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Breaking old rulesa social games company codex    Bitspiration - Kraków 2012Ziemowit Poniewierski (COO at Can’t Stop Games)
CAN’T STOP GAMES  | Leading social games developer in Poland  | 40+ employees  | Operates since 2008  | Social and mobile ...
Ziemowit Poniewierski               | COO at Can’t Stop Games               | 13 years of experience in                 ga...
BREAKING OLD RULESA SOCIAL GAMES COMPANY CODEX        All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
IS THERE A DIFFERENCE BETWEEN SOCIAL  AND CONSOLE GAMES DEVELOPMENT              COMPANIES?  IF SO – WHAT DOES IT TAKE TO ...
SOCIAL GAMES MARKET  | Facebook – 300 ml users play every month  | 68% of them play daily  | U.S. social gamers are 55% fe...
SOCIAL GAMES MARKET  | Playfish acquired by EA – 300 mln USD  | Playdom acquired by Disney – 760 mln USD  | PopCap Games a...
Social Games Company      MYTHS       Source: http://www.redbubble.com/people/patmonty/works/1020937-dense-fog
MYTHS                            | Production is cheap                  | Technology is not important | Anybody can do ...
MYTHS                            | Production is cheap                  | Technology is not important | Anybody can do ...
YOU AIM FOR THE LEADING POSITION?   YOUR SOCIAL GAMES DEVELOPMENT     COMPANY DEMANDS THE SAMERESOURCES LIKE ANY OTHER PRO...
SIMILARITIES  | Quality of talent  | Creative skills  | Management skills  | Technology skills  | Team size  | Money      ...
DIFFERENCES  | Approach to product  | Approach to client              All rights reserved. 2012, Can’t Stop Games, Sp. z o...
EVERY SUCCESSFUL DEVELOPMENTCOMPANY ANSWERS THE DEMANDS OF THE MARKET IT OPERATES ON AND FOLLOWS        THE RULES IT IMPOSES
OLD RULES  | Business model – one time purchase  | Long time of development  | Big risk  | Demand for hi-tech products  | ...
OLD RULES COMPANYI CREATE AND YOU ADMIRE IT          OR NOT     Source: http://ctdiamondguide.com/style-trends/what-looks-...
NEW RULES  | Business model – freemium  | Strong competition  | User is a non-gamer  | Service is more important than prod...
NEW RULES COMPANYI CREATE, THEN OBSERVE WHAT YOU   DO, THEN ADJUST FOR BETTER           PERFORMANCE       Source: http://w...
HOW NEW RULES DEFINETHE SOCIAL GAMES COMPANY?
FREEMIUM BUSINESS MODEL  | Friction kills retention  | Friction leads to monetization  | Certain gameplays simply don’t mo...
Source: http://www.film.queensu.ca/cj3b/factory/FactoryDesign.html
STRONG COMPETITION  | Thousands games equally accessible  | High production values  | Cloning is an industry standard     ...
All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
NEW AUDIENCE  | User is a non-gamer  | Old design tricks don’t work  | Or they work against you  | Routine vs Excitement –...
SERVICE OVER PRODUCT  | Stability is more important than creativity  | 80% of expenses after release  | Users demand quali...
All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
BEHAVIOR OVER DECLARATION  | Forums and polls – biased data (very)  | Users cannot verbalize their problems  | Behavior is...
All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
MANY PLATFORMS          All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
MOBILE GROWS RAPIDLY  | Market worth in 2011 - $8 bn  | Expectations for 2014 - $11.4 bn  | 50% revenues (iOS) from in-app...
MOBILE GROWS RAPIDLY                        [Source: Flurry Analytics, May 2011]           All rights reserved. 2012, Can’...
MOBILE GROWS RAPIDLY  | Simultaneous multi-platform development  | Smart resource management (assets, talent)  | Tools: St...
FUTURE  | Platform independent, synchronous games  | Openess for global niche games  | Expertise in advanced technologies ...
SOCIAL AND MOBILE GAMING IS THE FASTEST GROWING BRANCH OF GAME             INDUSTRYRUNNING A COMPANY THAT OPERATES ON THIS...
Thank you for your attentionziemowit.poniewierski@cantstopgames.com          All rights reserved. 2012, Can’t Stop Games, ...
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Breaking old rules a social games company codex - Bitspiration, Cracow 2012

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Breaking old rules a social games company codex by Ziemowit Poniewierski, Can't Stop Games

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Breaking old rules a social games company codex - Bitspiration, Cracow 2012

