This document provides an overview of the game industry and business models from 1997 to 2014 based on the experiences of Andre Bernhardt. It begins with an introduction and agenda, then discusses the transition from retail to online/mobile games. Various business models are reviewed over the years including free-to-play, microtransactions, and alternative models. Emerging trends and platforms are also highlighted. The document concludes by emphasizing the importance of choosing the right business model for indie developers.
An (unexpected) journey through the history of Video game business models not...André Bernhardt
Lecture from the Quo Vadis conference in Berlin April 2013 (DGT13). Trying to summarize the history of different business models in the past to see wether history will repeat itself.
This document provides a history of game evolution from 1952 to present day. It outlines key early computer games like Nimrod and Pong in the 1950s-1970s and the rise of popular franchises like Super Mario Bros, Wolfenstein 3D, Doom and Grand Theft Auto from the 1980s onward. It also summarizes several popular game engines used today like Unreal Engine, Unity and CryEngine.
The document discusses the history and success of Nintendo from 2000 to the present. It notes key events like Iwata wanting change in 2000-2002, Reggie Fils-Aime's famous quote from E3 2004, the success of 2003-2009 known as the "Reggielution", the release of sequels from 2010-2014, and lessons learned from 2015 onward. It also lists factors contributing to Nintendo's popularity like nostalgia, innovation, fun for casual and hardcore players, exclusive titles, high quality console graphics, and local multiplayer games.
This document discusses monetization strategies for games. It outlines 6 things that players are willing to pay for: 1) expressions of identity and status, 2) exclusivity, 3) convenience, 4) competitive advantages, 5) boosts and bonuses, and 6) story resolution. It then discusses mechanics that can be monetized, including gacha systems, boosts, consumables, and time savers. The document cautions against overdoing monetization and stresses the importance of reducing friction, selling characters, and using "pinching" to encourage spending through limited-time bonuses and rewards.
GameMaker is a game development tool that allows both non-programmers and programmers to create games across multiple platforms. It was first created in 1998 with the goal of making game development fun and accessible for people of all ages and experience levels. GameMaker uses a visual scripting interface and supports common game development elements like sprites, sounds, rooms and objects to build games without requiring code. It also includes a programming language for more advanced functionality.
This document discusses first-person shooter (FPS) games. It provides an overview of FPS games, including their definition and development history. FPS games first emerged in the 1970s and were advanced further starting in 1992 with games like Doom. The document also discusses typical FPS game design elements such as combat systems, level design, enemies, interactions, and game modes. It provides examples of different control schemes and weapons commonly seen in FPS games.
Endless Frontier - Mobile Idle Inflation RPG game
*Average global ARPDAU is $0.58, which is 10 times higher than that of average RPG and that of Clash of Clan - the Global #1 Game.
*Global Retention Rate - 1d/7d/15d/30d : 55%/32%/25%/22%
UGC In Game : A Brief History and How We Bring It To Mobile | Zhuo YueJessica Tams
This document provides a brief history of user-generated content (UGC) in video games from early mods of games like Castle Wolfenstein in the 1980s to modern games that integrate UGC systems. It discusses how early games like Doom and Quake pioneered modding through add-on file formats. Over time, games incorporated more advanced modding tools, scripting languages, and content sharing platforms like Steam Workshop to better support UGC. The document also discusses challenges in bringing robust UGC systems to mobile games and how the speaker's company implemented UGC in their mobile game LEGO Cube through modular content packs, in-game editing tools, and a sharing platform.
An (unexpected) journey through the history of Video game business models not...André Bernhardt
Lecture from the Quo Vadis conference in Berlin April 2013 (DGT13). Trying to summarize the history of different business models in the past to see wether history will repeat itself.
This document provides a history of game evolution from 1952 to present day. It outlines key early computer games like Nimrod and Pong in the 1950s-1970s and the rise of popular franchises like Super Mario Bros, Wolfenstein 3D, Doom and Grand Theft Auto from the 1980s onward. It also summarizes several popular game engines used today like Unreal Engine, Unity and CryEngine.
