How To Get Your Game On Real (Casual Connect Europe 2008)

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    Notes on slide 1

    Here are some of our bigger syndication & wholesale partners.WW reach of 48 million+ Spill group announcement (30 game portals in Europe, Asia, N. & S. America)

    90% of our game players said they would watch in-game ads in exchange for free games34%31 percent of game players surveyed say they actually “like” watching the video ads for various reasons, including the relevance of the ads to their needs and the short break from game play that the ads provide

    Our advertisers to date – you can see that these are highly respected consumer products and entertainment companies.

    Participation in new programs is prioritized to published developers first.Looking for outstanding console or handheld content that tends towards a ‘broad-appeal’ audience or work-for-hire opportunities with proven teams possessing solid experience on target platforms.

    Actually, we try to give our customers what they want; they just happen to want a lot of hidden picture games right now.Don’t assume that we have holes in our catalog – assume that if we don’t have something that either our customers don’t want it or that we’re already working on it.

    Same basic ingredients: meat, bread, pickles, ketchupVariation: fresh ingredients, fast and cheap, gourmetStill a burger! Other items on the menu (salads, chicken), but burgers remain.

    Same basic ingredients: meat, bread, pickles, ketchupVariation: fresh ingredients, fast and cheap, gourmetStill a burger! Other items on the menu (salads, chicken), but burgers remain.

    Same basic ingredients: meat, bread, pickles, ketchupVariation: fresh ingredients, fast and cheap, gourmetStill a burger! Other items on the menu (salads, chicken), but burgers remain.

    Based purely on gross sales revenue from previous week. THIS IS WHAT OUR CUSTOMERS BUY.Look at these games – this is the quality level that your game should be at.Clones? No – but borrow from successful formulas. Take inspiration from the successful features, wrap it in your new concept / take, then innovate 20%.

    The level of competition is fierce, especially when you consider in-house studios (GameHouse and Zylom).3rd party – same cat as “Big Boys”, we consider the playing ground even – you have an equal chance to them – but the quality bar is pretty high.

    1 in 20 = 5%

    Localization is based on initial sales performance and work estimate (if you follow our guidelines, your game is more easy for us to localize).

    Emphasize relationship with producers and studios – more than anything else, that is why devs that publish with us come back.Our experienced producers provide feedback on game mechanic, level design, theme, and production quality, editorial assistance for in-game text, and evaluation of overall customer appeal.

    Our usability studies are digitally recorded and shared with you. (roll video – 55:35)

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    How To Get Your Game On Real (Casual Connect Europe 2008) - Presentation Transcript

