Tiny Teams, Big PotentialCreating Free-to-Play games for the mobile InternetSF IGDA - April 21st, 2010Matthew Roberts - ProducerJames Marr - Engineer
Founded Summer 2008“Next generation mobile”Developer and Publisher First games: mix of small, medium and large puzzle, adventure, action titles$0.99 -> $9.99Today: mix of small, medium and large puzzle, adventure and action titlesFree-to-Play
Why Mobile Games?Forget about what used to be unpleasant about mobile gamesSmall ScreensArcane technical architecturesClosed platforms, difficult carrier relationshipsLo-fi audience expectationsCostly network data plansRestrictions in general
Source: Morgan Stanley / Mary Meekerhttp://gigaom.com/2010/04/12/mary-meeker-mobile-internet-will-soon-overtake-fixed-internet/
New Mobile is not about phones, but rather Mobile Internet DevicesInnovative hardware meets unprecedented connectivityAudience is growing quicklyEstimate: 80 million total iPhone OS devices Mobile Safari: 64% of mobile browser trafficiPhone users  - 5x data usage of Blackberry users27% of apps on App Store are Games or EntertainmentViable, exciting audience for making fun, connected games!http://news.cnet.com/8301-13506_3-10362544-17.htmlhttp://148apps.biz/app-store-metrics/?mpage=catcounthttp://techcrunch.com/2010/04/20/apple-by-the-numbers-iphone-sales-more-than-double-mac-holds-up/http://www.webdevelopersnotes.com/articles/mobile-web-browser-usage-statistics.php
Behold, the rise of the Microstudio!HandCircus (Rolando + Rolando2)Stumptown Game Machine (Touch Pets Dogs)Miraphonic (Epic Pet Wars)Wonderland (Godfinger)Newtoy (We Rule)Ngmoco internal (Eliminate)
What is an ngmoco project team?Internal Teams or Partner studio teamsInternal ngmoco resources attach to external studio teams for key competenciesProduction, engineering, designShared groups across projectsQA, IT / operations, Plus+Challenge is sharing resources and timeSmall – 4 to 5 people in core team, max
The Art of the Small TeamCross functional rolesQuick iterationWork in softwareSimple pipelinesFOSSOutsourcingDirect relationship with playersNo egos, Minimal bullshit
Use the Correct ToolSchedules are too short to reinvent wheelBuild only what is necessaryFOSS, licensed technologyNeed exceptional generalists to quickly evaluate options and select best techOur engines and tools use:Cocos2D, Box2D, Quake3, Flash, Lua, Python, WebKit, PHP, etc
Game EnginesNo unified, company wide game engineEvery game engine is “one off”Shared, isolated libraries like Fonts and SoundsExternal teams…Often bring their own techWould have long spinup on unified engineWant to do things we haven’t thought of yetDisparate game types, developed in parallel, would require a large shared tech team
Star Defense vs. Rolando 2
Touch Pets vs. Eliminate
We Rule vs. Godfinger
Fun PrototypesMore focus on “Feel” than on other platformsSprint to first prototype to validate conceptIterate around the funStart over if it sucksSchedule is short, so will ship prototypePile on the hacks to make deadlineCleanup in patches to facilitate new features
Why Free, why Online?Why Free to play?Cast a wide netReduce marketing expensesCombat Piracy“Premium” priced titles difficult to sustain popularity
Average paid app prices in Top 100
Free to play essentialsRetaining an audienceNeed a durable core design with broad appealMaking money...Virtual goodsVirtual “currency” or regulating statisticTry, then buyAdvertisingUser to user referralsReduce friction for users to tell others
Building the ServersServers are as hard, if not harder, than clientEngineers evenly dividedBuilding a infrastructure to scale is hard, expensive and will break your heartLoad testing tools are essentialWell known FOOS platforms are a winApache, Nginx, Munin, RoR, PHP, XMPP, etc.The cloud is your friendAbout 4X difference between peak and valley
Hardware Ownership vs. Cloud
Hardware Ownership vs. CloudYou Paid for 4.2 Machines
Hardware Ownership vs. CloudYou Paid for 2.6 Machinesvs. 4.2 Machines if you owned it
Data Driven PlatformsSmall gameplay tweak = big usage changePrice of items, recharge timers, etc.Long latency to update application binariesEverything configurable by the serversBuild tools to manage the configuration
What we’ve learned about Free, Service-based GamesFree to play games can be GOOD gamesGood monetization design requires exceptional creative thinkingCutting edge design thought is valuable, evolving specialtyLive, free games change designer responsibilities, required skillsCan extend the life of your productAudience demands itAudience will pay with right designAudience is (often) forgiving
Thanks!Matt Robertsmatt@ngmoco.com@matthewjrobertsJames Marrjmarr@ngmoco.com