The document discusses the history and success of Nintendo from 2000 to the present. It notes key events like Iwata wanting change in 2000-2002, Reggie Fils-Aime's famous quote from E3 2004, the success of 2003-2009 known as the "Reggielution", the release of sequels from 2010-2014, and lessons learned from 2015 onward. It also lists factors contributing to Nintendo's popularity like nostalgia, innovation, fun for casual and hardcore players, exclusive titles, high quality console graphics, and local multiplayer games.
This document discusses monetization strategies for games. It outlines 6 things that players are willing to pay for: 1) expressions of identity and status, 2) exclusivity, 3) convenience, 4) competitive advantages, 5) boosts and bonuses, and 6) story resolution. It then discusses mechanics that can be monetized, including gacha systems, boosts, consumables, and time savers. The document cautions against overdoing monetization and stresses the importance of reducing friction, selling characters, and using "pinching" to encourage spending through limited-time bonuses and rewards.
GameMaker is a game development tool that allows both non-programmers and programmers to create games across multiple platforms. It was first created in 1998 with the goal of making game development fun and accessible for people of all ages and experience levels. GameMaker uses a visual scripting interface and supports common game development elements like sprites, sounds, rooms and objects to build games without requiring code. It also includes a programming language for more advanced functionality.
This document discusses first-person shooter (FPS) games. It provides an overview of FPS games, including their definition and development history. FPS games first emerged in the 1970s and were advanced further starting in 1992 with games like Doom. The document also discusses typical FPS game design elements such as combat systems, level design, enemies, interactions, and game modes. It provides examples of different control schemes and weapons commonly seen in FPS games.
Endless Frontier - Mobile Idle Inflation RPG game
*Average global ARPDAU is $0.58, which is 10 times higher than that of average RPG and that of Clash of Clan - the Global #1 Game.
*Global Retention Rate - 1d/7d/15d/30d : 55%/32%/25%/22%
UGC In Game : A Brief History and How We Bring It To Mobile | Zhuo YueJessica Tams
This document provides a brief history of user-generated content (UGC) in video games from early mods of games like Castle Wolfenstein in the 1980s to modern games that integrate UGC systems. It discusses how early games like Doom and Quake pioneered modding through add-on file formats. Over time, games incorporated more advanced modding tools, scripting languages, and content sharing platforms like Steam Workshop to better support UGC. The document also discusses challenges in bringing robust UGC systems to mobile games and how the speaker's company implemented UGC in their mobile game LEGO Cube through modular content packs, in-game editing tools, and a sharing platform.
Online gaming can take many forms including massively multiplayer online games accessed through websites or downloaded games. There are several main genres including action, fighting, adventure, role-playing, simulation, strategy, shooting, racing, sports, rhythm, and puzzle games. Games are promoted through word-of-mouth, online advertisements, television commercials, and billboards. Payment options vary by platform but include purchasing codes from stores, using credit cards, mobile payments, and PayPal. While gaming has pros like high-quality experiences, it also has cons such as high up-front costs and potential for eye strain on small screens.
This document discusses monetization in the game industry through the use of virtual currency. It begins by defining virtual currency and describing different types that can be bought or earned. It then outlines how virtual currency is used by game players to purchase virtual items that aid in gameplay but are not essential for survival of game characters. The document proceeds to explain different monetization models used across game platforms from early consoles to current mobile, social, and online games. It emphasizes that the shift to free-to-play games has increased monetization opportunities and driven higher industry revenues. In conclusion, it stresses the importance of understanding payment trends and tailoring monetization approaches to different regions.
My talk on independent games given at GDC China in Shanghai, October 2009 - also includes a large section given in Australia's Digital Distribution Summit in that same month. Includes information on trends, tips, tactics for success.
