1. Grotland New Media LLC
Monetization Strategies:
iOS + Android
John Grotland
Grotland New Media
2. Smartphone Growth by OS: 2010-
2015
4,500,000,000
4,000,000,000
3,500,000,000
3,000,000,000
Other
2,500,000,000 Microsoft
RIM
2,000,000,000 Symbian
iOS
1,500,000,000 Android
1,000,000,000
500,000,000
-
Y2010 Y2011 Y2012 Y2013 Y2104 Y2015
Source: Gartner, April 2011
3. Tablet Growth by OS: 2010-2015
1,000,000,000
900,000,000
800,000,000 other
cumulative
700,000,000
Microsoft
600,000,000 Cumulative
500,000,000 iOS
Cumulative
400,000,000
Android
cumulative
300,000,000
200,000,000
100,000,000
-
Y2010 Y2011 Y2012 Y2013 Y2014 Y2015
Source: Gartner, Aug. 2011
4. Laws of Game Monetization
1. It’s the game, stupid.
5. Laws of Game Monetization
1. It’s the game, stupid.
2. Monetization = part of game development
strategy, ≠ the game development strategy.
6. Laws of Game Monetization
1. It’s the game, stupid.
2. Monetization = part of game development
strategy, ≠ the game development strategy.
3. Better to develop monetization plan at
concept phase, not at beta or beyond.
7. Laws of Game Monetization
1. It’s the game, stupid.
2. Monetization = part of game development
strategy, ≠ the game development strategy.
3. Better to develop monetization plan at
concept phase, not at beta or beyond.
4. Proper monetization = commitment
8. Laws of Game Monetization
1. It’s the game, stupid.
2. Monetization = part of game development
strategy, ≠ the game development strategy.
3. Better to develop monetization plan at
concept phase, not at beta or beyond.
4. Proper monetization = commitment
5. Monetization is more than how to price
9. Revenue Models
Four revenue models dominate iOS/Android
Pay per download (PPD)
Freemium
Free-to-play (F2P)
Advertising/Offerwalls
Auto-renew subscriptions not there yet
odds are it will happen—likely Android first
Apple—polite “no” for now
Most rev models not new, just implemented with
great rapidity in iOS and Android
10. Pay Per Download (PPD)
Original monetization method on
iOS, Android
You buy it, you own it
In general, becoming a more difficult
proposition
Competition, price sensitivity = revenue curve
dropping
Free games with IAP intro in 2009 skewed market
heavily towards freemium/F2P
$0.99 PPD game now seen as “investment”
11. PPD: Pros and Cons
Pros
Simplest game to build
Still can work for strong brands, console ports
Customers know what they are getting and understand the value
But there are “non-branded” games still make it
work—AB, CTR, etc.
Cons
Difficult to make non-branded titles successful
Unless a well-known title (console game port), low
pricing key to success
Not many tools for keeping rank high
Success these days typically requires extended
commitment to title
14. Freemium
Freemium games are free to download
But can only play to a point before you have
to buy/unlock the full (“premium”) version
or discrete components with IAP
Can include other monetization
features, such as virtual currency
Added to iOS in Q4 2009; added to
Android in Q2 2011
15. Freemium: Pros
Low barrier to entry for customer; great
way to get a mass audience to try a new
game
Well executed Freemium game can
generate 2X-4X revenues of PPD
Works well for non-branded titles and
new IP
16. Freemium: Cons
Conversion dependent on branding and pricing;
non-branded titles can do less money than if they
were PPD
Necessary to balance how much free gameplay
before conversion
Like PPD, not many tools for rank support
Like PPD, success enhanced by extended
commitment to title
Frequent feature updates
Sustained marketing effort
17. Free To Play (F2P):
High Replay Value = Stable Revenue
• Currently generating ~50% of all games revenue
on iOS; rapidly growing on Android Market
– 16 of top 30 App Store grossing apps are F2P games
(11/14/11)
– Free to play games are free to download titles that
have high replay value
– High replay value combined with in-app purchase can
create a more stable revenue base than PPD games
18. Free To Play (F2P)
• F2P games allow players to play for free if they
either will work for items or VC, or if they
complete certain tasks effectively
– But certain items/features only available to buy with
VC
– Successful monetization typically comes from small
percentage of large base buying VC
– 3%-5% conversion percentage typical for very
successful games
19. F2P: VC, “Social”
Almost all F2P games use Virtual Currency (VC)
Players use VC to pick and choose items within the
game
Typical to give greater value in VC the more real
money spent
F2P games often put in same category as “social”
games
Best when lots of people playing at the same time
But direct player interaction not necessary for success
many F2P games on iOS/Android don’t require customers
to interact with each other—e.g. some of the more
recent Glu games.
