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Zigging While Others Zag
Andrew Sheppard, Chief Product Officer
March 1, 2011
Who is this guy (Andrew Sheppard)?
Who is Kabam?
•   Leading developer of Massively Multiplayer Social Games
•   7.5mm monthly active users across 3 games
•   Offices in San Francisco, Redwood City and Beijing
•   275 employees
How is Kabam different from Zynga?


Audience                  Soccer Moms                Core Gamers
Game Style                Casual Games               Core Games
Interaction Model         Asynchronous               Synchronous
Design Focus              Chance-Based                Skill-Based
Social Model        Resource Transfers/Unlocks       Collaboration
Session Length            15-30 minutes          15 minutes to 3 hours
Monetization              Quick, Shallow              Slow, Deep
"I have played role playing and
•   Launched in Dec. 2009                     strategy games all my life and
•   First massively multiplayer social game   Kingdoms of Camelot for Facebook is
                                              as good if not better than many of
    on Facebook                               the consoles games on the market.“
•   Received the IGN Reader’s Choice          Gamezebo, September 12, 2010
    Award for Facebook Games in 2010
•   The largest strategy game on Facebook     "It's well worth checking out if you've
                                              been waiting for a Facebook game
•   Currently running at 430k DAUs            that involves more than farming."

                                              IGN, April 16, 2010
How did a small web startup build a game that
would later win an IGN Readers’ Choice Award?
Let’s start from the beginning.
The Facebook Ecosystem in 2009
•   The advertising market was reeling from the economic crisis
•   Facebook traffic expands to 350mm MAUs
•   Zynga’s footprint rumored to be 100mm MAUs
•   Facebook revenues clock in at $700mm
•   Zynga revenues at $200mm
Kabam (Watercooler) in 2009
•   $8.5mm raised from Betfair and Canaan
    Partners
•   Leading developer of Fan and Entertainment
    Community Applications
•   26mm MAUs across 800+ applications on 6
    social networks
•   Fundraise used to pivot into fantasy sports
    and games
•   100% advertising supported revenue model
How We Selected Kingdoms of Camelot
Step 1 Believe in the Power of Facebook
Step 2 Identify the Target Audience
Step 3 Deconstruct the Competitive Set
Step 4 Anticipate the Competition
Step 5 Execute
Step 1 Believe in the Power of Facebook

                    Development   • Social functionality
                    Begins          redefining web services
                                  • MySpace taught us that a
                                    social network could
                                    power content distribution
                                  • Believed Facebook was
                                    fast approaching a tipping
                                    point in adoption
Step 2 Identify the Target Audience

                       •   83mm Facebook users in the U.S.
                       •   43% of U.S. Facebook users were Male
                       •   90% of U.S. Male Facebook users were
                           old enough to have a credit card
                       •   Farmville was the largest application
                           with 62mm MAUs
                       •   Mafia Wars was the 3rd largest
                           application with 26mm MAUs
Step 3 Deconstruct the Competitive Set
•   Product launches driven by ‘massive’
    marketing investments
•   Cross promotion bars used to amplify
    the optical footprint of game developers
•   User interfaces designed to drive virality
•   Game designs tailored for quick, short
    gameplay sessions
•   Monetization focused predominantly on
    aesthetic virtual goods
Step 4 Anticipate the Competition
                                    2009
Mar    Apr   May     Jun      Jul          Aug   Sep     Oct         Nov     Dec



CORE                         ???                       ???             ???

                                                       ???

