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Opportunities and
Challenges for Developers in
the Mobile Game Segment
Sean Kauppinen
• Founder and CEO of IDEA
(International Digital Entertainment Agency)
• 20+ years experience in the games industry
• Sony Online, Ubisoft, 3dfx, bleem!, Frogster, PlayFast, others
• Has worked on more than 570 titles
• What I do:
• Mentor CEOs
• Strategic Advisor
• Board Member
• Business Development
• Marketing Strategy
• Angel Investor
A Word About Evolution
If you don’t constantly adapt, you’re dying!
Zynga was arrogant and too big to adapt. That’s the biggest reason
Supercell is where they are today.
Challenges
Mobile F2P is A Falling Knife for Anyone Not Already Successful
….Or A Lot of Money!
Mobile payers now pay in 1.6 games versus 2.4 games a year ago
Just like World of Warcraft, players don’t have time for as many games
This is called App Fatigue
When you wake up in the morning, you have an hour of
“Work” in your games
Players are running out of space on their mobile devices
Tablet sales are slowing and so are phone sales except for
Android devices
F2P monetization experts are hard to find because or
lockups and earn-outs
The audience is more resistant to F2P than ever
(what was the last game you paid in?)
In fact, the top 10 games on the top grossing list for mobile were all
launched more than a year ago
So the winners of this market opportunity are already set
If you can survive off of niche games, the opportunity is still there, but
the opportunity to become Rovio or Supercell is likely over
Over the past few years, traditional marketing channels have evolved to
meet the needs of CPI – goodbye FreeAppADay
As platforms look to remove the negative parts of the ecosystem
(caustic and aggressive money extraction techniques), traditional
marketing is returning
More than 45% of mobile installs are bots
More than 90% of online traffic is bots
The avenue to reach the audience has changed from Games Magazines
and top online game sites to authentic channels
Today, YouTubers, Streamers and sites like Reddit are where
community drives popular opinion
If you’re not engaging streamers and YouTubers yet, you need to get
started
Facebook mobile has become the best marketing avenue to reach a
targeted audience.
But since everyone knows that, you need to fight to get installs under
$1.50 in most cases.
And you need a minimum Lifetime Value of 30% more than your
development costs + acquisition costs just to break even because of the
platform fees
This model does not work for most studios,
yet they still attempt it and fail anyway
So studios need to focus on Engagement, Retention and getting a
higher LTV out of their players, rather than a high rate of installs
That Sounds Hard!
{Mobile is not Dying, It’s
Getting More Refined}
Platform holders are looking to install quality controls and curation
because the audience doesn’t want to have to crawl through a bunch
of crappy titles to find the gems.
And curated App stores mean consumers can find the better titles and
spend money.
Obvious Fact:
Platforms really like making money on third-party software!
There is a flight to the next big thing (VR, PC or digital console)
while developers try to ride that wave.
Those that stay, will have a larger install base and less competition to
compete with.
Anyone creating mobile games (and even Apps) in 2016, needs to
engage their audience deeply and create experiences that reach the
player on whatever device they are on, at all times (not just mobile)
Let’s Talk about How to
Engage This Audience
First – Make a Fun Game!
{Yeah, this is pretty important }
Social Sharing and Invitations
Enable K-Factor (virality) by giving players tools
where they want them…and need them
(In the game)
This is not just ability to invite others,
but also to share experiences beyond the game.
Some examples:
• A Post to Facebook about an accomplishment or experience
• A Tweet with a challenge to others
• An Instagram photo
GetSocial.im (plug-in to handle this)
Video Capture and Streaming
Attention spans are getting shorter, but when players do find
something they like, they engage more deeply!
Enable players to capture their best moments and celebritize
themselves. These players become evangelists and
marketers for your game.
You should promote their gameplay videos on your official social
and video channels.
Some video capture and streaming software to get you started:
• Everyplay
• Kamcord
• ReplayKit (iOS)
Community Forums and CRM
Talking about shared history and events is
essential to a healthy community.
In MMO games, you’re already on a PC and there are tools such as
Overwolf and Curse that bring online forums into the game, so you
can get help, ask questions, and interact with the community.
But we’re on mobile devices and we can’t expect players to stay in
the game unless there are tools for them in the App.
Some tools that help with this are:
• HelpShift (CRM and FAQs)
• Fresvii (in-game forums)
Guild Systems
Guilds are groups that play games together.
Sometimes they schedule play sessions, other times tasks are
delegated to members with the goal being either the greater good
of the group, or advancement versus other groups.
Guilds are the strongest tool outside of actual game design
and gameplay for retention.
Guilds are also a mechanism for obligation.
They require tools for organization and scheduling,
but these can be rudimentary.
Status Systems
Leaderboards, achievement systems, public walls of honor,
whatever you want to call them, they provide a few things:
A public view of status and possibly skill level
(carroting the player to play just a little more)
The ability to see relative level of achievement - must be perpetual
A mechanism to drive additional play sessions, larger objectives in
gameplay, and eventually the possibility of eSports
In-Game Reward Systems
Method for delivering rewards to players for completing tasks such
as collections, special achievements or milestones.
