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Guilds, Councils and Community: Monetizing
     Cooperation in Free-to-Play Games




              Rob Winkler, CEO
              5th Planet Games
                   7/12/12
Who am I?
    Rob Winkler aka Felendis

    Co-Founder (2009), CEO
    –   Lead Game Design on All Products
    –   Provide Company Direction
    –   Give Moderately Entertaining Presentations


    Gaming Fanatic
    –   EQ, WoW, D3, Madden Social (I’m a
        whale!), Halo, etc.


    Husband and Father of 4 Little Gamers
5 th      Planet Games
            Founded in 2009
            Launched first game, Dawn of the
            Dragons, in 2010

            2010 = 5 people, 300k in revenue
            2011 = 15 people, 3m in revenue
            2012 = 30 people, 10M in revenue

            Where we are at now:
            4 games live in 5 different platforms, mobile and
            international by the end of 2012



Confidential. Do not distribute.
Community
    •   There was no formula for us
    •   We made games we would want to play
    •   Treat our community how we want to be
        treated
    •   Interact with the community on a daily
        basis.
    •   Run contests, giveaways, etc.
    •   Ask for feedback and implement the
        results
Councils
•   Our players are the most important factor in our success.
•   The most intense way we engage is with Councils.
•   Councils are different for each game and are held every 9-12 months.
•   Council members are asked for direct, no BS feedback on upcoming features
    and changes.
•   Council members come with their own priority lists.
•   Two half/travel days, two days of intense work.
•   Council has daily contact with the dev team via Skype.
•   Bottom line: They understand the game better than
    anyone, even us.
Guilds
 •   Guilds represent the highest level of
     engagement
 •   Players in Guilds play more often
     and for longer sessions.
 •   Guilds systems range from 25 to 250
     players, depending on the game.
 •   Designed to focus on reengagement
Monetization
•   A bit about our games’ monetization rates… they’re pretty good.
•   From Independent Audit by Kongregate (as shown at GDC San Francisco):




•   In this example from Clash of the Dragons:
•   40% of our revenue comes from 2% of players who spend >$1,000
•   90% of our revenue from players spending $100+
•   Top whale has spent $6.7k
Community Monetization
•   We have over 1M forum posts
•   Dedicated forum moderators and
    community managers for each game
•   EVERY post gets read and actioned if
    warranted
•   25% of our payroll is associated with
    community interaction



                                            •   How does all this relate to monetization???
                                            •   41 of our top 50 whales (players that have
                                                spent over $500) have at least 5 posts on
                                                our forums.
                                            •   50+% of forum posters with more than 20
                                                posts have monetized.
Council Monetization
•   Simple monetization example in Clash of the Dragons: Drafts
•   Prior to our first “Clash Council”, drafts were won by winning one
    battle vs. your opponent.
•   Draft monetization stats:
      – 19% of game revenue from drafts
      – Draft discounts were the 4th best sale we ran
      – We were geniuses for having set these rules
•   After the Clash Council unanimously told us we weren’t
    geniuses, we changed the format to the best two out of three.
      – 35% of game revenue from drafts
      – Draft discounts are the top sale now (people “camp out” for
          these)
      – We are geniuses for listening to our players
Guild Monetization
•   Data for Dawn of the Dragons
•   30% of the MAUs are in Guilds
•   85% of the DAUs are in Guilds
•   Players in Guilds are 8.5x more likely to monetize
•   APRU in a Guild is 53x higher than non-Guild
TL;DR Version
•   Building a strong community is good for the players,
    the game, and company.
•   Direct, intense, focused player feedback is extremely
    valuable.
•   The better your Guild system, the better your
    important metrics will be.
•   We are not a product industry, we are a service.
•   Deeply engaged users are much more likely to spend
    and at vastly higher rates.
Questions?

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5thPlanetGames GDC Online Preso

  • 1. Guilds, Councils and Community: Monetizing Cooperation in Free-to-Play Games Rob Winkler, CEO 5th Planet Games 7/12/12
  • 2. Who am I? Rob Winkler aka Felendis Co-Founder (2009), CEO – Lead Game Design on All Products – Provide Company Direction – Give Moderately Entertaining Presentations Gaming Fanatic – EQ, WoW, D3, Madden Social (I’m a whale!), Halo, etc. Husband and Father of 4 Little Gamers
  • 3. 5 th Planet Games Founded in 2009 Launched first game, Dawn of the Dragons, in 2010 2010 = 5 people, 300k in revenue 2011 = 15 people, 3m in revenue 2012 = 30 people, 10M in revenue Where we are at now: 4 games live in 5 different platforms, mobile and international by the end of 2012 Confidential. Do not distribute.
  • 4. Community • There was no formula for us • We made games we would want to play • Treat our community how we want to be treated • Interact with the community on a daily basis. • Run contests, giveaways, etc. • Ask for feedback and implement the results
  • 5. Councils • Our players are the most important factor in our success. • The most intense way we engage is with Councils. • Councils are different for each game and are held every 9-12 months. • Council members are asked for direct, no BS feedback on upcoming features and changes. • Council members come with their own priority lists. • Two half/travel days, two days of intense work. • Council has daily contact with the dev team via Skype. • Bottom line: They understand the game better than anyone, even us.
  • 6. Guilds • Guilds represent the highest level of engagement • Players in Guilds play more often and for longer sessions. • Guilds systems range from 25 to 250 players, depending on the game. • Designed to focus on reengagement
  • 7. Monetization • A bit about our games’ monetization rates… they’re pretty good. • From Independent Audit by Kongregate (as shown at GDC San Francisco): • In this example from Clash of the Dragons: • 40% of our revenue comes from 2% of players who spend >$1,000 • 90% of our revenue from players spending $100+ • Top whale has spent $6.7k
  • 8. Community Monetization • We have over 1M forum posts • Dedicated forum moderators and community managers for each game • EVERY post gets read and actioned if warranted • 25% of our payroll is associated with community interaction • How does all this relate to monetization??? • 41 of our top 50 whales (players that have spent over $500) have at least 5 posts on our forums. • 50+% of forum posters with more than 20 posts have monetized.
  • 9. Council Monetization • Simple monetization example in Clash of the Dragons: Drafts • Prior to our first “Clash Council”, drafts were won by winning one battle vs. your opponent. • Draft monetization stats: – 19% of game revenue from drafts – Draft discounts were the 4th best sale we ran – We were geniuses for having set these rules • After the Clash Council unanimously told us we weren’t geniuses, we changed the format to the best two out of three. – 35% of game revenue from drafts – Draft discounts are the top sale now (people “camp out” for these) – We are geniuses for listening to our players
  • 10. Guild Monetization • Data for Dawn of the Dragons • 30% of the MAUs are in Guilds • 85% of the DAUs are in Guilds • Players in Guilds are 8.5x more likely to monetize • APRU in a Guild is 53x higher than non-Guild
  • 11. TL;DR Version • Building a strong community is good for the players, the game, and company. • Direct, intense, focused player feedback is extremely valuable. • The better your Guild system, the better your important metrics will be. • We are not a product industry, we are a service. • Deeply engaged users are much more likely to spend and at vastly higher rates.