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Breaking old rulesa social games company codex - Bitspiration, Cracow 2012
1. Breaking old rules
a social games company codex
Bitspiration - Kraków 2012
Ziemowit Poniewierski (COO at Can’t Stop Games)
2. CAN’T STOP GAMES
| Leading social games developer in Poland
| 40+ employees
| Operates since 2008
| Social and mobile games
| 3 released products
| 3 projects in production
All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
3. Ziemowit Poniewierski
| COO at Can’t Stop Games
| 13 years of experience in
game industry
| Projects on various platforms
(PC, Xbox, Xbox 360, browser,
mobile)
All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
4. BREAKING OLD RULES
A SOCIAL GAMES COMPANY CODEX
All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
5. IS THERE A DIFFERENCE BETWEEN SOCIAL
AND CONSOLE GAMES DEVELOPMENT
COMPANIES?
IF SO – WHAT DOES IT TAKE TO BE
SUCCESSFUL SOCIAL GAMES COMPANY?
6. SOCIAL GAMES MARKET
| Facebook – 300 ml users play every month
| 68% of them play daily
| U.S. social gamers are 55% female
| 2% - 5% users pay
| 5$ - 10$ ARPPU
| 1,5 – 3 bn $ gross revenue on Facebook
All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
7. SOCIAL GAMES MARKET
| Playfish acquired by EA – 300 mln USD
| Playdom acquired by Disney – 760 mln USD
| PopCap Games acquired by EA – 1,3 bn USD
All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
8. Social Games Company
MYTHS
Source: http://www.redbubble.com/people/patmonty/works/1020937-dense-fog
9. MYTHS
| Production is cheap
| Technology is not important
| Anybody can do it (Social games are not games)
| Mindless cloning is sufficient
| Marketing is free – viral
Source: http://www.redbubble.com/people/patmonty/works/1020937-dense-fog
10. MYTHS
| Production is cheap
| Technology is not important
| Anybody can do it (Social games are not games)
| Mindless cloning is sufficient
| Marketing is free – viral
Source: http://www.redbubble.com/people/patmonty/works/1020937-dense-fog
11. YOU AIM FOR THE LEADING POSITION?
YOUR SOCIAL GAMES DEVELOPMENT
COMPANY DEMANDS THE SAME
RESOURCES LIKE ANY OTHER PROFESSIONAL
GAMES DEVELOPMENT STUDIO
12. SIMILARITIES
| Quality of talent
| Creative skills
| Management skills
| Technology skills
| Team size
| Money
All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
13. DIFFERENCES
| Approach to product
| Approach to client
All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
15. OLD RULES
| Business model – one time purchase
| Long time of development
| Big risk
| Demand for hi-tech products
| Hardcore gamers
| Hype is a part of the product
All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
16. OLD RULES COMPANY
I CREATE AND YOU ADMIRE IT
OR NOT
Source: http://ctdiamondguide.com/style-trends/what-looks-great-with-red-carpet-platinum-jewelry
17. NEW RULES
| Business model – freemium
| Strong competition
| User is a non-gamer
| Service is more important than product
| Numerous platforms and portals
| Rapid expansion of mobiles
All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
18. NEW RULES COMPANY
I CREATE, THEN OBSERVE WHAT YOU
DO, THEN ADJUST FOR BETTER
PERFORMANCE
Source: http://www.bobgolds.com/TerryMontlick/CheyenneMountain/CheyenneMountain.htm
20. FREEMIUM BUSINESS MODEL
| Friction kills retention
| Friction leads to monetization
| Certain gameplays simply don’t monetize
All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
22. STRONG COMPETITION
| Thousands games equally accessible
| High production values
| Cloning is an industry standard
All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
24. NEW AUDIENCE
| User is a non-gamer
| Old design tricks don’t work
| Or they work against you
| Routine vs Excitement – Routine wins
All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
25. SERVICE OVER PRODUCT
| Stability is more important than creativity
| 80% of expenses after release
| Users demand quality and updates
| Users demand attention; constantly
| Communities – it pays
All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
28. BEHAVIOR OVER DECLARATION
| Forums and polls – biased data (very)
| Users cannot verbalize their problems
| Behavior is everything you should care
All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
32. MOBILE GROWS RAPIDLY
| Market worth in 2011 - $8 bn
| Expectations for 2014 - $11.4 bn
| 50% revenues (iOS) from in-app purchases
[Source: DigitalBuzz, Mobile Games Statistics 2011]
All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
33. MOBILE GROWS RAPIDLY
[Source: Flurry Analytics, May 2011]
All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
34. MOBILE GROWS RAPIDLY
| Simultaneous multi-platform development
| Smart resource management (assets, talent)
| Tools: Stage 3D, Unity, HTML5
All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
35. FUTURE
| Platform independent, synchronous games
| Openess for global niche games
| Expertise in advanced technologies (3D)
All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
36. SOCIAL AND MOBILE GAMING IS THE
FASTEST GROWING BRANCH OF GAME
INDUSTRY
RUNNING A COMPANY THAT OPERATES ON
THIS MARKET REQUIRE NOT ONLY FULL
PROFESIONALIZM TODAY, BUT MORE
IMPORTANTLY - READINESS TO GROW,
CHANGE AND ADAPT FAST
37. Thank you for your attention
ziemowit.poniewierski@cantstopgames.com
All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.