The Game profile of Fantasy online developed by Lager Network Technologies , the leading Online Game developer and publisher based at Taiwan , with excellent performance and tracked record
Gambling for matchsticks (deck from Game Connection Paris 2012)Raf Keustermans
$500M is what slot machine manufacturer IGT paid for social game studio DoubleDown Interactive last year. More than EA paid for Playfish. For a company with 1 game that is not even in the top 25 of largest Facebook games. Before that, Caesar's had bought Playtika (Slotomania), also for a 9-digit buy-out fee. Why are social casino games are so hot right now? And why are gambling companies buying free-to-play game studios? What can the game industry learn from the world of gambling, and vice versa? In this session, Raf Keustermans, co-founder and CEO of social casino startup Plumbee will share insights and data from both worlds : current markets, similarities and differences, growth & margin softness in online gambling, analytics, 'whales', trends, risks and opportunities.
This presentation is part of a 4 hours workshop called "Innovation Workshop –Games and Reality". During the workshop students from the Recanati School of business in Tel Aviv University thought of games and startup related games ideas and "fought" against each other discovering if their idea has a chance to become the great big next hit.
I really liked some of the ideas, for example: a game you need to run in real life in order to "charge" your character in the game. A game you "scan" your real pet and play with it in a virtual world, including a virtual dog fight with real dogs . A real cart driving game you play wearing Google glass. The glass allows you to see virtual power ups or virtual avatars to enhance your driving experience (did someone say zombies)
For me the workshop was really fun. I hope the students had fun as well and I do hope some of these ideas will become actual games.
This document discusses social casino games and whether they constitute gambling. It summarizes that while social casino games incorporate elements of chance like real gambling, they differ in that players do not risk anything of real-world value, can only win virtual currency to continue playing, and have no means of cashing out winnings. Though the lines are blurred, social casino games are intended for entertainment rather than the pursuit of real-world prizes through monetary risk, and are regulated differently than real-money gambling apps.
This presentation was broken into two parts. The first part covers various approaches to creating games on mobile platforms with some details specific to Windows 8. The second part covers strategies for creating successful mobile games including promotion and monetization strategies. While this talk was primarily to a Windows 8 developer audience, the talk was largely cross-platform focused, and parts of the second half on mobile strategy can apply to both apps as well as games.
DWS15 - Game Summit - Chimera Entertainment - Christian KlucknerIDATE DigiWorld
Christian Kluckner discusses how the games industry has changed over the last 10 years. The mobile and free-to-play markets now dominate, requiring developers to closely analyze player behavior, platforms, and market trends to succeed. Independent studios must manage resources carefully across live games and new projects to navigate an increasingly competitive landscape filled with clones and major brands. Kluckner highlights how Chimera Entertainment adapted by focusing on the popular Angry Birds brand with their RPG game Angry Birds Epic, leveraging the IP to target both casual and core gamers in the midcore market.
The document discusses whether marketing needs to be gamified. It begins with an introduction to gaming, noting that the average young person will spend 10,000 hours playing online games by age 21. It then covers the history of video games and discusses different game genres. The document introduces the concept of gamification as using game mechanics for non-game contexts to engage users. Examples of game mechanics for gamification like points, levels, badges and leaderboards are provided. It argues that gamification can drive long-term user engagement and provides examples of gamified marketing campaigns.
The document discusses free-to-play (F2P) games and business models. Some key points include:
1) F2P games have no upfront costs, instead making money through optional in-app purchases. This lowers barriers to entry and allows more flexible monetization based on individual spending.
2) Popular F2P titles in Europe generate millions of active users and substantial revenue per month through microtransactions for items, upgrades, and other features.
3) Successful F2P game design requires understanding player retention, conversion rates, and lifetime value to ensure customer acquisition costs are recouped over time through optional spending. Proper monetization is closely tied to the in
Games Are The New Normal (deck from GfK Tech Scouting conference)Raf Keustermans
Games have become the new normal as generations who grew up playing video games are now consumers and decision-makers. Game mechanics like levels, points, and achievements are familiar to these generations. The number of gamers exploded from 250 million in 2000 to over 1 billion in 2012 due to new open platforms like Facebook and iOS. Brands are now using gamification, which applies game mechanics to non-game applications, to improve customer experiences and marketing. Common gamification elements include leaderboards, badges, virtual currency, and time-based mechanics. Gamification motivates users through goals like status, competition, achievement, and social interaction.
