Successfully reported this slideshow.
We use your LinkedIn profile and activity data to personalize ads and to show you more relevant ads. You can change your ad preferences anytime.

Going Cross-Platform: Is it worth the effort?

563 views

Published on

Today’s mobile market is extremely competitive. How can you find additional success? Kongregate has launched a number of truly x-platform games on Mobile, Web, and Steam. Through several case studies from live Kongregate games, including Animation Throwdown, AdVenture Capitalist, and Bit Heroes, we shared the learnings and upside of going cross-platform and allowing players to play where they want to.

Published in: Mobile
  • Be the first to comment

  • Be the first to like this

Going Cross-Platform: Is it worth the effort?

  1. 1. 1 Going Cross-Platform Is it worth the effort? S A N F R A N C I S CO 2 0 1 8 | # G D C 1 8 Tammy Levy | VP OF PUBLISHING
  2. 2. 2 YES!YES!- Why cross-platform? - Web games - Steam F2P - Per-platform performance Is it worth the effort?
  3. 3. 3 Why cross-platform? Isn’t it a tech nightmare?
  4. 4. 4 GDC 2014 “The good, the bad, and as much data as I can share”
  5. 5. 5 Distribution is hard on Mobile Paid UA is expensive Features are hard-to-get Viral hits are rare
  6. 6. 6 More Competitive Games in the US App Store 797 k 755 k 473 k 305 k 2014 2015 2016 2017 2.6x Active Games * Pocket Gamer Report
  7. 7. 7 Also Competitive Games launched on Steam 7.6 k 5.0 k 3.0 k 1.8 k 2014 2015 2016 2017 4.2x New Games * SteamSpy Reporting
  8. 8. 8 Our Experience Over 9 games across 7 different platforms
  9. 9. 9 Web games are not dead! Mining for success
  10. 10. 10 Kongregate.com as a Sandbox Engaging games Players want Polished gameplay Players do not need
  11. 11. 11 Case Study Studio: HyperHippo
  12. 12. 12 Web Prototype Launched May 2014
  13. 13. 13 Great Results Strong retention d1 25% d30 15% Promising monetization #6 in revenue Great reviews 60% d1 to d30 retention 4.2 rating
  14. 14. 14 Mobile Launch Launched February 2015
  15. 15. 15 Mobile Success Retention d1 60% d30 20% Monetization improved IAP strong ad revenue Audience Reach installs 40M+ 30% d1 to d30 retention $0.11 arpdau
  16. 16. 16 Boosting Revenue to play everywhere Players want
  17. 17. Case Study Studio: Juppiomenz
  18. 18. 18 Bit Heroes by Juppiomenz Promising KPIs $60 ARPPU Mobile Launch May 2017 Web First September 2016
  19. 19. 19 Web Revenue Growth Mobile launch boosted web revenue mobile launch 9x web revenue
  20. 20. 20 Higher Spend Per Payer Avg. Revenue Per Paying User (ARPPU) $597 $242 $57 mobile web cross platform 10.5x Mobile vs x-Platform
  21. 21. 21 Big Spenders Play Cross-Platform 91% mobile 6% web 3% x-platform Spenders 61% mobile 32% x-platform 7% web Revenue
  22. 22. 22 Get early feedback Test Ideas Allow play across devices Boost Revenue Lesson 1 Kongregate.com is a friendly platform!
  23. 23. 23 Steam A look at free-to-play games
  24. 24. 24 A Tale of Two Games Similar Environment May 2017 June 2017 Launched spring 2017 Previously live on web and mobile
  25. 25. 25 Retention Comparison Mobile to Steam mobile steam mobile steam -60% +40%
  26. 26. 26 Concurrent Users on Steam Strong retention keeps players online 0 1,500 3,000 4,500 6,000 days since launch 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 2x 7x Realm Grinder Throwdown
  27. 27. 27 Cumulative Downloads Surfacing favors games with high concurrents 0 35,000 70,000 105,000 140,000 days since launch 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 +80% downloads Realm Grinder Throwdown
  28. 28. 28 Higher Steam DAU Driven by strong retention & installs 0 5,625 11,250 16,875 22,500 May-17 Jun-17 Jul-17 Aug-17 Sep-17 Oct-17 Nov-17 Dec-17 Jan-18 Feb-18 Realm Grinder Throwdown 10x at launch 35x
  29. 29. 29 Monetization Comparison Mobile to Steam mobile steam 1.5x (arpdau) mobile steam 6.6x (arpdau)
  30. 30. 30 Similar Revenue 0 125000 250000 375000 500000 months since launch 0 1 2 3 4 5 6 7 8 9 On Steam Realm Grinder Throwdown
  31. 31. 31 will boost downloads Good Retention even stronger on Steam Monetization can be Lesson 2 Different paths to success on Steam F2P
  32. 32. 32 Variation by Genre Every platform will favor different genres of games
  33. 33. 33 Same Genre Monetization Avg. Revenue Per Paying User (ARPPU) Mobile Web Steam CCG 1 $177 $252 $241 CCG 2 $85 $415 $89 Higher monetization on Web & Steam
  34. 34. 34 Across Genre Monetization Avg. Revenue Per Paying User (ARPPU) Mobile Web Steam CCG $177 $252 $241 RPG $64 $250 $56 Idle $30 $32 $30 Performance varies by game & genre Competitive & social games perform better
  35. 35. 35 on Web & Steam Higher Monetization perform better Competitive Games Lesson 3 Different results based on game & genre
  36. 36. 36 Web Games Are not dead! Key Takeaways Steam F2P Many paths to success Cross Platform KPIs Vary by game & genre
  37. 37. 37 Thank you @KongregateDevs blog.kongregate.com We are hiring! Portland, Chicago, and Montreal @woodstockfencer
  38. 38. 38 Acronym Dictionary KPI = Key Performance Indicator DAU = Daily Active User ARPDAU = Average Revenue Per Daily Active User ARPPU = Average Revenue Per Paying User F2P = Free to Play CCU = Concurrent Users IAP = In-App Purchases UA = User Acquisition X-Platform = Cross Platform RPG = Role Playing Game CCG = Card Collecting Game

×