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Ogdc 2013 monetization experience

Ogdc 2013 monetization experience






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  • The most successful in ARPPU of GSN up to date
  • User get used to freebie Energy: getting bored quickly Special Fish: not consumable - once time paying Happy Social Gamers aren’t loyal as we thought
  • Genre: Social - City base - MMORPG Hybrid Platform: ZingMe Target Audience: 18-30

Ogdc 2013 monetization experience Ogdc 2013 monetization experience Presentation Transcript

  • Đ Văn Thành - Lead Game Designerỗ Game Studio North MONETIZATION EXPERIENCE From Social to MMORPG Hybrid
  • Who are talking? Game Designer Lead Game Designer Product Manager Lead Game Designer
  • The two journeys…
  • What I talk and talk not about… How our games WORK How all games WORK Real historical data of our running games PR for us Mental working of Game design Game development process Monetization theory & practice
  • • Genre: Social Farming • Platform: Zing Me • Target Users: 13-16 years old
  • Easy Come Easy GoEasy Come Easy Go
  • • Genre: Social -Farming – Fighting based • Platform: Zing Me • Target users: 13-16 years old
  • • Idea:War fares are always good merchandises. • Switching core gameplay from social to social - turn base - RPG. • Monetization switch from decoration to Stats type (MMO Style).
  • Events Short-Cut VIP Items PvE & PvP Features
  • • Users love beautiful items but prefer stronger things. • Users always want a short-cut. • Users love-love-LOVEVIP items. • Users (especiallyVietnamese) love competition.
  • MMO Part - Good Paying Users Social Part - Good NR Users
  • Less Money than expected High Churn Rate
  • Flexible Selling Point
  • Every Penny is valuable.
  • VIP - Short Cuts
  • Sell Simple & Elegant Stats
  • • Triple the revenue by day • ARPPU 3 times > myFish - 300K+
  • • Flexible selling points • Always have a short-cut • Value money from tiny to very big Spenders • Always selling stats, especially the permanent ones
  • Summarize