The gaming industry has shifted from physical discs in the early 1990s to digital distribution by 2004. This transition was driven by innovations in distribution through platforms like Steam that allowed games to be downloaded and played online. By 2009, the industry featured many business models beyond just retail game sales, including freemium games, subscriptions, virtual goods, and social/mobile games. Revenue and market valuation increased dramatically as distribution moved online and new platforms emerged.
Wildcard Consulting is organizing the Game Biz-Dev Party Seoul on August 23rd to connect game startups with publishers and investors. Approximately 33 startups will demonstrate their games to around 400 decision-makers. The event will have networking, business meetings, and a space for 5-minute pitches. Past events have attracted over 3000 total attendees. Confirmed sponsors include major game companies like Nexon, Com2us and Gamevil.
FGS 2011: Keeping Yourself Honest in Game Design (SteamBirds)mochimedia
Game developers often fail to hold a critical eye to their own work, and struggle to see why they aren't finding success. Join Andy Moore, Captain of Radial Games, as he explores all the painful ways his previous works failed, and his adventure to correct them all in the production of his multi-award-winning game, SteamBirds - and the mobile editions and sequels that followed.
The document provides an overview of the video game industry in 2007. It discusses various segments within the industry, including console, PC, online and casual games. It also covers trends like increasing the lifetime value of gamers and harnessing the internet. Recent mergers and acquisitions in the industry are highlighted. The author believes media companies should focus on the industry services sector for acquisition opportunities.
Advergaming refers to advertising through games. It began in the 1970s with simple in-game ads and has evolved with technology. There are two main types: in-game advertising, which embeds ads directly into games; and advergames, which are full games created specifically for advertising. Both can increase brand awareness and memorability but must be implemented carefully to avoid negatively impacting attitudes. The mobile/social game market is growing rapidly and offers many opportunities for innovative advergaming strategies.
Let the games begin - Insights into the Gaming IndustryBharath Rao
A knowledge scoop presentation series was presented by me within my team here at EY providing insights on the following:
- About the Gaming Industry
- Business Perspective and monetization within the Gaming Industry
- Cyber Security and Safety insights
Access the recording using the Youtube link below:
https://youtu.be/GpD3pXpNuoo
Online gaming can take many forms including massively multiplayer online games accessed through websites or downloaded games. There are several main genres including action, fighting, adventure, role-playing, simulation, strategy, shooting, racing, sports, rhythm, and puzzle games. Games are promoted through word-of-mouth, online advertisements, television commercials, and billboards. Payment options vary by platform but include purchasing codes from stores, using credit cards, mobile payments, and PayPal. While gaming has pros like high-quality experiences, it also has cons such as high up-front costs and potential for eye strain on small screens.
This document discusses monetization in the game industry through the use of virtual currency. It begins by defining virtual currency and describing different types that can be bought or earned. It then outlines how virtual currency is used by game players to purchase virtual items that aid in gameplay but are not essential for survival of game characters. The document proceeds to explain different monetization models used across game platforms from early consoles to current mobile, social, and online games. It emphasizes that the shift to free-to-play games has increased monetization opportunities and driven higher industry revenues. In conclusion, it stresses the importance of understanding payment trends and tailoring monetization approaches to different regions.
My talk on independent games given at GDC China in Shanghai, October 2009 - also includes a large section given in Australia's Digital Distribution Summit in that same month. Includes information on trends, tips, tactics for success.