                                           ???
CASUAL                                                         ???
               Development
               Begins on
               Kingdoms of Camelot
Step 4 Anticipate the Competition
                               2009
Mar    Apr   May   Jun   Jul          Aug     Sep      Oct   Nov       Dec



CORE



CASUAL                                       Happy
                                            Aquarium         Happy
                                                              Pets
                                                                     Happy
                                                                     Island
Step 5 Execute

 1,000,000
  900,000
  800,000
  700,000
  600,000
  500,000
  400,000
  300,000
  200,000
  100,000
        -
Blazing a new trail isn’t easy.
Biggest Challenges
•   Significant uncertainty around core games on Facebook
•   Doubts about mass market appeal
•   Concern over team size and experience
•   Worry about the next round of platform changes
•   Fear of ever-climbing customer acquisition costs
We did well, but not without some hard learning
along the way.
Team Formation
• A small, tight-knit cross functional team was absolutely the
  right way to go
• Project benefitted greatly from having core gamers on staff
• Team would have slept better with more QA and Art
Team Structure
•   Executive Producer, Art Lead and Development Director are peers
•   Each function is responsible for driving decisions within their area
•   Producers ultimately have the tie-breaking vote
•   EPs/GMs are expected to be excellent at:
     –   Strategy Planning
     –   Product Management
     –   Project Management
     –   Game Design
     –   Creative Direction
•   We have no Product Managers or Game Designers (gasp!)
Game Development
•   Should have allocated more time to prototyping
•   Did a good job of scoping our MVP
•   Should have included more robust instrumentation in our MVP
•   Did a reasonable job of balancing speed and quality
•   Correctly assumed that virality would be irrelevant
Game Design
•   Introduced a novel approach to managing status/progression
•   Launched with a totally imbalanced resource economy
•   Should have spent more time playtesting battle
•   Should have prepared users for frequent, thoughtful change
•   Should have planned for more PvE
Merlin
Character Illustration
City 1
City 6
Battle Reports
Service Operations (1/2)
•   Listen to your users
•   Be honest and transparent about mistakes
•   Never underestimate the importance of staffing
•   Don’t underestimate the value of experience
•   Regularly establish reference points for core flows and KPIs
Service Operations (2/2)
•   Use promotions to force-multiply the value of content releases
•   Leverage every messaging channel possible
•   Keep a close eye on cheating and abuse
•   Invest in communicating business goals across the team
•   Don’t underestimate the importance of community
Summary
•   We learned an incredible amount from Kingdoms of Camelot
•   We are incredibly excited to be the leader in MMSGs
•   We look forward to pushing the envelope in 2011
    – 9 games planned to launch this year
    – 100% focused on massively multiplayer strategy and role-playing games
    – Aggressively staffing up our San Francisco, Redwood City and Beijing offices



                               Thank you for your time!
http://careers.kabam.com

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Zigging While Others Zag - Kabam & Kingdoms of Camelot

