SlideShare a Scribd company logo
Breaking old rules
a social games company codex
    Bitspiration - Kraków 2012


Ziemowit Poniewierski (COO at Can’t Stop Games)
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.
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.
BREAKING OLD RULES
A SOCIAL GAMES COMPANY CODEX




        All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
IS THERE A DIFFERENCE BETWEEN SOCIAL
  AND CONSOLE GAMES DEVELOPMENT
              COMPANIES?

  IF SO – WHAT DOES IT TAKE TO BE
SUCCESSFUL SOCIAL GAMES COMPANY?
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.
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.
Social Games Company

      MYTHS
       Source: http://www.redbubble.com/people/patmonty/works/1020937-dense-fog
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
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
YOU AIM FOR THE LEADING POSITION?

   YOUR SOCIAL GAMES DEVELOPMENT
     COMPANY DEMANDS THE SAME
RESOURCES LIKE ANY OTHER PROFESSIONAL
     GAMES DEVELOPMENT STUDIO
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.
DIFFERENCES

  | Approach to product
  | Approach to client




              All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
EVERY SUCCESSFUL DEVELOPMENT
COMPANY ANSWERS THE DEMANDS OF THE
 MARKET IT OPERATES ON AND FOLLOWS
        THE RULES IT IMPOSES
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.
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
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.
NEW RULES COMPANY




I CREATE, THEN OBSERVE WHAT YOU
   DO, THEN ADJUST FOR BETTER
           PERFORMANCE
       Source: http://www.bobgolds.com/TerryMontlick/CheyenneMountain/CheyenneMountain.htm
HOW NEW RULES DEFINE
THE SOCIAL GAMES COMPANY?
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.
Source: http://www.film.queensu.ca/cj3b/factory/FactoryDesign.html
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.
All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
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.
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.
All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
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.
All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
MANY PLATFORMS




          All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
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.
MOBILE GROWS RAPIDLY




                        [Source: Flurry Analytics, May 2011]

           All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
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.
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.
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
Thank you for your attention
ziemowit.poniewierski@cantstopgames.com



          All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.

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Breaking old rules a 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.
  • 14. EVERY SUCCESSFUL DEVELOPMENT COMPANY ANSWERS THE DEMANDS OF THE MARKET IT OPERATES ON AND FOLLOWS THE RULES IT IMPOSES
  • 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
  • 19. HOW NEW RULES DEFINE THE SOCIAL GAMES COMPANY?
  • 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.
  • 23. 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.
  • 26. All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
  • 27. 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.
  • 29. All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
  • 30. MANY PLATFORMS All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
  • 31. 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.