Mobile Monday Boston 9/12: Mobile Games

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Slides from our 9/12 Mobile Monday Boston event on Mobile Games.

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  • 25 million games per month1.6 million minutes per day playing games4 sessions and over 20 minutes per day per gamer
  • Mobile Monday Boston 9/12: Mobile Games

    1. 1. Mobile Games<br />September 12, 2011<br />www.momoboston.com<br />#momobo<br />
    2. 2. Nokia with Windows Phone<br />2<br />Nokia<br />http://jobs.nokia.com<br />twitter @nokiacareers<br />fb: Nokia: Global Careers <br />Richard Kasperowski<br />http://kasperowski.com<br />mailto:r@kasperowski.com<br />twitter @rkasper<br />
    3. 3. Introducing a mobile-first, responsive BostonGlobe.com<br />Jeff Moriarty<br />VP, Digital Products<br />The Boston Globe<br />@jeffmoriarty<br />jmoriarty@globe.com<br />
    4. 4. “Inconsistent window widths, screen resolutions, user preferences, and our users’ installed fonts are but a few of the intangibles we negotiate when we publish our work, and over the years, we’ve become incredibly adept at doing so. But the landscape is shifting, perhaps more quickly than we might like.” <br />Ethan Marcotte, Web designer and developer and Author, Responsive Web Design<br />4<br />
    5. 5. Some of our goals for BostonGlobe.com<br /><ul><li>Develop a new revenue stream of paid subscribers who value The Globe’s journalism
    6. 6. Differentiate the product from Boston.com
    7. 7. Create an efficient, clean readable experience
    8. 8. Build for an increasingly mobile Web
    9. 9. Blur the lines between a Web site and native application</li></li></ul><li>A quick overview<br />
    10. 10.
    11. 11.
    12. 12.
    13. 13.
    14. 14.
    15. 15.
    16. 16. Consulting<br />
    17. 17. Development<br />
    18. 18.
    19. 19.
    20. 20.
    21. 21.
    22. 22.
    23. 23.
    24. 24.
    25. 25.
    26. 26. The Wii Tennis of Location-based games<br />
    27. 27. The fantasy<br />
    28. 28. The reality<br />
    29. 29. 87 million<br />
    30. 30. The fantasy<br />
    31. 31. The reality<br />
    32. 32. 750 million<br />
    33. 33. The fantasy<br />
    34. 34.
    35. 35. The reality<br />
    36. 36. The reality<br />
    37. 37. The reality<br />Albert-LászlóBarabási<br />
    38. 38.
    39. 39.
    40. 40.
    41. 41. Sell to the fantasy<br />
    42. 42. But design to the behavior<br />
    43. 43. gtrefry@giganticmechanic.com<br />
    44. 44. HTML5 Mobile Game Platform<br />
    45. 45. Why Mobile Games in HTML5? <br />Ubiquitous across iOS, Android, BlackBerry, webOS<br />Known, open standards - Web and game developers share a common language <br />Open distribution<br />
    46. 46. MocoSpace<br />Play Games. Make Friends.<br />#1 in <br />Social Engagement<br />#4 in <br />Mobile Web Traffic<br />#1 in <br />Mobile Entertainment<br />1H<br />M<br />F<br />>20 million members<br />>3 billion page views / month<br />25 million games / month<br />
    47. 47. MocoSpace Game Platform<br /><ul><li>Viral channels to tap into social graph
    48. 48. “Moco Gold” virtual currency
    49. 49. Community – profiles, messaging, chat, discussion forums
    50. 50. Gaming – leaderboards, rewards (“Moco Creds”), challenges
    51. 51. Analytics for measuring, optimizing & monetizing</li></li></ul><li>Crime-based RPG <br />125,000+ DAU<br />3.5M mins/day<br />3% conversion to paying users<br />
    52. 52. Location-based celebrity RPG <br />HTML5 Geolocation check-ins<br />Facebook Places integration<br />
    53. 53. 3rd party games<br />
    54. 54. MocoSpace recently announced the $1M Mobile Game Developer Fund, providing developers with the tools they need to build, promote, and monetize their games on the MocoSpace Game Platform. For more information or to submit a proposal, contact us at games@corp.mocospace.com<br />MocoSpace recently announced the $1M Mobile Game Developer Fund, providing developers with the tools they need to build, promote, and monetize their games on the MocoSpace Game Platform. For more information or to submit a proposal, contact us at games@corp.mocospace.com<br />$2M Mobile Game Developer Fund<br />games@corp.mocospace.com<br />