The Game profile of Fantasy online developed by Lager Network Technologies , the leading Online Game developer and publisher based at Taiwan , with excellent performance and tracked record
Gambling for matchsticks (deck from Game Connection Paris 2012)Raf Keustermans
$500M is what slot machine manufacturer IGT paid for social game studio DoubleDown Interactive last year. More than EA paid for Playfish. For a company with 1 game that is not even in the top 25 of largest Facebook games. Before that, Caesar's had bought Playtika (Slotomania), also for a 9-digit buy-out fee. Why are social casino games are so hot right now? And why are gambling companies buying free-to-play game studios? What can the game industry learn from the world of gambling, and vice versa? In this session, Raf Keustermans, co-founder and CEO of social casino startup Plumbee will share insights and data from both worlds : current markets, similarities and differences, growth & margin softness in online gambling, analytics, 'whales', trends, risks and opportunities.
This presentation is part of a 4 hours workshop called "Innovation Workshop –Games and Reality". During the workshop students from the Recanati School of business in Tel Aviv University thought of games and startup related games ideas and "fought" against each other discovering if their idea has a chance to become the great big next hit.
I really liked some of the ideas, for example: a game you need to run in real life in order to "charge" your character in the game. A game you "scan" your real pet and play with it in a virtual world, including a virtual dog fight with real dogs . A real cart driving game you play wearing Google glass. The glass allows you to see virtual power ups or virtual avatars to enhance your driving experience (did someone say zombies)
For me the workshop was really fun. I hope the students had fun as well and I do hope some of these ideas will become actual games.
This document discusses social casino games and whether they constitute gambling. It summarizes that while social casino games incorporate elements of chance like real gambling, they differ in that players do not risk anything of real-world value, can only win virtual currency to continue playing, and have no means of cashing out winnings. Though the lines are blurred, social casino games are intended for entertainment rather than the pursuit of real-world prizes through monetary risk, and are regulated differently than real-money gambling apps.
This presentation was broken into two parts. The first part covers various approaches to creating games on mobile platforms with some details specific to Windows 8. The second part covers strategies for creating successful mobile games including promotion and monetization strategies. While this talk was primarily to a Windows 8 developer audience, the talk was largely cross-platform focused, and parts of the second half on mobile strategy can apply to both apps as well as games.
DWS15 - Game Summit - Chimera Entertainment - Christian KlucknerIDATE DigiWorld
Christian Kluckner discusses how the games industry has changed over the last 10 years. The mobile and free-to-play markets now dominate, requiring developers to closely analyze player behavior, platforms, and market trends to succeed. Independent studios must manage resources carefully across live games and new projects to navigate an increasingly competitive landscape filled with clones and major brands. Kluckner highlights how Chimera Entertainment adapted by focusing on the popular Angry Birds brand with their RPG game Angry Birds Epic, leveraging the IP to target both casual and core gamers in the midcore market.
The document discusses whether marketing needs to be gamified. It begins with an introduction to gaming, noting that the average young person will spend 10,000 hours playing online games by age 21. It then covers the history of video games and discusses different game genres. The document introduces the concept of gamification as using game mechanics for non-game contexts to engage users. Examples of game mechanics for gamification like points, levels, badges and leaderboards are provided. It argues that gamification can drive long-term user engagement and provides examples of gamified marketing campaigns.
The document discusses free-to-play (F2P) games and business models. Some key points include:
1) F2P games have no upfront costs, instead making money through optional in-app purchases. This lowers barriers to entry and allows more flexible monetization based on individual spending.
2) Popular F2P titles in Europe generate millions of active users and substantial revenue per month through microtransactions for items, upgrades, and other features.
3) Successful F2P game design requires understanding player retention, conversion rates, and lifetime value to ensure customer acquisition costs are recouped over time through optional spending. Proper monetization is closely tied to the in
Games Are The New Normal (deck from GfK Tech Scouting conference)Raf Keustermans
Games have become the new normal as generations who grew up playing video games are now consumers and decision-makers. Game mechanics like levels, points, and achievements are familiar to these generations. The number of gamers exploded from 250 million in 2000 to over 1 billion in 2012 due to new open platforms like Facebook and iOS. Brands are now using gamification, which applies game mechanics to non-game applications, to improve customer experiences and marketing. Common gamification elements include leaderboards, badges, virtual currency, and time-based mechanics. Gamification motivates users through goals like status, competition, achievement, and social interaction.