    1. Getting Your Games on Real
      Jeremy SnookLead Producer, RealGames
      February 8, 2008
      CGA Europe ‘08
      Slide 1
    2. Who is Real?
      February 8, 2008
      Slide 2
      RealNetworks was founded in 1994 and pioneered streaming audio and video over the Internet.
      We are a global leader in delivering games, music, and video to consumers around the world.
      We are a pioneer in casual games; launched RealArcade in 2001.
      CGA Europe ‘08
    3. Who is RealGames?
      February 8, 2008
      Slide 3
      CGA Europe ‘08
    4. Who is RealGames?
      February 8, 2008
      Slide 4
      PC Games
      Direct
      Syndication*
      Wholesale*
      * examples as of 10/07, not entire list
      CGA Europe ‘08
    5. PC Business Models
      February 8, 2008
      Slide 5
      Download Sales
      Subscriptions
      Ad Revenue
      CGA Europe ‘08
    6. PC Business Models
      February 8, 2008
      Slide 6
      Download Sales
      Subscriptions
      In-Game Advertising
      Other Opportunities
      CGA Europe ‘08
    7. Download Sales
      February 8, 2008
      Slide 7
      “Try before you buy”
      60 minute demo wrapper
      $19.99 standard purchase price
      CGA Europe ‘08
    8. Subscriptions
      February 8, 2008
      Slide 8
      GamePass (RealArcade)
      $9.99 monthly subscription (includes 1 game credit)
      $14.99 for game purchases
      FunPass (GameHouse, Zylom, MSN GameSpring)
      $19.95 monthly subscription
      “all-you-can-eat”
      CGA Europe ‘08
    9. In-Game Advertising
      February 8, 2008
      Slide 9
      We currently have 40 ad-enabled games showing 15- and 30-second streaming video ads.
      Q4’07 was a record quarter, with 400% more ads served than Q4’06.
      Recent survey results, announced today
      90% would watch ads
      34% click through
      CGA Europe ‘08
    10. Participating Advertisers
      February 8, 2008
      Slide 10
      CGA Europe ‘08
    11. Other Opportunities
      Mobile, Retail, Off-PC Platforms (XBLA, Wii, DS, etc.)
      We are perpetually seeking new ways to monetize our content.
      For more information on off-PC opportunities, email Dan Neel (dneel@real.com).
      February 8, 2008
      Slide 11
      CGA Europe ‘08
    12. What we’re looking for
      February 8, 2008
      Slide 12
      CGA Europe ‘08
    13. Content Criteria
      Is this game fun? Does it entertain without stressing the player?
      Does this game add a new twist on previously-successful game mechanics?
      Conversely, is this game familiar and understandable enough?
      Is this game on par or exceed current games in our catalog?
      Does it match well with our core customer demographic?
      Would we kick ourselves if this game wasn’t in our catalog?
      February 8, 2008
      Slide 13
      CGA Europe ‘08
    14. Catalog Focus
      Overheard: “Real just wants hidden picture and match-3 games”. Not true.
      However, we do have a lot of those games.
      Customers drive content through purchases.
      Don’t assume that we have holes in our catalog.
      February 8, 2008
      Slide 14
      CGA Europe ‘08
    15. Intelligent Innovation
      February 8, 2008
      Slide 15
      CGA Europe ‘08
    16. Intelligent Innovation
      February 8, 2008
      Slide 16
      Bun on top and bottom
      Standardized condiments
      Ground beef patty
      CGA Europe ‘08
    17. Intelligent Innovation
      February 8, 2008
      Slide 17
      CGA Europe ‘08
    18. Our Top 10
      So what does Real want?
      Look at our Top 10 list to see what our customers are buying.
      Competition is high!
      February 8, 2008
      Slide 18
      CGA Europe ‘08
    19. Give Us Your Best
      Real releases just 2 new games each week.
      This includes 1st party (in-house) games and 2nd party (published) games, which are guaranteed a release slot.
      For 3rd party (non-exclusive) games – this puts your games in the same group as big studios like Sandlot, PopCap, and iWin.
      To sum it up: Give us your best game.
      February 8, 2008
      Slide 19
      CGA Europe ‘08
    20. Working with real
      February 8, 2008
      Slide 20
      CGA Europe ‘08
    21. Process Overview
      February 8, 2008
      Slide 21
      CGA Europe ‘08
    22. Step 1: Your Game Submission
      Upload your game through our developer website: http://gamedevs.realarcade.com.
      Our content team reviews games each week.
      On average, we see 20-30 game submissions weekly; we will find 1 that meets our standards and catalog needs.
      February 8, 2008
      Slide 22
      • Submit Your Game
      • Game Reviewed
      1
      CGA Europe ‘08
    23. Step 2: Discussions
      Contract type depends on the fit of your game within our service and the needs of your studio and our business.
      We are flexible and always willing to discuss publishing options.
      February 8, 2008
      Slide 23
      • Publishing vs Distribution Discussion
      • Contract Process
      • Finish Development
      2
      CGA Europe ‘08
    24. Option A: Distribution
      Non-exclusive
      30% direct royalty rate
      Direct Channels: RealArcade, GameHouse, Zylom, Atrativa - a combined audience of 8.8 million worldwide
      System compatibility testing
      Localization services and distribution of your game through Zylom’s European network
      February 8, 2008
      Slide 24
      CGA Europe ‘08
    25. Option B: Publishing
      12 month exclusivity period
      Extensive cooperation with our experienced producers; a mutually beneficial relationship
      Competitive royalty rates
      Direct channels plus Wholesale distribution (over 48 million users worldwide)
      Advances against royalties can be negotiated based on the depth of the partnership and needs of your studio.
      February 8, 2008
      Slide 25
      CGA Europe ‘08
    26. Option B: Publishing
      A closed evaluation program with a pool of over 19,000 RealArcade customers that provides additional testing support and customer feedback.
      Detailed customer focus testing in our state-of-the-art usability lab.
      February 8, 2008
      Slide 26
      CGA Europe ‘08
    27. Step 3: Deployment and Beyond
      Your Real Producer will work with you on submitting all the materials need for launch.
      We’re here to help you with questions about updates, royalty statements, etc.
      February 8, 2008
      Slide 27
      • Deployment
      • Post-Deployment
      3
      CGA Europe ‘08
    28. My Game Launched…Now What?
      Game Updates
      Web Version
      Mac Version
      In-Game Ad Version
      Localized Versions
      On to the Next Game!
      February 8, 2008
      Slide 28
      CGA Europe ‘08
    29. Technical requirements
      February 8, 2008
      Slide 29
      CGA Europe ‘08
    30. PC Version Requirements
      Complete requirements provided by Producer
      Raw game bits for the full unlocked game
      Does not connect to Internet for any reason (check for updates, additional content downloads, etc.) outside of Real servers
      Cannot use player-based technology that uses the game as bytecode (example: Director)
      Icon for Vista Games Explorer
      Imbedded ESRB rating – if available
      February 8, 2008
      Slide 30
      CGA Europe ‘08
    31. Web Version Requirements
      Web games must be written in Flash (up to version 8; 9 not accepted) and ActiveX. We can no longer accept games written in Shockwave or Java.
      Up-sell buttons and URLs must be externalized for our e-commerce teams to change the final up-sell page link.
      Gameplay should be limited (example: ~5-10 distinct levels, with up-sell after first level and then every other level) to generate interest in the game, but not give too much away.
      Dimensions: 520 pixels x 425 pixels maximum
      February 8, 2008
      Slide 31
      CGA Europe ‘08
    32. More Resources / Q&A
      http://gamedevs.realarcade.com
      February 8, 2008
      Slide 32
      CGA Europe ‘08
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