    55. 55. Game Development Experiences<br />Erik Asmussen<br />
    56. 56. Project Overview<br />Liked potential for iPad as a board gaming platform<br />Catan and Risk are fun but each broken in their own way - thought I could do better<br />Wanted a way to learn various aspects of iPad development<br />
    57. 57. Challenges<br />No Money<br />Do everything myself<br />Don’t know what I’m doing<br />
    58. 58. Gameplay<br />Settle territories, which produce resources<br />Use resources to build/upgrade structures<br />Structures generate more resources, including ‘Colony Points’<br />Enough Colony Points will win you the game, or you can spend them to invade your opponent<br />Get bonus points for owning large regions<br />All strategy, minimal luck<br />
    59. 59. Version 1<br />2-4 Players (Local only)<br />Multiple Gameplay modes<br />Ratings: Low<br />Sales: Low<br />Biggest complaint: What’s the point?<br />
    60. 60. Version 2<br />Added real-time multiplayer using Game Center<br />Ratings: Low<br />Sales: Low<br />Biggest Complaint: No single-player<br />
    61. 61. Version 3<br />Added AI<br />Ratings: Med<br />Sales: Low<br />Biggest complaint: graphics<br />
    62. 62. Version 4<br />Graphical Overhaul (60 fps, animations, all art redone, landscape mode, auto-rotate)<br />Quick-Match<br />Achievements<br />AI Overhaul<br />Gameplay Tweaks<br />Ratings: Very High (current average: 4.9 out of 5)<br />Sales: Low<br />Biggest complaint: Nobody Online<br />
    63. 63. Version 5 (coming soon)<br />Universal (runs on iPhone)<br />New iOS 5 features:Turn-based online matches!<br />Improved graphics<br />Sales: Extremely High*<br />* I hope<br />
    64. 64. What have I learned?<br />Single-player experience is important<br />Polish is critical (e.g. visual feedback)<br />Small/Focused probably better approach<br />Online matches almost useless for small games. Turn-based option should help<br />Freemium not necessarily the best option<br />Users are (almost) never happy = scope creep<br />
    65. 65. What have I learned?<br />Good reviews ≄ High Sales<br />Low Price = High SalesBonus: forum posts + discounts<br />
    66. 66. What doesn’t really work?<br />Facebook Ads (TBD to some extent)<br />Banner advertisements on large sites(smaller, targeted sites ok)<br />Begging Kotaku for a review<br />
    67. 67. Hope springs eternal<br />Increased potential of iPhone market<br />More advertising options<br />Actual online multiplayer<br />Positive feedback<br />
    68. 68. erik@82apps.com<br />
    69. 69. Our Experienceswith Mobile HTML5 Game Development<br />@cykod / @games4language<br />
    70. 70. The Browsers<br />Anything Webkit = Great<br />Anything Else = Horrible*<br />
    71. 71. Cool Stuff<br />Access to some of the Mobile Goodies:<br />Orientation / Accelerometer*<br />Geo-location<br />Touch Events (w/ Multi-touch**)<br />Local Storage<br />Offline Storage<br />* Mobile Safari and Firefox only <br />** Except Android<br />
    72. 72. Our HTML5, Node.js, & WebsocketProof-of-Concept<br />http://spacewords.gamesforlanguage.com/<br />
    73. 73. BorkedStuff:Sound<br />This is actually a pretty big deal.<br />Android has no support<br />iOS lets you play one sound at a time which must be initiated by a user action. <br />No preloading<br />*Events fire at-random, seemingly when they want to.*<br />
    74. 74. Solution?<br />Currently, there is none for Mobile HTML5, but...<br />
    75. 75. There’s Always PhoneGap...<br />Wrap your Mobile Site, use PhoneGap’s Media element for Audio until that day comes.<br />
    76. 76. Thanks! Questions<br />@cykod / @games4language<br />http://www.gamesforlanguage.com<br />
    77. 77. MediaMob presents:<br />myKarma<br />In-Game Advertising & Engagement Platform<br />September 2011<br />MediaMob<br />Media. Mobile. Simplified.<br />
    78. 78.
