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Modeling revenue in
F2P games
Maciej Mróz
Vice President
GameDesire
About GameDesire
• Game developer in Kraków, Poland
• ~100 people
• Social casino and casual games, web and mobile
• Free 2 Play model
Platforms
• Mobile - Android and iOS
• Social integrations - Facebook, VK, others
• Web portals
• GameDesire.com, Poker4Chips.com, 20+ white label
partnerships
Technology
• Multiplayer backend platform
• Implementing most common multiplayer features and streamlining the
development process for our teams
• Mobile and web games, multiple client technologies
(currently Unity, Qt/C++)
• Our own data engineering/analytics
The Challenge
• How do we know if a game will do well financially given only
basic KPIs?
• Tapping the potential of data you already have (hopefully )
• Minimizing the risk of failed investments
• That also means killing projects early
F2P game is always a service
• Both sides of P&L are continuous in nature
• Before launch it’s a lot simpler: just a cost side
• Launch is when things get really interesting 
• Product gets improved: new content, new features, UX improvements,
difficulty tuning …
• Operations are optimized: pricing, promotions, community events, user
acquisition, infrastructure …
From LTV to product revenue
• Use multiple overlapping cohorts
• Every day (or week/month) start new cohort
• Calculate the sum of revenue for all cohorts created so far
• Repeat …
Simple LTV model
• Sum of geometric series:
𝑎
1−𝑞
• Assuming constant spending (ARPU) and cohort survival rate
(retention) over some time period we get:
𝐴𝑅𝑃𝑈
1−𝑅𝑒𝑡𝑒𝑛𝑡𝑖𝑜𝑛
• Shows value of retention and monetization
• Not very practical but ok for “back of the envelope” calculations
Better “back of the envelope”
• Still theoretical
• Sum of daily cohorts
• Assumes static DARPU and registrations
• Varying retention with separate control of D1-D360
• We built it as interactive website
• It’s important to have something people can play with, even knowing
it’s not very precise
Meet Reality
• Theoretical models are good to demonstrate concepts, but real
world is messy
• Variables change over time - and vary per cohort of users
• Every product is different - and continuously evolves
• Not everything can be reliably known or tested at small scale
How reality looks like
Developing your own LTV models
• Start with simple things
• Use historical data when you can
• % of cohort value over time is very practical but strongly depends on
the game
• If you can't, have it on your roadmap
• At the very minimum you need session/payments history
• Iterate
Our model
• Based on vast amount of historical data
• Both web and mobile - suprisingly portable
• Condensed in an Excel spreadsheet
• Inputs: D1, D7, ARPU, Churn
• Month by month KPI values to account for product improvements in
soft launch period
• These are numbers that product managers can easily measure
• Enough to build and update product P&Ls as we get more data
Getting this to work
• Tracking and data analytics essential
• At the very minimum, make sure you own your data!!!
• Keeping data engineering and data science internal helped us a lot 
• This is not only about tools
• It takes a lot time and effort to get everyone aligned
• Long term project – took us years to truly “get it”
Final thoughts
• Data exists to help make correct decisions, not to replace
people
• Not everything can be measured easily/economically
• This doesn't make measurement useless
• KPIs shouldn’t be just numbers in product report
• Educate people on the relationships between KPIs and revenue
• Use them to set team goals
• Correct balance of data vs intuition is a process, culture and
knowledge problem
Thank you!!!

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Approaches to Modeling the Revenue Side of F2P Games | Maciej Mroz

  • 1. Modeling revenue in F2P games Maciej Mróz Vice President GameDesire
  • 2. About GameDesire • Game developer in Kraków, Poland • ~100 people • Social casino and casual games, web and mobile • Free 2 Play model
  • 3. Platforms • Mobile - Android and iOS • Social integrations - Facebook, VK, others • Web portals • GameDesire.com, Poker4Chips.com, 20+ white label partnerships
  • 4. Technology • Multiplayer backend platform • Implementing most common multiplayer features and streamlining the development process for our teams • Mobile and web games, multiple client technologies (currently Unity, Qt/C++) • Our own data engineering/analytics
  • 5. The Challenge • How do we know if a game will do well financially given only basic KPIs? • Tapping the potential of data you already have (hopefully ) • Minimizing the risk of failed investments • That also means killing projects early
  • 6. F2P game is always a service • Both sides of P&L are continuous in nature • Before launch it’s a lot simpler: just a cost side • Launch is when things get really interesting  • Product gets improved: new content, new features, UX improvements, difficulty tuning … • Operations are optimized: pricing, promotions, community events, user acquisition, infrastructure …
  • 7. From LTV to product revenue • Use multiple overlapping cohorts • Every day (or week/month) start new cohort • Calculate the sum of revenue for all cohorts created so far • Repeat …
  • 8. Simple LTV model • Sum of geometric series: 𝑎 1−𝑞 • Assuming constant spending (ARPU) and cohort survival rate (retention) over some time period we get: 𝐴𝑅𝑃𝑈 1−𝑅𝑒𝑡𝑒𝑛𝑡𝑖𝑜𝑛 • Shows value of retention and monetization • Not very practical but ok for “back of the envelope” calculations
  • 9. Better “back of the envelope” • Still theoretical • Sum of daily cohorts • Assumes static DARPU and registrations • Varying retention with separate control of D1-D360 • We built it as interactive website • It’s important to have something people can play with, even knowing it’s not very precise
  • 10.
  • 11. Meet Reality • Theoretical models are good to demonstrate concepts, but real world is messy • Variables change over time - and vary per cohort of users • Every product is different - and continuously evolves • Not everything can be reliably known or tested at small scale
  • 13. Developing your own LTV models • Start with simple things • Use historical data when you can • % of cohort value over time is very practical but strongly depends on the game • If you can't, have it on your roadmap • At the very minimum you need session/payments history • Iterate
  • 14. Our model • Based on vast amount of historical data • Both web and mobile - suprisingly portable • Condensed in an Excel spreadsheet • Inputs: D1, D7, ARPU, Churn • Month by month KPI values to account for product improvements in soft launch period • These are numbers that product managers can easily measure • Enough to build and update product P&Ls as we get more data
  • 15.
  • 16. Getting this to work • Tracking and data analytics essential • At the very minimum, make sure you own your data!!! • Keeping data engineering and data science internal helped us a lot  • This is not only about tools • It takes a lot time and effort to get everyone aligned • Long term project – took us years to truly “get it”
  • 17. Final thoughts • Data exists to help make correct decisions, not to replace people • Not everything can be measured easily/economically • This doesn't make measurement useless • KPIs shouldn’t be just numbers in product report • Educate people on the relationships between KPIs and revenue • Use them to set team goals • Correct balance of data vs intuition is a process, culture and knowledge problem