Delivered at Casual Connect USA 2018. The Lion's share of developer revenue comes from in-game micro transactions, with money being spent inside games that are free to download. What percentage of people pay? How often do they pay? What is the breakdown of whales and minnows? Nick has boiled the ocean and counted every penny spent on every web-based game on Facebook, around the world, for the last six years. In this presentation he will reveal what's behind the curtain and present this data.
8. Retail boxed
Product
Evolution of Computer Games Revenue Sources
Browser based
online games
Deluxe download
games
Freemium ModelPremium mobile
and tablet games
$19.99
$15.99
$9.99
$2.99
$1.99
9.
10. Source: App Annie 2013 retrospective report
It’s been a F2P world for most developers for a while
11. Make people want to pay, not have to pay!
(not the other way around)
Players become payers
12. The economic beauty of micro-transactions
Volume
Price
$19.95
$6.95The long tail
The tall tail
13. Micro-transaction types:
+10%
• Avatars
• Fashion
• Accessories
Things that do not
adjust the balance of
the game
Kill 10 more Orcs
= or =
Pay 10 gold coins
Time
Money
Bling Accelerators Power-ups
Pay to get 10 gold
coins to get +10%
attack bonus for 12
hours
18. If you build it, they will come (NOT!)
If you have the greatest game in the world, and nobody knows
about it, it’s just the greatest game in the world that nobody
knows about!
19. Image: jcolman (flickr)
Visibility is oxygen
“We were kind of naïve. We thought if we
made a really good product it would just sell,
but that’s not the case”
Quiz Up
27. What defines a whale?
What defines a successful game?
Is high volume of small transactions better than a
smaller number of big transactions?
28. It’s not all about the whale
• Great games are needed to encourage people to spend
• Different games monetize at different rates, and for different amounts
• Need the correct mechanisms to exploit this (game design)
A billionaire spends
the same money at
fast food restaurant
as a you and I.
30. Different volumes of lifetime spend
Less than
$2 lifetime
spend
$2 - $5
lifetime
spend
$5 -$10
lifetime
spend
$10 - $50
lifetime
spend
$50 - $100
lifetime
spend
$100 - $500
lifetime
spend
$500 - $5,000
lifetime
spend
More than
$5,000
lifetime
spend
31. 1. Look at every transaction, by every game, and every user, on Facebook web
(Canvas) between 2010-2016
2. Calculate TPV (lifetime value), anonymously aggregated
3. Bucket into LTV categories, by game
Mechanism
37. LEVERAGE
• Out of top 100 all time revenue grossing games on Facebook (Canvas)
• 90.3% revenue comes from players who spent more than $100
• 98.9% more than $10
• (1.1% of revenue comes from people who spend <$10 lifetime on any game)
• Warning: Don’t read this the wrong way, it’s a leverage thing
39. It’s pretty consistent
• Analysis of top 1,000 games 98.6% TPV comes from >$10/game
• Over every game, ever released on Facebook canvas 98.4% of TPV
comes from players who spent >$10 in a game
Freemium
40. Don’t leave green on screen #1
Some games offer nothing in their stores
you can purchase for less than $2
0%
10%
20%
30%
40%
50%
60%
70%
Mist Sprinkle Drizzle Shower Rain Drench Monsoon Super
Monsoon
<$2 $2-$5 $5-
$10
$10-
$50
$50-
$100
$100-
$500
$500-
$5,000
>$5,000
41. Don’t leave green on screen #2
Some games cap out what you can buy
0%
10%
20%
30%
40%
50%
60%
70%
Mist Sprinkle Drizzle Shower Rain Drench Monsoon Super
Monsoon
<$2 $2-$5 $5-
$10
$10-
$50
$50-
$100
$100-
$500
$500-
$5,000
>$5,000
42. • Only 3 games in all-time top 300 grossing games did not have players >$5,000
• 15 games in top 300 that made no money from people who spent <$2
• Only 1 game in top 1,000 did not have players who spent >$1,000
• Only 12 games in top 5,000 did not have drenchers ($100-$500)
Leaving Green on the Screen
52. It’s cheaper to bring someone back
from the dead than find someone new
Resurrection Nordeus spent $3.5k on re-
engagement campaign on
Facebook …
… gained over $121k in
immediate return.
54. Feed the machine, a quarter at time, and again, and again …
… or deposit a pile of cash, and slowly burn through it.
• Low transaction value
• High volume of transactions
• Roadblock removers
• Deposit cash, burn down over time
• Smaller volume of transaction
• Convert real money into tangible in-game assets
55. Examples (All in top 200 games)
Average Lifetime User Spend: $68.13
Average Transaction Value: $2.18
Average Lifetime User Spend: $574.86
Average Transaction Value: $4.95
Average Lifetime User Spend: $80.51
Average Transaction Value: $1.26
Average Lifetime User Spend: $298.51
Average Transaction Value: $22.87
Average Lifetime User Spend: $26.07
Average Transaction Value: $5.48
Average Lifetime User Spend: $694.12
Average Transaction Value: $19.95
62. Summary
• Hundreds of millions of Facebook users play games every month.
• It’s brutal out there for developers.
• Visibility is hard, and customer acquisition costs are high.
• Freemium is the business model.
• Players become payers, not the other way around.
• Your game has to be compelling enough so that people want to pay, not have to pay.
• The tall-tail generates more revenue than the long-tail.
• BUT, without the long-tail, there is no reason for the tall-tail.
• Different games monetize in different ways. Understand your users.
• Use complex metrics; understand distributions, not just averages.
• Builders tend to be more monogamous.
• Don’t leave green on the screen; offer things at all levels.
• It’s cheaper to bring someone back from the dead than find someone new.