    79. 79. Mobile Gaming: Opportunity! <br /><ul><li>Engagement: Typical smartphone user…
    80. 80. Spends ~15 hours / month playing games
    81. 81. Play a game once/week (92%)….almost half play daily (45%)
    82. 82. Volume:
    83. 83. Angry Birds downloaded 250 Million Times
    84. 84. Ads:
    85. 85. Ad revenue in mobile games is expected to rise tenfold from $87 million in 2010 to $894 million in 2015</li></ul>Confidential - Not for Distribution<br />
    86. 86. Mobile Gaming & Advertising Challenges<br />Growing pressure to release free games<br />Ad revenue within free games is sorely lacking:<br />* Where are the ad dollars promised from iAd? <br />* Why aren’t people clicking on banners from AdMob, Millennial and JumpTap?<br />Traditional ad units within mobile games are interruptive and not effective<br />Average mobile CTR is between .5 - .8% <br />Publishers, Advertisers and Players demand a better experience<br />Confidential - Not for Distribution<br />
    87. 87. MediaMob does it betterSears Auto Center / Road Trip <br />Confidential - Not for Distribution<br />
    88. 88. Introducing the myKarma Points & Rewards Network<br />Deliver a better, dynamic ad unit that publishers will want to display in their game, and that users will be more likely to engage with<br />Dynamic system for featuring sponsored goods and in-game benefits <br />Example: Sears provides users with new tires, making their car drive faster...typically $.99 but FREE from Sears Auto Center<br />Bridge the gap between IN GAME POINTS and REAL WORLD REWARDS:<br />Users are more likely to respond positively to sponsor offer at end of level / game<br />Example: “Would you like to learn more about a special offer from Sears for new tires?”<br />Confidential - Not for Distribution<br />
    89. 89. Value exchange: In-game benefits for ...<br />Advertisers may give away in-game benefits as a goodwill gesture or chose to have users complete an action before they can redeem their reward: <br />Within pop-up message: “To redeem your Instant Karma within the game, complete the following action....”<br />“Actions” can be defined by the game developer (only willing to accept these types of actions for my users to have to endure for redemption) and then selected by advertiser (based on different pricing levels and to meet their objectives for the campaign)<br />Actions to include:<br />Complete a form (i.e. email address + submit button)<br />Watch a video (served from backend)<br />Become a Fan (requires Facebook Connect integration)<br />At the completion of the Action, user is returned to the exact place within the game<br />Confidential - Not for Distribution<br />
    90. 90. - Create account<br />- Download SDK<br />- Upload games<br />- Manage features and placements<br />- Reporting<br />Confidential - Not for Distribution<br />MediaMob - Publisher Portal<br />
    91. 91. Brands & Publishers<br />Confidential - Not for Distribution<br />
    92. 92. Publishers - Brands – Gamers<br />Matt Snyder<br />President<br />MediaMob<br />matt@MediaMobInc.com<br />O: 781-777-2714<br />M: 781-789-1440<br />Confidential - Not for Distribution<br />
    93. 93. Hitchery<br />A new mobile/social game to rock your phone<br />(and your world)<br />
    94. 94. About Us<br />Virtual hitchhiking game<br />Conceived October 2010, won Boston Mobile Startup Weekend in November<br />Runs on Android and iPhone<br />
    95. 95. Meet Johnny<br />
    96. 96. Johnny lives on your phone.<br />But your phone...<br />
    97. 97. Your phone is also your bus.<br />
    98. 98. You can drop Johnny off in real world places<br />by “pulling over”.<br />
    99. 99. Places where other players can pick him up!<br />
    100. 100. Johnny’s owner gets a notification when<br />interesting stuff happens to him.<br />
    101. 101. And when Johnny does cool stuff, he earns hats!<br />
    102. 102. Of course your bus does cool stuff too...<br />so it earns bumper stickers.<br />
    103. 103. Drivers and passengers<br />(or hitchers in the same place)<br />can chat in realtime<br />
    104. 104. Share photos of your passengers<br />wherever you pull over in the real world<br />
    105. 105. And those photos go into each hitcher’s scrapbook.<br />
    106. 106. Your hitchers can have destinations in mind<br />
    107. 107. Of course, there’s more...<br />but them’s the basics.<br />
    108. 108. Business Model<br />Free to play (w/ads)<br />In-app purchase: bigger bus + more hitchers + no ads...<br />Huge marketing potential for brands/businesses<br />
    109. 109. The Hitchery Team<br />Glen Daniels - founder, Rails and Android developer<br />Kevin Monahan - SW team member, iPhone developer<br />Mike Altman - User Experience<br />
    110. 110. So... when?<br />Beta-testing now around Boston<br />Android out first, then iPhone<br />Hopefully both by Halloween<br />
    111. 111. Help us playtest<br />We need a great local graphics/UI person<br />If you are an investor, we’d love to talk<br />Get on Board<br />
    112. 112. Get on Board<br />Scan a sticker, or visit http://hitchery.com/qr1<br />We’re on Facebook, and @thehitchery on the Twitters.<br />We’re also local, and enjoy beer. :)<br />
    113. 113. Thanks andHappy Hitching!<br />www.hitchery.com<br />info@hitchery.com<br />
    114. 114. www.thetaplab.com<br />founders@thetaplab.com<br />
    115. 115.