In some MMO games this is a time-based carrot (i.e. Fiesta Online).
If players can see how long until the next reward, they are more
likely to continue playing for just a little bit longer.
Periodic Rewards
Today most reward systems are built around players returning daily,
with the goal being a 7-day return.
Most reset on day 8 or when the player fails to play on
consecutive days.
This cadence is too slow to hook a player, so rewards need to be on
a faster schedule!
Players need to be incentivized to achieve 4-6 play session on the
first day to be truly engaged with a game.
This magnet system should continue each day at a slower cadence,
evening off at every 20 hours.
Event System
Games need an event system that is flexible and controllable on the
server side.
Events can be for specific periods
(starting and ending on specific days)
Or, triggered by specific player-driven actions:
Examples:
1,000 players reach a certain level or point total in an hour
If a certain number of players with a specific item
win a fight within a time period
Loyalty Programs
A system of rewarding players based on their loyalty to your game.
There must be a free tier to the loyalty program if the program
rewards repeat payers.
Check out Yvolver
2016 – New monetization models to match premium content
Some Examples are:
Pay for Saves
TV Model (this next game segment of time sponsored by BRAND)
Cable Model (subscribe to a game and receive daily in-app currency,
power-ups, skins, etc.)
When we look at sales and merchandising today, we can see some
elegant ways of selling the same thing to everyone
Some companies do special sales based on time in game without a
purchase, or starter packs to train the player to pay in game.
But there’s also volume-based pricing where popular items or packages
become less expensive as more people buy them.
Couponing where players can get a digital discount and apply it to a
larger purchase next time, or transfer it to a friend.
Buy one, get one free and gift codes (Android)
Targeted gifting - where a gift purchase is given to a friend (driven by
analytics and churn modeling)
Limited items, where only a certain number are available,
or the item is retired after a certain window of time
There is a lot more I would love to talk about but it would take days!
sean@ide-agency.com

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DWS15 - Game Summit - Mobile Gaming - Sean Kauppinen - IDEA

  • 1. Opportunities and Challenges for Developers in the Mobile Game Segment
  • 2. Sean Kauppinen • Founder and CEO of IDEA (International Digital Entertainment Agency) • 20+ years experience in the games industry • Sony Online, Ubisoft, 3dfx, bleem!, Frogster, PlayFast, others • Has worked on more than 570 titles • What I do: • Mentor CEOs • Strategic Advisor • Board Member • Business Development • Marketing Strategy • Angel Investor
  • 3. A Word About Evolution
  • 4. If you don’t constantly adapt, you’re dying!
  • 5. Zynga was arrogant and too big to adapt. That’s the biggest reason Supercell is where they are today.
  • 7. Mobile F2P is A Falling Knife for Anyone Not Already Successful ….Or A Lot of Money!
  • 8. Mobile payers now pay in 1.6 games versus 2.4 games a year ago
  • 9. Just like World of Warcraft, players don’t have time for as many games
  • 10. This is called App Fatigue
  • 11. When you wake up in the morning, you have an hour of “Work” in your games
  • 12. Players are running out of space on their mobile devices
  • 13. Tablet sales are slowing and so are phone sales except for Android devices
  • 14. F2P monetization experts are hard to find because or lockups and earn-outs
  • 15. The audience is more resistant to F2P than ever (what was the last game you paid in?)
  • 16. In fact, the top 10 games on the top grossing list for mobile were all launched more than a year ago
  • 17.
  • 18. So the winners of this market opportunity are already set
  • 19. If you can survive off of niche games, the opportunity is still there, but the opportunity to become Rovio or Supercell is likely over
  • 20. Over the past few years, traditional marketing channels have evolved to meet the needs of CPI – goodbye FreeAppADay
  • 21. As platforms look to remove the negative parts of the ecosystem (caustic and aggressive money extraction techniques), traditional marketing is returning
  • 22. More than 45% of mobile installs are bots More than 90% of online traffic is bots
  • 23. The avenue to reach the audience has changed from Games Magazines and top online game sites to authentic channels
  • 24. Today, YouTubers, Streamers and sites like Reddit are where community drives popular opinion
  • 25. If you’re not engaging streamers and YouTubers yet, you need to get started
  • 26. Facebook mobile has become the best marketing avenue to reach a targeted audience.
  • 27. But since everyone knows that, you need to fight to get installs under $1.50 in most cases.
  • 28. And you need a minimum Lifetime Value of 30% more than your development costs + acquisition costs just to break even because of the platform fees
  • 29. This model does not work for most studios, yet they still attempt it and fail anyway
  • 30. So studios need to focus on Engagement, Retention and getting a higher LTV out of their players, rather than a high rate of installs
  • 32. {Mobile is not Dying, It’s Getting More Refined}
  • 33. Platform holders are looking to install quality controls and curation because the audience doesn’t want to have to crawl through a bunch of crappy titles to find the gems.
