLIDE 5 - 26 Teut‘s New … 2010 - ???? www.diesiedleronline.de www.nadirim.com The Settlers Online for UBISoft/Bluebyte Nadirim for Digital Reality/Docler in Hungary Both free to play Both browser based, Flash/Flex „client‟ SLIDE 6 - 26 The Settlers Online Monetization Strategies MAKING MONEY WITH A FREE GAME “F2P NEVER WORKS IN EUROPE” UNNAMED CEO OF <PUT NAME HERE> PUBLISHER 2005 Definition: Classic Business Retail Sale Buy before you play Reviews, Demos as guidelines Risk of returns Very indirect customer feedback System Specs sensitive SLIDE 10 - 26 Classic Market SLIDE 11 - 26 Free to Play (=f2p) No costs involved free game download or free access via browser try before you commit: no costs involved Low entry barrier Usually low system specs Majority are online games (MMO) SLIDE 12 - 26 F2p Business Overview 13 SOME FOUNDATIONS Business model Unlimited free play Dual currency system: “Coins” are earned by game mechanics “Gems” are bought for real money Coins are used for trade and production Gems can be spend in the item shop „Achievements“ earn gems too (fair play) SLIDE 14 - 26 Soft Currency Part of your virtual economy Earned by game mechanics Quests Achievements Monster kills Spend on game mechanics Repairs Trade NPC sales Will be affected by inflation on elder servers Is not convertable into hard currency SLIDE 15 - 26 Hard Currency Bought with real money Earned in very small quantities Quests Achievements Monster kills Spend on virtual items Itemshop In Game Monetizers Services & Comfort Only „drops“ influences economics Is sometimes convertable into soft currency SLIDE 16 - 26 Why 2 Currencies Business depends on hard currency Should not be prone to inflation Userbase is chaotic system, don„t depend your business on it Drop Rates & Sales are 100% controlled by you Metrics key to success: hard currency has to be tracked 100% and id„ed accordingly Note: global currency for all games = bad idea Thats why Facebook Credits might hurt the business It happened in the past (Compuserve vs. Genie vs. AOL) SLIDE 17 - 26 Hard Currency Sales 18 ITS NOT AS EASY AS IT SOUNDS BUT ITS ALL OUT THERE GOOGLE IS KING This is how its done*: 19 Image from www.grepolis.com SLIDE 19 - 26 20 $ Packages This fits even 800x600! •2,5,10,20,50,99€ packages •Scaled hard currency amount •List advantages of larger packages •Show older expensive prices •Do not page/scroll •3 click buying process Image from www.grepolis.com 21 Payment Options The more the merrier! •Depending on choice they witch •Depending on country they change •Not all options are available: • • 1.99€ is SMS only 4.99€ can be T-Pay only •Reason: Costs of payment system influence your packet sizes •Adding payment systems doesn‟t cannibalize others! Image from www.grepolis.com 22 Other stuff The small stuff •Country selection • • People do travel! Note the https symbol •Progress indicator •Other options • • • • Friend invites Link to Payshop Explanations Other services •Service & Faq •Users have to TRUST your shop & service to pay! Image from www.grepolis.com 1. 2. 3. 4. 5. 6. 7. 8. 9. Integrate into webpage! No pop up! Not inside flash! https! This is a service page! No advertising! Less clicks=win 3 clicks maximum Each additional click costs you 30% users! 10. Metrics! 11. Metrics! 12. A/B Tests Image from www.ikariam.com 23 Payment Systems Each country has favourite ones Each country has specific ones Adding payment systems do not cannibalize others Support is key to success Thats why: Your provider has to be in the same timezone Has to be flexible with the UI (no ready made box) Has to be international (Europe, Eastern Europe) (in other words don„t use US only providers) SLIDE 24 - 26 FREE Advice!!!! Use Global Collect for most payment options Use MoPay for SMS payments Use InFin for Landline Payments Thats it! Covers 95% market and are proven experts Europe, Russian Territories, Arabian Countries, Turkey, etc. They aren„t the cheapest, but thats not important! Service is! SLIDE 25 - 26 Definitions 26 o Churn Rate: how many leave per month o Reg to Active: How many play* after registering o *Active User Definition: returning after first day and first login, definition varies o Active to Pay: How many actives pay = Conversion Rate o ARPU: Average Revenue per User (total revenue/active users) o ARPPU: Average Revenue per Paying User (total revenue/paying users) o CPA/CPL: Cost per Acquisition/Lead (of user) o LTV: Lifetime value (total revenue per paying user over his lifetime) o PCCU: Peak Concurrent Users o MAU/WAU/DAU: Monthly/Weekly/Daily active users SLIDE 26 - 26 User Flow Visitors Churn Rate Registered Active Pay Users Conversion Rate Revenue Distribution 50% of your revenue comes from „high rollers“ or „wales“ These Users need special attention „VIP“ flag needed through all services Total Revenue 90% of Pay Users 10% of Pay Users Number of users is key to