20. F2P: Pros
ARPU typically much higher than the standard
PPD or freemium games (up to 3X-4X)
Works well for non-branded titles/new IP
Low barrier to entry for customer; great way to
get a mass audience to try a new game
Social aspect, plus persistence on device
deck, add a viral marketing component
Often have a much longer revenue lifecycle than
other types of games
21. F2P: Cons
More expensive to develop than PPD and
Freemium titles (initial dev cost ~2x-3X more
expensive)
Requires back-end systems and
servers, particularly for multiplayer and cross-
platform games
Consistent need for game feature updating
Requires direct marketing to be involved in
development process to help with social/viral
marketing aspects
24. Ad-Supported Games
Currently important on Android, where app stores not as
successful as iOS
Angry Birds: $1MM/month ad revs on Android Q2 2011
Glu = many forms in Android games; some in iOS
Classic advertising (banner ads; jump out of game when
clicked, CPM/CPC models) are still used, but…
Newer incentivized advertising/customer acquisition models
becoming huge—higher CTR, revenue per CPM/CPC/CPD
“Rich Media” ads (like iAd)
Offerwalls (TapJoy, Flurry, etc.)
Video ads
Incentivized ads in Freemium, F2P games becoming
important—can be traded for items, VC, etc.
25. Ad-Supported Games
Pros
significant source of revenue if implemented
properly and creatively
No barrier to initial consumer adoption
Useful to monetize
freemium titles until conversion
F2P games for consumers who don’t want to
shell out $$
Continuing revenue stream
26. Ad-Supported Games
Cons
Angry Birds Android exception to rule
typically very low revenues relative to PPD for average games
(10%-30%)
Success requires massive download numbers
Massive download numbers require serious, sustained
marketing push
Classic banner ads likely to become less
relevant as Offerwalls, Rich Media and other
forms gain popularity
Poor reviews if not properly implemented
Requires partnership with ad
provider, inclusion of SDKs, etc.
27. Mix-n-Match!
More games coming out now with many
monetization methods on iOS, Android
Can be very efficient, creative in
maximizing revenue
28. Mix-n-Match! Examples
Chair/Epic—Infinity Blade: $5.99 to buy, includes a VC system--
earn or buy ―Gold‖ to buy virtual goods, XP to level up, etc.
Rovio—Angry Birds:
iOS: $.99 to buy, regular updates + added levels free to
players, discrete virtual goods to purchase via IAP (plus Rio—
sponsored)
Android: free with advertising
Glu—Contract Killers (iOS and Android)
F2P with VC system to earn and buy credits, discrete items, XP, etc.
Banner advertising
Incentivized Offerwalls (Android) , incentivized video ads (iOS)
Incentivized cross promotion of other Glu games
32. Developer Considerations
Success on iOS/Android means
embracing the ―Long Tail‖
―Fire and Forget‖ game projects less
common
Need to support 3-6 months after launch to
determine traction
Success could mean years of consistent
support
Post launch development, updates on title
Analytics, analytics, analytics!
33. Developer Considerations
Business, Process Structures have to change
Classic designer + producer roles driving game
development not enough—new skillsets needed
Need to add Business/Data/Monetization Analyst role to
drivers of game development process
Driving how to incentivize, monetize games
How to track, analyze customer behavior, make game
tweaks to maximize player satisfaction, revenue
Development team structure must change
Need ―live teams‖ to quickly, efficiently make changes to
games based on user analytics
34. Developer Considerations
―Long tail‖ strategy can change nature of
relationship with publishers on work for
hire projects
Turns game development into more of a
partnership; greater risk sharing
Agreements need to reflect that, with
relationship beyond game launch spec’d out
Need to be more wary of partial upfront/rev
share deals on one-off titles in this new
environment
35. Final Thought
Ed Dille of Fog Studios (quoting Clint Eastwood):
“A man needs to know his limitations.”
So, know what you are good at and focus on those
things.
Partner, hire and/or acquire for the things you aren’t.
36. Thank You!
John Grotland
Grotland New Media
john.grotland@gmail.com
+1 (201) 757-2453
Editor's Notes
Talk a few seconds about your background, apologize for your PPT skills…Show of hands:How many have done iOSHow many pure WFH dev studiosHow many self publish
Note that this doesn’t count device churn, so my guess is that the final count will be around 3-3.5 billion by 2015.