  • 34. And curated App stores mean consumers can find the better titles and spend money.
  • 35. Obvious Fact: Platforms really like making money on third-party software!
  • 36. There is a flight to the next big thing (VR, PC or digital console) while developers try to ride that wave. Those that stay, will have a larger install base and less competition to compete with.
  • 37. Anyone creating mobile games (and even Apps) in 2016, needs to engage their audience deeply and create experiences that reach the player on whatever device they are on, at all times (not just mobile)
  • 38. Let’s Talk about How to Engage This Audience
  • 39. First – Make a Fun Game! {Yeah, this is pretty important }
  • 40. Social Sharing and Invitations
  • 41.
  • 42. Enable K-Factor (virality) by giving players tools where they want them…and need them (In the game)
  • 43. This is not just ability to invite others, but also to share experiences beyond the game.
  • 44. Some examples: • A Post to Facebook about an accomplishment or experience • A Tweet with a challenge to others • An Instagram photo
  • 45. GetSocial.im (plug-in to handle this)
  • 46. Video Capture and Streaming
  • 47. Attention spans are getting shorter, but when players do find something they like, they engage more deeply!
  • 48. Enable players to capture their best moments and celebritize themselves. These players become evangelists and marketers for your game. You should promote their gameplay videos on your official social and video channels.
  • 49. Some video capture and streaming software to get you started: • Everyplay • Kamcord • ReplayKit (iOS)
  • 51. Talking about shared history and events is essential to a healthy community.
  • 52. In MMO games, you’re already on a PC and there are tools such as Overwolf and Curse that bring online forums into the game, so you can get help, ask questions, and interact with the community.
  • 53. But we’re on mobile devices and we can’t expect players to stay in the game unless there are tools for them in the App.
  • 54. Some tools that help with this are: • HelpShift (CRM and FAQs) • Fresvii (in-game forums)
  • 56. Guilds are groups that play games together.
  • 57. Sometimes they schedule play sessions, other times tasks are delegated to members with the goal being either the greater good of the group, or advancement versus other groups.
  • 58. Guilds are the strongest tool outside of actual game design and gameplay for retention.
  • 59. Guilds are also a mechanism for obligation.
  • 60. They require tools for organization and scheduling, but these can be rudimentary.
  • 61.
  • 63. Leaderboards, achievement systems, public walls of honor, whatever you want to call them, they provide a few things:
  • 64. A public view of status and possibly skill level (carroting the player to play just a little more)
  • 65. The ability to see relative level of achievement - must be perpetual
  • 66. A mechanism to drive additional play sessions, larger objectives in gameplay, and eventually the possibility of eSports
  • 68. Method for delivering rewards to players for completing tasks such as collections, special achievements or milestones.
  • 69. In some MMO games this is a time-based carrot (i.e. Fiesta Online).
  • 70. If players can see how long until the next reward, they are more likely to continue playing for just a little bit longer.
  • 72.
  • 73. Today most reward systems are built around players returning daily, with the goal being a 7-day return. Most reset on day 8 or when the player fails to play on consecutive days.
  • 74. This cadence is too slow to hook a player, so rewards need to be on a faster schedule!
  • 75. Players need to be incentivized to achieve 4-6 play session on the first day to be truly engaged with a game.
  • 76. This magnet system should continue each day at a slower cadence, evening off at every 20 hours.
  • 78. Games need an event system that is flexible and controllable on the server side.
  • 79. Events can be for specific periods (starting and ending on specific days)
  • 80. Or, triggered by specific player-driven actions:
  • 81. Examples: 1,000 players reach a certain level or point total in an hour If a certain number of players with a specific item win a fight within a time period
  • 82.
  • 83.
  • 85. A system of rewarding players based on their loyalty to your game.
  • 86. There must be a free tier to the loyalty program if the program rewards repeat payers.
  • 87.
  • 89.
  • 90. 2016 – New monetization models to match premium content
  • 91. Some Examples are: Pay for Saves TV Model (this next game segment of time sponsored by BRAND) Cable Model (subscribe to a game and receive daily in-app currency, power-ups, skins, etc.)
  • 92. When we look at sales and merchandising today, we can see some elegant ways of selling the same thing to everyone
  • 93. Some companies do special sales based on time in game without a purchase, or starter packs to train the player to pay in game.
  • 94. But there’s also volume-based pricing where popular items or packages become less expensive as more people buy them.
  • 95. Couponing where players can get a digital discount and apply it to a larger purchase next time, or transfer it to a friend.
  • 96. Buy one, get one free and gift codes (Android)
  • 97. Targeted gifting - where a gift purchase is given to a friend (driven by analytics and churn modeling)
  • 98. Limited items, where only a certain number are available, or the item is retired after a certain window of time
  • 99. There is a lot more I would love to talk about but it would take days!