Tiny Teams, Big Potential

  • 1.
    Tiny Teams, BigPotentialCreating Free-to-Play games for the mobile InternetSF IGDA - April 21st, 2010Matthew Roberts - ProducerJames Marr - Engineer
  • 2.
    Founded Summer 2008“Nextgeneration mobile”Developer and Publisher First games: mix of small, medium and large puzzle, adventure, action titles$0.99 -> $9.99Today: mix of small, medium and large puzzle, adventure and action titlesFree-to-Play
  • 3.
    Why Mobile Games?Forgetabout what used to be unpleasant about mobile gamesSmall ScreensArcane technical architecturesClosed platforms, difficult carrier relationshipsLo-fi audience expectationsCostly network data plansRestrictions in general
  • 4.
    Source: Morgan Stanley/ Mary Meekerhttp://gigaom.com/2010/04/12/mary-meeker-mobile-internet-will-soon-overtake-fixed-internet/
  • 5.
    New Mobile isnot about phones, but rather Mobile Internet DevicesInnovative hardware meets unprecedented connectivityAudience is growing quicklyEstimate: 80 million total iPhone OS devices Mobile Safari: 64% of mobile browser trafficiPhone users - 5x data usage of Blackberry users27% of apps on App Store are Games or EntertainmentViable, exciting audience for making fun, connected games!http://news.cnet.com/8301-13506_3-10362544-17.htmlhttp://148apps.biz/app-store-metrics/?mpage=catcounthttp://techcrunch.com/2010/04/20/apple-by-the-numbers-iphone-sales-more-than-double-mac-holds-up/http://www.webdevelopersnotes.com/articles/mobile-web-browser-usage-statistics.php
  • 6.
    Behold, the riseof the Microstudio!HandCircus (Rolando + Rolando2)Stumptown Game Machine (Touch Pets Dogs)Miraphonic (Epic Pet Wars)Wonderland (Godfinger)Newtoy (We Rule)Ngmoco internal (Eliminate)
  • 7.
    What is anngmoco project team?Internal Teams or Partner studio teamsInternal ngmoco resources attach to external studio teams for key competenciesProduction, engineering, designShared groups across projectsQA, IT / operations, Plus+Challenge is sharing resources and timeSmall – 4 to 5 people in core team, max
  • 8.
    The Art ofthe Small TeamCross functional rolesQuick iterationWork in softwareSimple pipelinesFOSSOutsourcingDirect relationship with playersNo egos, Minimal bullshit
  • 9.
    Use the CorrectToolSchedules are too short to reinvent wheelBuild only what is necessaryFOSS, licensed technologyNeed exceptional generalists to quickly evaluate options and select best techOur engines and tools use:Cocos2D, Box2D, Quake3, Flash, Lua, Python, WebKit, PHP, etc
  • 10.
    Game EnginesNo unified,company wide game engineEvery game engine is “one off”Shared, isolated libraries like Fonts and SoundsExternal teams…Often bring their own techWould have long spinup on unified engineWant to do things we haven’t thought of yetDisparate game types, developed in parallel, would require a large shared tech team
  • 11.
  • 12.
  • 13.
    We Rule vs.Godfinger
  • 14.
    Fun PrototypesMore focuson “Feel” than on other platformsSprint to first prototype to validate conceptIterate around the funStart over if it sucksSchedule is short, so will ship prototypePile on the hacks to make deadlineCleanup in patches to facilitate new features
  • 15.
    Why Free, whyOnline?Why Free to play?Cast a wide netReduce marketing expensesCombat Piracy“Premium” priced titles difficult to sustain popularity
  • 16.
    Average paid appprices in Top 100
  • 17.
    Free to playessentialsRetaining an audienceNeed a durable core design with broad appealMaking money...Virtual goodsVirtual “currency” or regulating statisticTry, then buyAdvertisingUser to user referralsReduce friction for users to tell others
  • 18.
    Building the ServersServersare as hard, if not harder, than clientEngineers evenly dividedBuilding a infrastructure to scale is hard, expensive and will break your heartLoad testing tools are essentialWell known FOOS platforms are a winApache, Nginx, Munin, RoR, PHP, XMPP, etc.The cloud is your friendAbout 4X difference between peak and valley
  • 19.
  • 20.
    Hardware Ownership vs.CloudYou Paid for 4.2 Machines
  • 21.
    Hardware Ownership vs.CloudYou Paid for 2.6 Machinesvs. 4.2 Machines if you owned it
  • 22.
    Data Driven PlatformsSmallgameplay tweak = big usage changePrice of items, recharge timers, etc.Long latency to update application binariesEverything configurable by the serversBuild tools to manage the configuration
  • 23.
    What we’ve learnedabout Free, Service-based GamesFree to play games can be GOOD gamesGood monetization design requires exceptional creative thinkingCutting edge design thought is valuable, evolving specialtyLive, free games change designer responsibilities, required skillsCan extend the life of your productAudience demands itAudience will pay with right designAudience is (often) forgiving
  • 24.

Editor's Notes