success o Revenue = Active Users*Conversion Rate*ARPPU Target Responsibility Turn Around Active Users E- Marketing 24 hours ARPPU Pay Item Design 1 Week Conversion Rate Game Design 1 Month Retention Game Design 1 Month+ o Printing Money? o If ARPPU or LTV > CPA of paying users SLIDE 29 - 26 Market Size & Forecast ARPU(!) Source: IDATE Sept. 2008 SLIDE 30 - 26 Sample Business Case 1 Million registered users Reg to Active: Churn rate varies (we assume 60%) 400.000 Users left Rule of Thumb: 5%-15% Users pay 5%: 20.000 paying users 15%: 60.000 paying users ARPPU 15€: 300-900 thousand/month (ARPU: 0.75-1.5€) ARPPU 30€: 600-1.8Mil per month (ARPU: 2.25-4.50€) SLIDE 31 - 26 User Attributes o Anonymous o Can leave anytime (low stickyness) o Usually brings 0.5-2 friends with him (6-8 on Facebook) o Once he pays, he pays even more (package selection) o Paying users spend hard currency within days o Most users come from countries we are not used to make business in: o o o o o Low average income Low or evolving internet infrastructure Low system specs Can‟t afford PC or consoles Usually play in internet cafes SLIDE 32 - 26 Browser Game Countries o o o o o o o o o Turkey UAE countries GUS states India Brasil China Poland Phillipines Malaysia SLIDE 33 - 26 Consequences Low System Specs & Software requirements Localization (or better Culturization) important Successful f2p games localize into 25+ languages Thats where US companies FAIL Game Content compatible with alien cultures (Muslim, Asian) No pigs, cows, alcohol, owls, events on Christian holydays etc. Free to play with item sale model (not fremium) Special payment systems Specifics of Turkey (ePin), Russia (no CC, no accounts) SLIDE 34 - 26 Monetization Strategies 35 BASICS EXAMPLES ODDITIES HTTP://WWW.GAMASUTRA.COM/VIEW/FEATURE/6218/ PLAYING_WITH_FIRE_ETHICS_AND_GAME_.PHP Item Sales: Overview In game economy required Monetization by player motivation: Players Game Progress 7 „Sins‟ Online Role Behaviour Item Types Retention Strategy (pursue the player to come back) Examples SLIDE 36 - 26 Monetize the player by progression: Acts Act2: Mid Game Comforts Act1: Early Game Specialization Time Accelerators Leveling Startup helps Socialization Power buffs Act3: End Game Elite Items Super Powers Rare Items Monitoring the player: Best buy offer for his current needs SLIDE 37 - 26 Monetize the player by the 7 sins Vanity: Showing off socially/posing Envy: Desire for friends Possession Gluttony: Consume more Lust: Instant gratifications Anger: Wrath on enemies Greed: Virtual Wealth Sloth: Avoidance of work SLIDE 38 - 26 Monetize the player by playing style Challenger: Fast Leveling, Achievements, “Raids” Trader: Master Trader, Auction House, Resources Explorer: Maps, Exclusive Access, Easter Eggs Slayer: Better units, faster reactions, comfort battle UI Socializer: Gifting, Decorations, Customizations Note: Players switch roles all the time! Note 2: If your game doesn„t support all roles you suffer revenue Source: MMO Archetypes by Richard Bartle SLIDE 39 - 26 Item Sale Types Permanents: last forever May have cool downs expensive Consumables: vanish after use one time buff or help Cheap Immediate Monetization Actions Game has direct access to monetization actions right at the moment when needed Comfort: monthly premium services ok, but limits ARPU Rent: pay per use/day: not a good idea (time pressure on user), only works for long term rents SLIDE 40 - 26 Process of Design Items Every game mechanic should be thought about to monetize Make list of planned items and actions (! Note the difference!) Attach attributes for all 3 pillars to each item or action Fill in new items to less occupied columns for the 3 pillars Make experiments for light, medium and heavy spenders Adjust prices and total gems spend Compare hard currency spends with your currency prices Adjust – Test - Readjust Source: MMO Archetypes by Richard Bartle, note that players change those roles all the time! SLIDE 41 - 26 Process of Researching Items Play hugely successful f2p games, i.e. Metin 2, Dark Orbit, Grepolis Make excel list of all their items in shop and sort them to 3 pillars Make list of all payed actions and put them there too Don„t forget their pricing Repeat for Runes of Magic, Seafight, Farmerama etc. Compare Ask yourself WHY each item works Watch item shops for new items and seasonal/event items SLIDE 42 - 26 Player Retention Strategy Hourly Retentions Daily Retentions Building construction Gifts & Friends Chat & Communication Build queue Daily Offers & Bonus Production limits Specialists usage Weekly Retentions Rare & Event zones Building upgrades Combat Monthly Retentions Wild Zones Alliances & Guild Wars Expansions SLIDE 43 - 26 Requirements Pricing Strategy: double your initial thoughts Lowering prices is easy (and actually is a good marketing tool) Raising prices is hard Think about item power