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Big	
  fish,	
  small	
  pond:	
  Strategies	
  for	
  surviving	
  in	
  a	
  maturing	
  market
Ed Biden Wooga
5 hits to date
Bubble
Island
Monster
World
Diamond
Dash
Pearl’s
Peril
Jelly
Splash
Transitioned from Facebook to mobile
Aim for 2 hits a year
We stop 95% of our games
1.  Stopping projects
2.  Why is this so difficult?
3.  How can we succeed?
1.  Stopping projects
2.  Why is this so difficult?
3.  How can we succeed?
Fun prototype
Skilled team
Progress was slow
0
1
2
3
4
5
6
7
8
9
10
NovJan
How far through production are we?
2014
14
Very different from Prototype
Production wasn’t a straight line...
Production
starts
Prototyping
starts
Core gameplay
rebooted
Nov ‘13May ‘13 May ‘14 Nov ‘14
Meta game
redesigned
Move to
synchronous PvP
iPhone
first
Multiple risks
Session length
Brand
compatibility
Critical mass
CPI < LTV Novel gameplay Synchronous PvP
Market size
Community
Building
Session intensity
Eventually stopped project
Extensive post mortem
1.  Stopping projects
2.  Why is this so difficult?
3.  How can we succeed?
•  Project specific issues
•  Market context
2.  Why is this so difficult?
We started with a great idea
Did not build on Wooga strengths
Let vision evolve
Tablet first
Linear upgrades
Building based
Asynchronous
Phone first
CCG meta
Unit based
Synchronous
Biggest risks not tested until launch
Session length
Brand
compatibility
Critical mass
CPI < LTV Novel gameplay Synchronous PvP
Market size
Community
Building
Session intensity
Soft Launch Launch Launch
Launch Prototyping Soft Launch
Prototyping Soft launch Soft Launch
•  Project specific issues
•  Market context
2.  Why is this so difficult?
Number of apps has increased hugely
The top grossing charts are static
Production values are rising
Advertising budgets are increasing
More games build on existing IPs
Biggest companies
extending their leads
SUPERCELL
KING
Game
FAIL
Companies invest in their assets
Audience
Game design expertise
Marketing expertise
Genres get locked down
Looks like console market…
Where games can dominate for a decade
1.  How do we fail?
2.  Why is this so difficult?
3.  How can we succeed?
Back in 2011…
Female audience on Facebook
Hidden Object a natural extension
Build on genre in meaningful ways
Developed new expertise
32 million players
Launch: March 2013
Still growing revenue
Impressive Results
Main take aways
Smart constraints
Identify your strengths
•  Fanbase / audience?
•  Previous game?
•  Technical expertise?
•  Low cost base?
•  Niche interests?
Find your pond
•  Browser based
•  2D graphics
•  Permadeath
Manage the risks
What: Critical Mass
Proof point: Waiting times are acceptable in Divinity Hours
Theoretical numbers needed low
Timing: Soft Launch
References: World of Tanks, Hearthstone, Super Battle Tactics
Size: Large
0
1
2
3
4
5
6
7
8
9
10
0
1
2
3
4
5
6
7
8
9
10
Stick to the plan
NovJan
It’s still going to be tough
Smart constraints
•  Know your strengths
•  Find your pond
•  Manage the risks
•  Stick to the plan
Thank	
  You!	
  
ed.biden@wooga.com
mobilefreetoplay.com

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