  1. 1. Breaking old rulesa social games company codex Bitspiration - Kraków 2012Ziemowit Poniewierski (COO at Can’t Stop Games)
  2. 2. CAN’T STOP GAMES | Leading social games developer in Poland | 40+ employees | Operates since 2008 | Social and mobile games | 3 released products | 3 projects in production All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
  3. 3. Ziemowit Poniewierski | COO at Can’t Stop Games | 13 years of experience in game industry | Projects on various platforms (PC, Xbox, Xbox 360, browser, mobile) All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
  4. 4. BREAKING OLD RULESA SOCIAL GAMES COMPANY CODEX All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
  5. 5. IS THERE A DIFFERENCE BETWEEN SOCIAL AND CONSOLE GAMES DEVELOPMENT COMPANIES? IF SO – WHAT DOES IT TAKE TO BESUCCESSFUL SOCIAL GAMES COMPANY?
  6. 6. SOCIAL GAMES MARKET | Facebook – 300 ml users play every month | 68% of them play daily | U.S. social gamers are 55% female | 2% - 5% users pay | 5$ - 10$ ARPPU | 1,5 – 3 bn $ gross revenue on Facebook All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
  7. 7. SOCIAL GAMES MARKET | Playfish acquired by EA – 300 mln USD | Playdom acquired by Disney – 760 mln USD | PopCap Games acquired by EA – 1,3 bn USD All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
  8. 8. Social Games Company MYTHS Source: http://www.redbubble.com/people/patmonty/works/1020937-dense-fog
  9. 9. MYTHS  | Production is cheap  | Technology is not important | Anybody can do it (Social games are not games)  | Mindless cloning is sufficient  | Marketing is free – viral Source: http://www.redbubble.com/people/patmonty/works/1020937-dense-fog
  10. 10. MYTHS  | Production is cheap  | Technology is not important | Anybody can do it (Social games are not games)  | Mindless cloning is sufficient  | Marketing is free – viral Source: http://www.redbubble.com/people/patmonty/works/1020937-dense-fog
  11. 11. YOU AIM FOR THE LEADING POSITION? YOUR SOCIAL GAMES DEVELOPMENT COMPANY DEMANDS THE SAMERESOURCES LIKE ANY OTHER PROFESSIONAL GAMES DEVELOPMENT STUDIO
  12. 12. SIMILARITIES | Quality of talent | Creative skills | Management skills | Technology skills | Team size | Money All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
  13. 13. DIFFERENCES | Approach to product | Approach to client All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
  14. 14. EVERY SUCCESSFUL DEVELOPMENTCOMPANY ANSWERS THE DEMANDS OF THE MARKET IT OPERATES ON AND FOLLOWS THE RULES IT IMPOSES
  15. 15. OLD RULES | Business model – one time purchase | Long time of development | Big risk | Demand for hi-tech products | Hardcore gamers | Hype is a part of the product All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
  16. 16. OLD RULES COMPANYI CREATE AND YOU ADMIRE IT OR NOT Source: http://ctdiamondguide.com/style-trends/what-looks-great-with-red-carpet-platinum-jewelry
  17. 17. NEW RULES | Business model – freemium | Strong competition | User is a non-gamer | Service is more important than product | Numerous platforms and portals | Rapid expansion of mobiles All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
  18. 18. NEW RULES COMPANYI CREATE, THEN OBSERVE WHAT YOU DO, THEN ADJUST FOR BETTER PERFORMANCE Source: http://www.bobgolds.com/TerryMontlick/CheyenneMountain/CheyenneMountain.htm
  19. 19. HOW NEW RULES DEFINETHE SOCIAL GAMES COMPANY?
  20. 20. FREEMIUM BUSINESS MODEL | Friction kills retention | Friction leads to monetization | Certain gameplays simply don’t monetize All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
  21. 21. Source: http://www.film.queensu.ca/cj3b/factory/FactoryDesign.html
  22. 22. STRONG COMPETITION | Thousands games equally accessible | High production values | Cloning is an industry standard All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
  23. 23. All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
  24. 24. NEW AUDIENCE | User is a non-gamer | Old design tricks don’t work | Or they work against you | Routine vs Excitement – Routine wins All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
  25. 25. SERVICE OVER PRODUCT | Stability is more important than creativity | 80% of expenses after release | Users demand quality and updates | Users demand attention; constantly | Communities – it pays All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
  26. 26. All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
  27. 27. All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
  28. 28. BEHAVIOR OVER DECLARATION | Forums and polls – biased data (very) | Users cannot verbalize their problems | Behavior is everything you should care All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
  29. 29. All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
  30. 30. MANY PLATFORMS All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
  31. 31. All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
  32. 32. MOBILE GROWS RAPIDLY | Market worth in 2011 - $8 bn | Expectations for 2014 - $11.4 bn | 50% revenues (iOS) from in-app purchases [Source: DigitalBuzz, Mobile Games Statistics 2011] All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
  33. 33. MOBILE GROWS RAPIDLY [Source: Flurry Analytics, May 2011] All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
  34. 34. MOBILE GROWS RAPIDLY | Simultaneous multi-platform development | Smart resource management (assets, talent) | Tools: Stage 3D, Unity, HTML5 All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
  35. 35. FUTURE | Platform independent, synchronous games | Openess for global niche games | Expertise in advanced technologies (3D) All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
  36. 36. SOCIAL AND MOBILE GAMING IS THE FASTEST GROWING BRANCH OF GAME INDUSTRYRUNNING A COMPANY THAT OPERATES ON THIS MARKET REQUIRE NOT ONLY FULL PROFESIONALIZM TODAY, BUT MORE IMPORTANTLY - READINESS TO GROW, CHANGE AND ADAPT FAST
  37. 37. Thank you for your attentionziemowit.poniewierski@cantstopgames.com All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.

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