This document discusses strategies for converting free-to-play game users into paying users by maximizing perceived virtual value and limiting access to that value. It outlines techniques like level locking, limited/premium items, chance-based systems, time savers/boosters, tuning difficulty curves, and using multiple currencies to incentivize spending and control the in-game economy. The goal is to create a sense of value, accomplishment and demand that drives a small percentage of engaged users to make purchases over the long term through optimized monetization strategies.
2. RockYou Overview RockYou, Inc. Engaging the world through social applications! 2007 2008 2009 2010 Reach Applications Social Gaming Network Installs Brand Integration RockYou’s evolution as the leader in Facebook Marketing.
3. RockYou: Top 4 Reach in the US Source: comScore Media Metrix Key Measures – with Unified Sites, May 2010 Source: Quantcast U.S. Network Rank, May 2010
6. Collision of Worlds Conventional & Casual Games Entertainment Engagement Online Games Long term engagement Monetization Performance Marketing User acquisition
7. Understanding the Free2Play Space User acquisition easier, but getting harder Users have longer lifespan Stronger sense of community for reengagement Paying user percentage lower Its all casual
8. Maximize paying users On Average, 2-5% Users are Paying 10-15% is High Percentage 50% of Purchasers are repeat customers People who do spend, spend a lot
10. Conventional Game Value Centered around entertainment content proposition More like TV and Movies Content comes in big chunks DLC is its current incarnation More hit or miss Think Halo, Starcraft, GTA
11. Social and Online Games Flipped on its head Entertainment / game is foundation Content is bite size Value creation is persistent Tuneable, but can break
12. Bite Sized Virtual Value Progress / Status / Level Decoration & Expression Skills Items Time
16. Limited and Premium Items Premium You just gotta pay to play Limited Get it now or you’ll never see it again. Maybe Consumables Now you have it, now you don’t Warstorm Social City Happy Island
17. Level Locking Incentives to continue playing Visible Goals to Accomplish Allows Regulation Item Release Structure Pace Power-Users Keep Them Interested Providing the Hope of Future Entertainment
18. Chance Collectibles Extend perceived value Roulette Pacing Scheduling of new feature releases Fits Power & Casual users First ones free
19. Time Savers / Boosters Quick Refill Instant Gratification Time Boost Better Balance Speed it up
20. Level Tuning New User Flow Level up a new user quickly Accomplishment Value Instant gratification Growth Curve Dynamics Maintain pacing to fit hardcore and casual users, as well as new feature release cycles Keep them Interested User Loss Monitor user levels and tweak according to user drop off Throw users into a “lifetime” to earn value Nightclub City Nanosiege
21. Create difficulty ramp and barriers Determine acceptable rate of increase Create many different interacting barriers Allows for value creation in the future Harder for exploitation of one state Time with perceived value creates demand
22. Checks and Balances Create different vectors of value to balance Always have a “limited reagent” Never create permanent buffs Monitor value acquisition rate Reduce Inflation and Boredom
23. Multiple Currencies One currency for game-play functionality and one currency to the dollar Control over in-game economy Standard Currency eventually devalues. Secondary Currency allows application to continuously monetize Cross-application functionality (FB Credits) Avoids potential loss of paying customers Game-play loopholes Bugs Dual Currencies – Created to combat in-game inflation
24. Value is the incentive Maximize % of Paying users Design Perceived Value Limit access to value Creates demand Raises retention because user derives value
Started with single application on MySpace (2007)Game/App developers coming to RY for reach to help drive installs and expertise on monetization (2008)Building out brand business – working with top brands to provide immersive brand experiences within Facebook social applications (2009)Success of owned and operated social games, Zoo World, Hero World, etc.
Index = % Composition Unique Visitors / Corresponding % in universe x 100Significant market penetrationAnything above 120 is very significant
Just cuz I like agendas
User acquisition should be easier, but getting harderUsers have longer lifespanStronger sense of community for reengagementPaying user percentage lower
3-5% of paying users on averageVaries from by genreHigh end is 10-15%50% of these users rebuyPeople either don’t spend or spend a lot
Virtual Value The key to all monetizationCreate higher value on actions, items, and events due to variables such as difficulty, rarity, time, artwork, and social functionalityThe Physical (or Virtual) Manifestation of Perceived Value is: Currency
Progress / Status / LevelDecoration & ExpressionCompetitive StatsItemsUltimately all can be described or converted to currency
Total guess. But it’s pretty!
You want what you can’t haveYou want it nowIf it’s too easy, you don’t wan t it
By providing visible goals and achievements, users are given a clear incentive to continue gameplayAllows for a tightly-regulated system of item release and pacing of usersIt’s important to keep the users entertained whether they come every day or once a month
One currency for gameplay functionality and one currency to the dollarControl over in-game economyAs people level up and standard currency becomes more plentiful, the use of a secondary currency that does not inflate allows for continuous monetization, or cross-application functionality (a proposed advantage of FB Credits)Avoids potential loss of paying customers to gameplay loopholes or bugs