    116. 116.
    117. 117.
    118. 118.
    119. 119.
    120. 120. The State House<br />Disney World<br />MIT Media Lab<br />
    121. 121. Working with The Tap Lab...<br />Fun, Creative, and Rewarding<br />Small Team w/ Big Vision<br />Work Hard | Play Hard<br />Most importantly...<br />
    122. 122. We hang out with Penguins!<br />
    123. 123. Mandatory recess on Wednesday!<br />
    124. 124. What we’re looking for...<br />Smart, Talented, and Resourceful<br />Local/relocate to Boston<br />Loves playing games<br />Wicked Fun!<br />
    125. 125. Rails DevelopersBackend<br />CS Degree (not required): Hackers Welcome!<br />Rails 3, MySQL, MemCache<br />External API Experience<br />Bonus points for Google and Foursquare<br />
    126. 126. Mobile DevelopersiOS & Android<br />CS Degree (not required): Hackers Welcome!<br />iOS and/or Android Experience<br />For iOS: CoreGraphics and CoreAnimation<br />RESTful APIs | Map Views | Geolocation<br />
    127. 127. Experience designing Social/Mobile games<br />Prior work for us to review<br />QA, Game Testing, Balancing<br />Metrics driven design<br />Game Designers<br />Social & Mobile<br />
    128. 128. Experience designing Social/Mobile games<br />Prior work for us to review<br />Playful/approachable look and feel<br />Lover of Games!<br />Game Artists<br />Social & Mobile<br />
    129. 129. iOS & Android Developers<br />Social Media Gurus<br />Campus Reps<br />Internship Program<br />Tech, Biz Dev, & Social<br />
    130. 130. Send Resumes to...<br />dave@thetaplab.com<br />
    131. 131. founders@thetaplab.com<br />www.thetaplab.com<br />
    132. 132. Mobile to HTML5<br />© 2011 Gradient Studios<br />Michael "Z" Goddard, Trevor Sayre<br />
    133. 133. FieldrunnersHD Gameplay Trailer - iOS and Android<br />Fieldrunners HD Gameplay Trailer<br />
    134. 134. HTML5Open Web Technologies<br /><ul><li>Not just the next version of HTML
    135. 135. Integrated media content
    136. 136. Collection of open web technologies
    137. 137. http://slides.html5rocks.com/</li></li></ul><li>FieldrunnersHTML5 Tech - Getting Fieldrunners in the Browser<br /><ul><li>JavaScript
    138. 138. ECMA-262 3rd Edition
    139. 139. jQuery
    140. 140. glMatrix
    141. 141.  http://code.google.com/p/glmatrix/
    142. 142. WebGL (OpenGL ES2)
    143. 143. http://doesmybrowsersupportwebgl.com/
    144. 144. WebAudio (Not the Audio tag)
    145. 145. https://dvcs.w3.org/hg/audio/raw-file/tip/webaudio/specification.html
    146. 146. FileSystem API (for offline support)
    147. 147. http://www.html5rocks.com/en/tutorials/file/filesystem/</li></li></ul><li>FieldrunnersHTML5 Gameplay<br />Fieldrunners HTML5 Gameplay<br />
    148. 148. HTML5Now more than ever<br /><ul><li>Big Creators
    149. 149. GameLab
    150. 150. Bocoup
    151. 151. Atlas Ventures
    152. 152. Google
    153. 153. Zynga
    154. 154. Great Middleware Evolving
    155. 155. Facebook (Project Spartan)
    156. 156. Game Closure
    157. 157. ImpactJS</li></li></ul><li>HTML5Get on Board<br /><ul><li>Wider audience
    158. 158. Everyone has a browser (http://gs.statcounter.com/)
    159. 159. WebGL (39.09%)
    160. 160. Firefox 4+
    161. 161. Chrome 8+
    162. 162. Safari 5.1+
    163. 163.  Hardware Accelerated Canvas (21.77%)
    164. 164. Internet Explorer 9.0+
    165. 165. Firefox 5+
    166. 166. Chrome 13+
    167. 167. Safari 5.1+
    168. 168. Conversion (Browser to Mobile)
    169. 169. Connect Browser and Mobile</li></li></ul><li>Talk with Us<br />@gradientstudios <br />@trevorsayre <br />@zofgames<br />
    170. 170. Mobile Games<br />September 12, 2011<br />www.momoboston.com<br />#momobo<br />

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