The gaming industry has shifted from physical discs in the early 1990s to digital distribution by 2004. This transition was driven by innovations in distribution through platforms like Steam that allowed games to be downloaded and played online. By 2009, the industry featured many business models beyond just retail game sales, including freemium games, subscriptions, virtual goods, and social/mobile games. Revenue and market valuation increased dramatically as distribution moved online and new platforms emerged.
Wildcard Consulting is organizing the Game Biz-Dev Party Seoul on August 23rd to connect game startups with publishers and investors. Approximately 33 startups will demonstrate their games to around 400 decision-makers. The event will have networking, business meetings, and a space for 5-minute pitches. Past events have attracted over 3000 total attendees. Confirmed sponsors include major game companies like Nexon, Com2us and Gamevil.
FGS 2011: Keeping Yourself Honest in Game Design (SteamBirds)mochimedia
Game developers often fail to hold a critical eye to their own work, and struggle to see why they aren't finding success. Join Andy Moore, Captain of Radial Games, as he explores all the painful ways his previous works failed, and his adventure to correct them all in the production of his multi-award-winning game, SteamBirds - and the mobile editions and sequels that followed.
The document provides an overview of the video game industry in 2007. It discusses various segments within the industry, including console, PC, online and casual games. It also covers trends like increasing the lifetime value of gamers and harnessing the internet. Recent mergers and acquisitions in the industry are highlighted. The author believes media companies should focus on the industry services sector for acquisition opportunities.
Advergaming refers to advertising through games. It began in the 1970s with simple in-game ads and has evolved with technology. There are two main types: in-game advertising, which embeds ads directly into games; and advergames, which are full games created specifically for advertising. Both can increase brand awareness and memorability but must be implemented carefully to avoid negatively impacting attitudes. The mobile/social game market is growing rapidly and offers many opportunities for innovative advergaming strategies.
Let the games begin - Insights into the Gaming IndustryBharath Rao
A knowledge scoop presentation series was presented by me within my team here at EY providing insights on the following:
- About the Gaming Industry
- Business Perspective and monetization within the Gaming Industry
- Cyber Security and Safety insights
Access the recording using the Youtube link below:
https://youtu.be/GpD3pXpNuoo
Similar to 101 $$$ - Game business models lecture - Ludicious Conference (20)
Explore the key differences between silicone sponge rubber and foam rubber in this comprehensive presentation. Learn about their unique properties, manufacturing processes, and applications across various industries. Discover how each material performs in terms of temperature resistance, chemical resistance, and cost-effectiveness. Gain insights from real-world case studies and make informed decisions for your projects.
101 $$$ - Game business models lecture - Ludicious Conference
1. $$$ 101
André Bernhardt 19.09.14
Use more twitter: @Indie_advisor - #ludiciousfest
2. What to expect today?
• Short introduction of myself (and yourself)
• View into the past
• Look at today
• Going indie
• Business models breakdown
• Outlook into the future
• Questions
3. 1997 Jan
Okt
1998
Jul
2000
Apr
2002
Jan
2004
Okt
2005
Jul
2007
Apr
2009
Jan
2011 2012/13
1/8/2004
1/1/1997
Retail business:
PC / console
Retail
14
Online/ Mobile
Games
F2P/ Digital
Who am I
15. Free-to-play a cure-all?
• Free-to-play is hard work
• No fire and forget
• Live-Team, support, etc. necessary..
• Marketing – CPA, CPI, CPL, WTF, etc.
• Many more problems..
• Many things regarding f2p are complicated
& s*ck
16.
17. Once: „The perfect world “
Pitch B2B
Sell-in
Sell-through
Publishing
B2C
29. • Retail (Assassins Creed X, CoD X,
etc.)
