9. Subscription games
Dungeon and Dragons Online juin-09 World of Warcraft
Lord of the Rings Online sept-10 Star Wars : Old Republic
Champions Online janv-11
EVE Online
Age of Conan juil-11
Aerrevan août-11 Rift
City of Heroes sept-11 Final Fantasy XI
Fallen Earth oct-11 Final Fantasy XIV
Lineage 2 nov-11 Dark Age of Camelot
DC Universe Online nov-11 Mortal Online
Everquest 2 déc-11
Darkfall
Star Trek Online janv-12
Gods & Heroes janv-12 Perpetuum
Aion févr-12 WAR
Everquest mars-12 TERA
Earthrise TBA
12. State of microtrans
• Granularity, no ceiling, flexibility for the design
• Millions of sizes fits everybody > 1 size fits
“all”
• Very different philosophies and revenue
models
13. Variety of micropayments models
Zynga
Pay rate 5.3%
ARPPU $31
ARPU $1.64
Nexon
Pay rate 9.9%
ARPPU $16.5
ARPU $1.63
Aeria Games
ARPPU $90
Est ARPU $15-20
30. Mobile/tablet
• F2P = 65% + revenue iOS&
Android
• Payment infrastructure took
a while, not there yet on
Android
• Subscription :
– Order & Chaos
– Big Fish Games, Onlive iOS?
• Advertising : minoritary,
loss of offerwall revenue
31. Facebook
• Mostly micropayments
• Subscriptions:
– Order & Chaos closed
– Playdom games
– Kabam working on hybrid
model
• Advertising
– Mostly very low monetization
games
– Product placement
33. Impact on development process
• Analytics feedback loop
• More frequent updates
• Evolutionary design
• Consumers are shaping the game
• Vocal minority less important : Battlefield Heroes
34. Other models
• Paid to play (Poker)
– Acquisition tool , can it become a business model?
– Mechanical Turk game? (protein fold)
– Twitch.tv, Youtube
• Cut on player transactions
– Diablo 3
– IMVU, Second Life, Everquest did it before
• More uncertain models
– Non-profit microfinance game
– Processing power
35. Conclusion
• Future = many hybrid business models
aggregated
• Question = which are core, which are
ancillary?
• Direct in-game monetization always first step