You can see from this chart alone that there will be a significant number of tablets in the market, and these will be primary gaming devices. Note that this is Gartner’s forecast, and you believe that they are way underestimating the number of Android Tablets that will make it into the marketplace—someone is eventually going to get it right…
Reference Denis Dyack’s speech from earlier today…I’ve been seeing a lot of focus on monetization lately, to the point where there are whole 3 day conferences on it. Here are the facts: in a highly competitive, hit-driven business like gaming on a maturing platform, the best monetization strategy in the world won’t make a lousy game good, or a mediocre game great. So, what does monetization do for a good game (and you know what those are)? It will do is 1) extend the useful revenue lifecycle of a game and maximize the amount of money you get out of it from each player, 2) bring in more players by lowering the cost barrier to entry, and 1) give people lots of positive reasons to keep playing and spending money.
Corollary to Law 1. Monetization is part of an overall strategy to develop a great quality game, and should be considered along with audience, marketing, sales, launch distribution platforms and other key factors from the beginning. Recently I’ve worked with some developers and publishers that want desperately to turn existing IP that was originally a box retail product (like a console or arcade title) into a “social game” (meaning in reality—a free to play) in order to cash in like Zynga. Often the games themselves don’t lend themselves to being a freemium title or F2P, and actually monetize better as either a straight PPD game or as a hybrid model.
Way too many times have I come across developers and publishers that had not considered how they were going to price a game until very late in the development process. They haven’t decided if they are going to add in IAPs to the game at launch or later after launch, or even what the price of the game is going to be. I’ve even seen some who tried to move a game at alpha from a straight PPD to Free 2 Play, which adds cost, complexity and development time, often to no appreciable revenue advantage. Each type of monetization method you consider will alter the game concept in some way to accommodate how people play and pay in that type of game.
Back in the pre iOS/Android/Facebook days, titles were built in a “fire-and-forget” mode. You built the game, focus-grouped it, QA’ed it, packaged it and threw it over the wall, after which it was marketing’s problem and your team moved on to the next project. The extremely competitive atmosphere of the Android and iOS markets have forced more and more developers to figure out ways to lengthen what can be a very short useful game lifecycle for the typical title (a few days to a few weeks on iOS), by keeping games fresh in various ways, from adding new features and levels
Talk about promotion, virality, user engagement, replay, progression, getting player to commmit.
$0.99 acquisition price has become a major investment decision and a huge barrier to purchasePrice sensitivity—note story about Numba and how we thought it would be a $10 title, but ended up at $2.99 withing a few days after the store launched.
Pros:PPD is still the easiest way to get a game out fast and worked fantastically well before Apple allowed free games to have IAP, which opened the store up to Pricing pressure is difficultConsDifficult to make non-branded titles successfulTendency to drop precipitously after featuring on App StoreUnless a well-known title (console game port), low pricing key to successNot many tools for keeping rank highPrice drops can work, but typically only a short term effectTick off customers who bought at higher price = bad reviewsFeature updates have better long term effect on salesSuccess requires extended commitment to title, includingFrequent feature updates (e.g., Angry Birds, Cut the Rope, etc.)Sustained marketing effort (e.g., Lima Sky spending $20,000/month in marketing and advertising on Doodle Jump in 2Q-3Q 2010)
Note this slide is up to April—PvZ has added IAP since then. Plants versus Zombies shows that PPD titles can be successful even in an F2P-dominant world. A great game that is frequently updated can do well with PPD, even at $2.99. The download rank follows the grossing rank closely because the average purchase made on the Apps Store is about $2.50
Added stats on
Added stats on
Zynga Poker shows how constant game improvement via updates, plus effective customer acquisition, cross promotion and marketing between the iOS and Facebook versions, can make great product.
Vegas City is pretty typical of all of Digital Chocolate’s F2P games on iOS. None of the recent titles have been particularly successful, each likely accruing <$200/day. The wide range in gross ranking on a day-to-day basis is a result of the low IAP average combined with no connection between FB, iOS versions and relatively few customers playing.
Note that Infinity Blade and Rovio did not start out with multiple forms of monetization, but worked it in later.
Zynga Poker shows how constant game improvement via updates, plus effective customer acquisition, cross promotion and marketing between the iOS and Facebook versions, can make great product.
What is notable about Gun Bros is that gross revenue ranking, while good, is low relative to download ranking when compared to other F2P titles with similar DL numbers. That means consumers aren’t buying the high priced VC bundles, which can be seen in the top in app purchases section to the left. The #1 in app purchase bundle is 99 cents, as opposed to Smurfs’ Village (for example) which is $4.99. This means that Glu should be looking to rework either how VC is spent in the game, or what the value proposition is for their current VC bundles.