• Digital Distribution (Steam)
• In-Game Advertising (Fifa)
• Advertgames (Americas Army)
• “Try Before you Buy” / Trialware /
Shareware,
• Episodic Entertainment (Telltale),
• Skill-Based Progressive Jackpots
(Poker),
• Subscription Model (WoW)
• Micro-Transactions (Travian, etc.),
• Sponsored Games / Donationware
(serious games, games for good,
charity games),
• Pay per play / Pay as you go / Pay
for Time,
• Player to Player trading of Virtual
Items (Steam Trading),
• Sell Access to your Players (like
lead generation, special offers etc.),
• Freeware (get lots of users),
• Loss Leader (focus on your real
goal),
• Peripheral Enticement
(Skylanders),
• Player to Player Wagering
(GameDuell),
• User Generated Content (letting
users make endless new content),
• Pay for service (Storage, Private
server, Cloud stats: CoD Elite,
Minecraft Realms),
• Rental,
• Merchandise (Angry Birds),
• Pre-Sell the Game to the Players
(Prison Architect, Minecraft).
Overview of (actual) business models
32. „I am not looking into content but
into communities…“
„I don´t look at anything that isn´t
at least free-to-play or
unconventional at the
monetisation part.“
http://www.twitch.tv/gamesbeat/c/5133597
42. Takeaway
• Choose the ocean you want to swim in
• If you want to be a successful self-publishing
Indie developer don´t just think
about making a great game ( but thats still
a prerequesite)
• Rethink your business model
• Follow me on twitter ;)
43. Thx for your attention!
Questions?
@Indie_advisor
andre@indieadvisor.de
de.linkedin.com/in/andrebernhardt/
All Book recommendations: http://bit.ly/14zdgkb
Editor's Notes
- So thats when i really started to spend soem time with alternative business models and read some books about it where i guess you know some of them…. E.g. free from
….und dann bin ich nahc München gezogen, auch erstmal dieses Free-2-play zu machen!
Es war eine schöne Zeit, aber ein cleverer Mann hat das schon 2010 festgestellt, dass das nicht ewigo s weitergehen wird..Auszug aus seiner Keynote 2010 in Offenbach…beim BGF 2010
Thas a pictrue from the BGF 2010 – there was a lecture by Prof.. Richard bartle from the university of esse x called: , „The garden of unearthly delights“ Everybody should know him as one of the pioneers in online gaming for his work on one of the first online games called MUD in 1978
Here is a quote…. It is just a short part of the slides and i dont agree that free2play necessarily teaches players to hate f2p but one thing is right: The golden age has ended.
All of the companies i mentionend before made a lot of money and everyone grew to companies with more than hundred employess now the face a bit struggle but that is nothing unusual in the history of Videogames
We could discuss wether browsergames and f2p is/ are virtual worlds are really a technology but I guess we cannot discuss about the fact that browsergames will be a part of the future games industry….
We just have to discuss wether every publisher will manage the threads and survive?
The reasons point to yes – there are several threads that face the community at the moment – just to name a few….
1 Ppl got rid of the viral spam that happenend and ured them to invite mor epople…
4 Ppl got sick of the games itself – maybe skinner box gameplay wasnt that fuinny at all – that is what bartle meant before- it is not only happening in social games but in competitive strategy games as well
6 no progress without paying and leave as soon as they discover that – this is the thing that bartle ment – lol is a bad example in this case btw..
G1 more competitors entered the market.
8 without viral and more competition CPA skyrocektetd
7 Qulalitywise there are even more competitiors entering the market whcih leads rising devleopment costs.
G2 then there is the mobile threat – smarthphones are a disrputive technology which leads to real problems if ur games are not availablte there…even if this are old numbers
12 same goes for tablests..look at the numbers
1 skinner box gameplay and/ or the f2p gamplay and the viral mechnanisms behind it.. // some even got rid of the heavy exploitation of the monetisation – no progress without paying and leave as soon as they discover that – this is the thing that bartle ment
Lot of competitors enter the market – their is more choice for players to choose while there were few high quality products 5 years ago…AAA <3 F2P Ubisoft/ Ea/ Crytek just to mention a few
Players get rid of virale mechanisms to get more players into the game so ->
Marketing costs skyrocket ->
Mobile threads the market the platform -> Smartphone
Tablets
http://mashable.com/2011/03/23/mobile-by-the-numbers-infogrpahic/
Zweites Problem – Akquisekosten – Folie von Stryking!