when pricing them: how much does it give? Save time? Increase luxury? Value that to the hard currency earnings per hour Accelerated costs in game vs. deaccelerated costs when buying Mask real price by odd exchange rates Make sure left overs are there when user spends all his money Make sure your monetization strategy allows high spending SLIDE 44 - 26 Odd Examples 45 ODDITIES IN MONETIZATION OR WHY IST THE WILD WEST OUT THERE (WORDING BY DAVE PERRY) THE FOLLOWING ITEMS ARE ALL BEST SELLERS! Wedding Ring 46 Item Attributes Allows closer socialization with one player Offers advantages like more XP, teleportation to partner etc. Divorce costs ten times as much Metin 2 Wedding Ring Shit 47 Item Attributes Allows to throw it on other players Everyone sees you dirty Cleaning takes a days or … … a pay item ;) Shit No picture given ;) Mute 48 Item Attributes Allows to mute a player from chat for 24h Everyone sees YOU did it Saves moderators And the users even pay for it! Mute button Out of Client Modules 49 OOC HERE IS WHERE MOST DEVELOPERS FAIL BY UNDERESTIMATION Landing Pages 50 Various LP‟s for various countries, Biz Dev partners or markeitng events Ultra fast Loading speed Advertises what your game is all about In VERY short steps Task: Lead user to register SLIDE 50 - 26 Community Pages Localized CP‟s 51 Requires CMS (!!) Imagine posting to 25 languages At the same time Service Portal! Here you communicate to active users No Flash! (loading times) No sound! (office browsers) No Advertising! (but your own) Task: engage the users within your community SLIDE 51 - 26 Forum 52 Use industry standards i.e. vBulletin, nothing else Forum Web Server and DB Server on their own machines Establish a common login for game & forum Forum CM is not as easy as it sounds! SLIDE 52 - 26 Community Management Is NOT support! 53 Lead CM must sit in your offices Honest, direct, immediate communication to your users is KEY Even if its bad news Train your CM he is worth thousands of marketing dollars! SLIDE 53 - 26 Payment Systems Support as many as possible 54 Research what big (European) companies support Do not underestimate this point Secure transfers Rollbacks Accounting Fraud P.s.: Bigpoint has 160+ payment systems online SLIDE 54 - 26 Support Ticket System Rights system Intl. support Support actions 55 Reimburse items Check player game status Check player payment status Check player support history Includes bans, mutes, etc. Support actions needs to logged Knowledge base key Other problems needs to be escalated SLIDE 55 - 26 VIP Support Ticket System auto 56 priorizes VIP‟s Turn around time less than 12 hours VIP‟s receive special treatment See Pokersites, they do this since years Btw, Wales, ask Zynga … SLIDE 56 - 26 Maintenance & Monitoring Prevent downtime Every hour DT costs € Altert system to your IT staff 57 24/7 (pager, sms etc.) Do not think your provider can do this Most problems are software based Most problems occur when you‟re out of office (Murphies law) SLIDE 57 - 26 Maintenance & Update Deployment 58 Fixed Maintenance day Wednesdays (or Thursdays) Mo-Tue is a bad idea, Fr is even worse Do not underestimate time needed for deployment Deployment strategy is KEY for stable versions Without Perforce you WONT be able to do this SLIDE 58 - 26 Life Team – Dev Team Life operations draws time You won‟t have time for other 59 stuff i.e. further development So you need 2 teams Shared resources are ok Sizes vary over time as game matures Do not underestimate requirements & demands from Marketing, BizDev, Support, Community Management, Users, IT SLIDE 59 - 26 Business Development (BizDev) 60 Sells your game to media But you operate it On your servers White labeling needed BizDev can generate millions of users Deals vary from CPA/CPL to lifetime share BizDev partners do not cost money initially! They are only payed on success SLIDE 60 - 26 E-Marketing 61 Your key to acquire users Traditional marketing won‟t work Banners are out Forget magazines You can acquire users without leaving your offices – world wide SEM, SEO is key SLIDE 61 - 26 Player retention strategy: Updates & Expansions Plan for bi-weekly updates Major expansions every 1-2 months using sliced economics* High update frequency means 2 Teams: Life & expansion team needed High Performance Version Control (Perforce) Users need to see the „service“ Mini Expansions weekly (items, events) Ever expanding game means users will stay Be careful however with major gameplay changes As users always will complain SLIDE 62 - 26 Hacks & Exploitation Players will find potential exploits, all the time They exploit as its „just“ a game Guaranteed - at 70k active users It will harm your business So you need to protect yourself Process needed Alert System needed SLIDE 63 - 26 Q&A Contact me: on Facebook or Twitter (Teut) or LinkedIn or Xing or ... simply [email protected] SLIDE 64 - 26