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Farman Ayaz Khattak and Ehtesham Matloob are government officials in CTW Counter terrorism wing Islamabad, in Federal Investigation Agency FIA Headquarters. CTW and FIA kidnapped crypto currency owner from Islamabad and snatched 200 Bitcoins those worth of 4 billion rupees in Pakistan currency. There is not Cryptocurrency Regulations in Pakistan & CTW is official dacoit and stealing digital assets from the innocent crypto holders and making fake cases of terrorism to keep them silent.
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1. Whales, True Fans and the Ethics of
Free-to-Play
Nicholas Lovell
GAMESbrief
Develop Liverpool
November 24th 2011
2. Nicholas Lovell, GAMESbrief
• Author, How to Publish a Game
• Director, GAMESbrief
• Clients include Atari, Channel
4, Channelflip, Firefly, IPC, nDream
s, Rebellion and Square Enix
• @nicholaslovell / @gamesbrief
4. Show offer: Get 80% off
• Go to www.gamesbrief.com/store
• Enter code DEVELOP
• Get How to Publish a GAME for
80% off:
• Digital: £99 £19.80
• Physical: £149 £29.90
• Both: £149 £29.90
15. Free has been hugely successful
• Zynga:
• filed its S-1
• $600m + in revenues
• Valuation expected >$10bn
• Tiny Tower:
• 2 men, four months
• Currently #12 in the top grossing chart
• Conservative estimate: $3m revenue
in first 12 months
• (PS: # 1, 3, 4, 5, 6 are free too)
• Bigpoint
• €200 million in revenue
• €650 million valuation
16. Free is a marketing technique
• Free means you have a lower barrier to entry
• Free means more people try your game
• Free gives you players; players are potential customers
• It’s all about the conversion from free users to revenue
generating users
• If you are not free, you are competing with free
• Advertising-funded
• Pirated
• Free from someone else
18. The price/demand curve
• In an era of physical
PRICE
distribution, you need to set a
single price
• For games, around $40
“It’s great
value, I’d have
paid much more”
“That’s too
expensive for me”
Demand
19. Now we let users set the price
• Hypothesis: Allow users to choose how
PRICE
much they spend on your product, and
your revenues will go up
DDO revenues up 500%
LOTRO and Everquest II showed a
similar story
$3
$5 $5
$1 $5 $3
$10 MMO
$3 $3 $3
$1 $5 subscription
Demand
21. Allowing users to choose how little to pay
is not the secret
• We all knew that 95% of users played for
PRICE free
• We now know that 80-90% of revenues
come from 0.5% of users
Spending $50 - $10,000 or more
Demand
Paying: 5% Free: 95%
80-90% of revenue from 0.5% of users
22. Making it pay
• The 10th Drone from
DarkOrbit
• Sells for €1,000
• 2,000 sold
• That’s €2 million in
revenue
• In 4 days!
23. The Nine Inch Nails Example
Ghosts I – IV Ultra Deluxe Edition: $300
PRICE
Ghosts I – IV Deluxe Edition: $75
Ghosts I – IV physical: $10
Ghosts I – IV digital: $5
Ghosts I: $0
Demand
24. The rule of 0-1-100
• Make it enjoyable for people to play for free for ever
• Make it easy for people to spend $1
• Make it possible for people to spend $100 per month
29. F2P = evil (or not)
• The business model is designed to take money from you
• So is the coin-op, or the MMO, or the DLC
• Games are a business – we should always remember that
• Some people spend lots of money on it
• You get lots of content for free
• Instead of paying for access, you pay for the experience that you
VALUE
• They’re not real games
• Grow up.
• Oh, and the games will grow up too
• They don’t have enough skill / fairness / challenge
• Well don’t play them then
• Just because you don’t like them, doesn’t mean they are evil
30. Some valid concerns
• How much money is it ethical to take from a single
player, in a single month?
• Are microtransactions appropriate for children?
• Are there certain games that aren’t suited to free-to-play
• I say no
• There may be some players who aren’t suited to microtransactions
• Free-to-play games that are just operant conditioning
chambers (“Skinner boxes”) are likely to stop working
32. Whales versus true fans
• True fans spend money because of what you do
• Whales spend money because of who they are
• This is not a perfect distinction
• Make high-value content and consumables THAT YOU
BELIEVE IN
• Hold your head up high
34. Conclusion
• Free-to-play doesn’t have to be exploitative
• Sell things that players value – these don’t have to be
expensive to make
• Be generous
• Seek out true fans, not whales
• Make games you can be proud of