Big Bucks for Bits and Bytes: A holistic approach to selling virtual goods

Big Bucks for
BITS AND BYTES
A holistic approach to F2P monetization
Lecture
OVERVIEW
Speaker Details

Martin Nerurkar
 Dipl.-Ing. Architecture
 Lead of Game Design
 Gameforge Productions
What to Expect

Monetization in F2P Games
 A few current approaches
 A look at the user experience
 A bag of tips and advice
Presentation Goals

My goals are…                      Toolbox

 Designers: Ideas and approaches
 Companies: Increased revenue
 Users: Better experience
Current
MODELS
Lifetime Overview



Visitor    User     Payer
Lifetime Overview



Visitor    User     Payer
The Simple Approach



User                  Payer
The Simple Approach



User      Product     Payer
Worst Case
USER STORY
Game Login
Game Login



             Mary Johnson
Game Login



             Big Mick
Game Login



             ShadowBlade666
Big Bucks for Bits and Bytes: A holistic approach to selling virtual goods
Big Bucks for Bits and Bytes: A holistic approach to selling virtual goods
Big Bucks for Bits and Bytes: A holistic approach to selling virtual goods
Big Bucks for Bits and Bytes: A holistic approach to selling virtual goods
Big Bucks for Bits and Bytes: A holistic approach to selling virtual goods
Big Bucks for Bits and Bytes: A holistic approach to selling virtual goods
Big Bucks for Bits and Bytes: A holistic approach to selling virtual goods
Big Bucks for Bits and Bytes: A holistic approach to selling virtual goods
Big Bucks for Bits and Bytes: A holistic approach to selling virtual goods
Big Bucks for Bits and Bytes: A holistic approach to selling virtual goods
Holistic Model

Extended approach
  Be aware of entire process
  The steps every user goes through
  Make it as easy for players as possible
5-Steps

Aware-
 ness               Desire             Sale

          Under-
         standing            Ability
Why use this model?
 Small changes can have large effects
 Effects multiply with product design
 Can help reduce frustration for user
Advice and
METHODS
?
Awareness
Make product visible
 Player needs to be aware of existence
 Danger of being too intrusive
Awareness methods
 Shop
 Advertising
 Embedded products
 Other players
Shop
Mixing premium with non-premium
 Non-payer sees products
 Products are comparable
 Makes premium transparent
Increase visibility of shop
  Don‘t hide the option
  Lead player into it
  Highlight to attract attention




                               +30%
Advertisment
Ads can be used in many locations
 Loading screen, launcher, website…
 Can be obnoxious
 Can break immersion
Ad space needs to remain interesting
 Mix in regular game infos
 Refresh content frequently
 Can be personalized with special offers
Awareness recap:
                   !
 Advertising
 Shop
?
Understanding
Explain product functionality
  Makes benefit to player clear
  Some items are more intuitive than others
Understanding methods
 Tutorial
 Demo products
 Help text
Tutorial
Can explain complex context
 Requires significant work
 Useful for very desireable items
Demo Products
Is very effective
   Player is aware of existence
   Using item makes its value well understood
   High desire items can give a taste
But has some dangers
  Frustrating if used at the wrong time
  Annoying if special status was unclear
Understanding recap:
                       !
 Tutorial
 Demo products
?
Desire
Increase value of product
  Value only perceived
  Mostly based on functionality
  and artificial scarcity
Desire methods
 Events
 Price
 Virtual physicality (items)
 Duration
Events


         Christmas Tree
Types of limitation
  Limited number
  Limited sale duration
  Limited availability
Very effective
  Limited special/unique items
  Limited payment bonuses
  Limited ingame discounts
Advantages of artificial scarcity
 Increased perceived value
 Reduced time for judgement
 Feeling of missing out
Pricing
Price is closely linked to value
  Free products are seen as worthless
  High prices create a feeling of quality
  High prices reduce availabilty
Prices are relative
  Products are bargain only compared to others
  Keep in mind the prices of all products
  Look at the prices of your competitors
Adjusting prices later on is difficult
 Start with high prices (careful!)
 Test your prices as soon as possible
 Add new, better items and remove old
Desire recap:
                !
 Events
 Price
?
Ability
Easy access to product
  Step 1: Payment
  Step 2: Shopping
Relevant for first payers
Ability methods
 Payment Options
 Starting Bonus
 Shop Design
Payment Options
Provide variety
  Countries favor different methods
  Weigh options based on revenue
Starting Bonus
Starting coupon
  Not using coupon would be a loss
  Player sees payment system
Starting hard currency
  Player will take a look at products
  Wrong spending can be frustrating
Ability recap:
                   !
 Payment Options
 Starting Bonus
Big Bucks for Bits and Bytes: A holistic approach to selling virtual goods
Big Bucks for Bits and Bytes: A holistic approach to selling virtual goods
Lecture
TAKEAWAY
Wrapup
 Aware-    Under-
  ness    standing   Desire Ability   Sale

Five steps to…
  …improve
  …be more profitable
  …create a smoother experience
The
END
Questions?
Available for hire or contract

Contact info
 martin@nerurkar.de
 www.martin.nerurkar.de
 www.gamearch.com


             Graphics by
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Big Bucks for Bits and Bytes: A holistic approach to selling virtual goods