  • 1. Zigging While Others Zag Andrew Sheppard, Chief Product Officer March 1, 2011
  • 2. Who is this guy (Andrew Sheppard)?
  • 3. Who is Kabam? • Leading developer of Massively Multiplayer Social Games • 7.5mm monthly active users across 3 games • Offices in San Francisco, Redwood City and Beijing • 275 employees
  • 4. How is Kabam different from Zynga? Audience Soccer Moms Core Gamers Game Style Casual Games Core Games Interaction Model Asynchronous Synchronous Design Focus Chance-Based Skill-Based Social Model Resource Transfers/Unlocks Collaboration Session Length 15-30 minutes 15 minutes to 3 hours Monetization Quick, Shallow Slow, Deep
  • 5. "I have played role playing and • Launched in Dec. 2009 strategy games all my life and • First massively multiplayer social game Kingdoms of Camelot for Facebook is as good if not better than many of on Facebook the consoles games on the market.“ • Received the IGN Reader’s Choice Gamezebo, September 12, 2010 Award for Facebook Games in 2010 • The largest strategy game on Facebook "It's well worth checking out if you've been waiting for a Facebook game • Currently running at 430k DAUs that involves more than farming." IGN, April 16, 2010
  • 6. How did a small web startup build a game that would later win an IGN Readers’ Choice Award?
  • 7. Let’s start from the beginning.
  • 8. The Facebook Ecosystem in 2009 • The advertising market was reeling from the economic crisis • Facebook traffic expands to 350mm MAUs • Zynga’s footprint rumored to be 100mm MAUs • Facebook revenues clock in at $700mm • Zynga revenues at $200mm
  • 9. Kabam (Watercooler) in 2009 • $8.5mm raised from Betfair and Canaan Partners • Leading developer of Fan and Entertainment Community Applications • 26mm MAUs across 800+ applications on 6 social networks • Fundraise used to pivot into fantasy sports and games • 100% advertising supported revenue model
  • 10. How We Selected Kingdoms of Camelot Step 1 Believe in the Power of Facebook Step 2 Identify the Target Audience Step 3 Deconstruct the Competitive Set Step 4 Anticipate the Competition Step 5 Execute
  • 11. Step 1 Believe in the Power of Facebook Development • Social functionality Begins redefining web services • MySpace taught us that a social network could power content distribution • Believed Facebook was fast approaching a tipping point in adoption
  • 12. Step 2 Identify the Target Audience • 83mm Facebook users in the U.S. • 43% of U.S. Facebook users were Male • 90% of U.S. Male Facebook users were old enough to have a credit card • Farmville was the largest application with 62mm MAUs • Mafia Wars was the 3rd largest application with 26mm MAUs
  • 13. Step 3 Deconstruct the Competitive Set • Product launches driven by ‘massive’ marketing investments • Cross promotion bars used to amplify the optical footprint of game developers • User interfaces designed to drive virality • Game designs tailored for quick, short gameplay sessions • Monetization focused predominantly on aesthetic virtual goods
  • 14. Step 4 Anticipate the Competition 2009 Mar Apr May Jun Jul Aug Sep Oct Nov Dec CORE ??? ??? ??? ??? ??? CASUAL ??? Development Begins on Kingdoms of Camelot
  • 15. Step 4 Anticipate the Competition 2009 Mar Apr May Jun Jul Aug Sep Oct Nov Dec CORE CASUAL Happy Aquarium Happy Pets Happy Island
  • 16. Step 5 Execute 1,000,000 900,000 800,000 700,000 600,000 500,000 400,000 300,000 200,000 100,000 -
  • 17.
  • 18. Blazing a new trail isn’t easy.
  • 19. Biggest Challenges • Significant uncertainty around core games on Facebook • Doubts about mass market appeal • Concern over team size and experience • Worry about the next round of platform changes • Fear of ever-climbing customer acquisition costs
  • 20. We did well, but not without some hard learning along the way.
  • 21. Team Formation • A small, tight-knit cross functional team was absolutely the right way to go • Project benefitted greatly from having core gamers on staff • Team would have slept better with more QA and Art
  • 22. Team Structure • Executive Producer, Art Lead and Development Director are peers • Each function is responsible for driving decisions within their area • Producers ultimately have the tie-breaking vote • EPs/GMs are expected to be excellent at: – Strategy Planning – Product Management – Project Management – Game Design – Creative Direction • We have no Product Managers or Game Designers (gasp!)
  • 23. Game Development • Should have allocated more time to prototyping • Did a good job of scoping our MVP • Should have included more robust instrumentation in our MVP • Did a reasonable job of balancing speed and quality • Correctly assumed that virality would be irrelevant
  • 24. Game Design • Introduced a novel approach to managing status/progression • Launched with a totally imbalanced resource economy • Should have spent more time playtesting battle • Should have prepared users for frequent, thoughtful change • Should have planned for more PvE
  • 30. Service Operations (1/2) • Listen to your users • Be honest and transparent about mistakes • Never underestimate the importance of staffing • Don’t underestimate the value of experience • Regularly establish reference points for core flows and KPIs
  • 31. Service Operations (2/2) • Use promotions to force-multiply the value of content releases • Leverage every messaging channel possible • Keep a close eye on cheating and abuse • Invest in communicating business goals across the team • Don’t underestimate the importance of community
  • 32. Summary • We learned an incredible amount from Kingdoms of Camelot • We are incredibly excited to be the leader in MMSGs • We look forward to pushing the envelope in 2011 – 9 games planned to launch this year – 100% focused on massively multiplayer strategy and role-playing games – Aggressively staffing up our San Francisco, Redwood City and Beijing offices Thank you for your time!