East Meets West
  Lessons from Japan
  Harry Holmwood
  CEO, Marvelous AQL Europe

Marvelous AQL Europe
Union House, Eridge Road, Tunbridge Wells, UK • phone: +44 (0) 1892 513407• fax: +44 (0) 1892 800050
info@maqleurope.com • www.maqleurope.com
2
East Meets West
 •   Who we are
 •   Why Japan is different from the west
 •   Why Japan is the same as the west
 •   Why we should care
 •   What we can do
3
4




“Little King's Story is a game of stunning breadth,
imagination and slickly implemented design, and filled with
an envious degree of heart and soul. 10/10. ” D-PAD
                                                              87
                                            metacritic        out of 100
5




“No More Heroes is a love letter to
                                                          83
videogames that never grows old, tired, or
dull. 93%. ” Nintendo Gamer                  metacritic   out of 100
6
7
8
9
Mobile Social Networks

 • Play games against people who want to play
   them
 • Not spamming your real-world friends
10
11
Different Game Genres
 • Dating Simulations
 • Idol Raising Games
 • Card Battlers
12
The Differences
 • Less history of PC/mouse
   • Phones primary way to access content
 • More powerful phones in early 2000s
   • Gaming on phones more advanced, earlier
   • Payment by phone culturally normal
 • Game-focused social networks
   • Play against strangers
 • Strong service culture
 • Different game genres
13
14
15
16
17
18
19
20
Some KPIs (approx)
 • Mature PC browser games in Japan
   • Over 2 years old
 • In excess of $200 ARPPU (per month)
 • Retention rates 70%+
21
Mobile Versions
 • Retention rates much lower (40-50%)
 • ARPPUs still strong ($150+)
22
23
Mechanics
•   Time gating
•   Collection
•   Upgrading /merging
•   Rarity
•   All seen in western games too
•   Flexibility in payment types
24
Mechanics Not Presentation
25
Gacha
26
KompuGacha
27
Improving GachaMonetization
 • Kompu Gacha delivered the best monetization
 • But it’s not allowed in Japan any more
   • Be careful, let’s avoid a backlash
 • Temporarily increase probability of rare items
   • Can deliver a 10* ARPPU increase/day
28




Team Battles
15% of users want to
spend money to help
them contribute to a
team or community
29
Retention
 • 7-day retention is early sign of
   success
   • (percentage of users logging in
     daily for 7 days)
 • Biggest titles have achieved 40%
   7-day-retention
 • Going on to generate 1bn Yen +
   ($12m+) revenue
30
Make it Fun
 • Retention is the most important KPI
 • But it’s also the hardest to fix
 • 150 new games each day
 • What did you do today to bring
   users back?
 • Were you the most interesting thing they saw
   on their phone?
31
Improving Retention
 •   Login bonus
 •   Achievements and rewards
 •   Team battles
 •   Regular events
 •   Give away rare item as tutorial is finished
 •   These will help, but won’t dramatically
     improve retention if people aren’t having fun
32
Think Long Term
• Some games take 8-10 months to
  get to peak performance
• Social games really are a service –
  your team will be on them forever
• Be patient
• Acquire users only when you’re
  ready
• Budget for all of this
• Or partner with someone
33



• The future is exciting but…
  • 2013 will be the hardest year the industry has
    ever had
  • User Acquisition model is broken, but you still
    have to do it
  • Development costs are rocketing
  • You need deep pockets to buy the time to
    succeed
• Long term partnerships are essential
34




Ask me now or…
harry@maqleurope.com
@hholmwood

Social Gaming & Gambling Summit - London Harry Holmwood

  • 1.
    East Meets West Lessons from Japan Harry Holmwood CEO, Marvelous AQL Europe Marvelous AQL Europe Union House, Eridge Road, Tunbridge Wells, UK • phone: +44 (0) 1892 513407• fax: +44 (0) 1892 800050 info@maqleurope.com • www.maqleurope.com
  • 2.
    2 East Meets West • Who we are • Why Japan is different from the west • Why Japan is the same as the west • Why we should care • What we can do
  • 3.
  • 4.
    4 “Little King's Storyis a game of stunning breadth, imagination and slickly implemented design, and filled with an envious degree of heart and soul. 10/10. ” D-PAD 87 metacritic out of 100
  • 5.
    5 “No More Heroesis a love letter to 83 videogames that never grows old, tired, or dull. 93%. ” Nintendo Gamer metacritic out of 100
  • 6.
  • 7.
  • 8.
  • 9.
    9 Mobile Social Networks • Play games against people who want to play them • Not spamming your real-world friends
  • 10.
  • 11.
    11 Different Game Genres • Dating Simulations • Idol Raising Games • Card Battlers
  • 12.
    12 The Differences •Less history of PC/mouse • Phones primary way to access content • More powerful phones in early 2000s • Gaming on phones more advanced, earlier • Payment by phone culturally normal • Game-focused social networks • Play against strangers • Strong service culture • Different game genres
  • 13.
  • 14.
  • 15.
  • 16.
  • 17.
  • 18.
  • 19.
  • 20.
    20 Some KPIs (approx) • Mature PC browser games in Japan • Over 2 years old • In excess of $200 ARPPU (per month) • Retention rates 70%+
  • 21.
    21 Mobile Versions •Retention rates much lower (40-50%) • ARPPUs still strong ($150+)
  • 22.
  • 23.
    23 Mechanics • Time gating • Collection • Upgrading /merging • Rarity • All seen in western games too • Flexibility in payment types
  • 24.
  • 25.
  • 26.
  • 27.
    27 Improving GachaMonetization •Kompu Gacha delivered the best monetization • But it’s not allowed in Japan any more • Be careful, let’s avoid a backlash • Temporarily increase probability of rare items • Can deliver a 10* ARPPU increase/day
  • 28.
    28 Team Battles 15% ofusers want to spend money to help them contribute to a team or community
  • 29.
    29 Retention • 7-dayretention is early sign of success • (percentage of users logging in daily for 7 days) • Biggest titles have achieved 40% 7-day-retention • Going on to generate 1bn Yen + ($12m+) revenue
  • 30.
    30 Make it Fun • Retention is the most important KPI • But it’s also the hardest to fix • 150 new games each day • What did you do today to bring users back? • Were you the most interesting thing they saw on their phone?
  • 31.
    31 Improving Retention • Login bonus • Achievements and rewards • Team battles • Regular events • Give away rare item as tutorial is finished • These will help, but won’t dramatically improve retention if people aren’t having fun
  • 32.
    32 Think Long Term •Some games take 8-10 months to get to peak performance • Social games really are a service – your team will be on them forever • Be patient • Acquire users only when you’re ready • Budget for all of this • Or partner with someone
  • 33.
    33 • The futureis exciting but… • 2013 will be the hardest year the industry has ever had • User Acquisition model is broken, but you still have to do it • Development costs are rocketing • You need deep pockets to buy the time to succeed • Long term partnerships are essential
  • 34.
    34 Ask me nowor… harry@maqleurope.com @hholmwood

Editor's Notes

  • #12 Some genres we are not used to seeing here, although we’re seeing successful examples with some of these.
  • #13 So, these are the differences. But actually we are converging to the same point – smartphones are replacing featurephones, we’re all ending up with Apple and Android devices. Japanese developers are using Unity to make their games, just like we are.The cultural differences? Well…
  • #16 Pachinko – first time I went to JP in 1996 it just made no sense. Noise, repetition, no skill.But – realise there was a gambling element, and it’s not so different from the rows of people I see sat in Vegas casinos feeding the slots.AND…