Thas a pictrue from the BGF 2010 – there was a lecture by Dr. Richard bartle called: , „The garden of unearthly delights“ Everybody should know him as one of the pioneers in online gaming for his work on one of the first online games called MUD in 1978
Here is a quote…. It is just a short part of the slides and i dont agree that free2play necessarily teaches players to hate f2p but one thing is right: The golden age has ended.
All of the companies i mentionend before made a lot of money and everyone grew to companies with more than hundred employess now the face a bit struggle but that is nothing unusual in the history of Videogames
Es war eine schöne Zeit und F2P Kein Allheilmittel, ich habe das drei Jahre gemacht und viele mit Travian gelaunchte Spiele haben trotz F2P nicht funktioniert…….wie sah es parallel in der klassischen Welt aus..
So everything is difficult at the moment – so what to do now?
There is no patent remedy that i could offer..but i can give u few things you could think about it after the Browsergamesforum…. Or if you have already..congrats..u are on the right path.
First thing you have done ist to think about mobile: it is disruptive so you have to!
You must port ur titles to mobile but here it is as well: First come first serve and they are already there. Think about what makes your game great and what could work on mobile? U could also name supercell – playa games or cabam….
What you can learn from those fast movers is that u should think about the next platforms by yourself: Did you think about smart TVs already? What is your plan for HTML5? Augmented reality/ Google glasses? Did you think about what happens after the free2play business already? Did u think about crowdsourcing already? What can u learn from the success of Kickstarter?
Dont build your business to last forever – focus on change….
http://www.inmobi.com/inmobiblog/files/2012/02/Global_MediaConsumption_Info_Feb22.png
When I grew up the value chain in the industry looked like this:
So sah die Wertschöpfungskette in der Zeit aus , in der ich groß geworden
So sah die Welt eins aus im Modell. Wir haben den Entwickler, der pitcht an den Publisher. Der sucht seinen Distributor, der verteilt an die Retailer.
Chaos - alles hat sich verändert….
Plötzlich werden Konsumenten zu Prosumenten und entwickeln Spiele oder Teile von Spielen, UGC, Mods
Entwickler verkaufen unfertiges Spiele direkt an Interessenten.
Entwickler entwickeln auf eigene Kosten und suchen sich nur einen digitalen Distributor.
Distributoren gehen nicht mehr über Retail – sondern konzentrieren sich auf Direktvermarktung.
Retailer bleibt nur der Handel mit
Wozu brauchen wir jetzt noch Publisher? Das möchte ich nachher mit Euch ausarbeiten.
Ich habe zwar keine Glaskugel, aber zumindest einen Magic Eight ball und den habe ich damals befragt und nach meiner Zukunft beschieden…das ich zumindest nicht beim Publisher bleiben mag…
Discoverability – User aqkucisiotn
Thatgamescompany – the makers of joúrney
Hawken – the mech game
Wer sich damit längerfristig auseinandersetzen will, dem hilft es nicht sich die Sachen dritter anzuschauen, sondern der muss selber aktiv werden….
Ok – ich will der Zeit nicht mehr hinter her laufen und habe mich intensiv mit Geschäftsmodellen auseinander gesetzt. Ein sehr hilfreiches Buch ist jenes hier. Das ich dann als Grundlagen für unseren Workshop heranzieh.
Spotify for games
Amplitude Studios – Dungeon of the endless
Beispiel Vlambeer…
Beispiel Vlambeer…
Beispiel Vlambeer…
Stryking - Optionen
Stryking - Optionen
If you have any questions ask me….now or later via email ..i guess i will upload the slides some day!.....