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Stats, Best Practices and
Common Mistakes for F2P Games
David P. Chiu
Vice President
Who Am I?
• 5+ years at Intel in Gaming Developer Relations & Business Development,
Gaming Consumer Marketing and Campaign Strategy
• Former Senior Director of Business Development and Developer Relations at
Kongregate heading BD worldwide for Kong web and mobile
• Worked with hundreds of developers on F2P games
• Currently Vice President of R2 Games USA
Reality Squared Games
• R2Games is a leading international publisher of free-to-play
browser and mobile games for core gamers
• 300+ employees with offices in Hong Kong, Shanghai,
Shenzhen, Seoul and the San Francisco Bay Area
• CEO Jared Psigoda named Forbes China 30 Under 30
CEO Jared Psigoda
Forbes China 30 under 30
Reality Squared Games
• R2Games is a leading international publisher of free-to-play browser and
mobile games for core gamers
• R2Games.com is a leading platform for F2P games serving 42M+ users in
9 different languages worldwide
• Browser games include Wartune, League of Angels, Dragon Pals (top
monetizing games on Kongregate.com, Kabam.com, etc.
• Mobile games include EZ PZ RPG, Clicker Heroes, Bigfoot Hunter and
Shards of Magic
R2 Games Portfolio
The Mobile Landscape
• F2P is the dominant business model
- iOS Top 50 Grossing Charts has 1 paid game (Minecraft)
- iOS Top 100 Grossing Charts has 2 paid games
Mobile F2P vs Paid
• Threes was an original puzzle game priced at $1.99
• 2048 was a copy of a clone of a clone of Threes and was free
• Threes found moderate success while 2048 became a worldwide
phenomenon
Creator of Threes:
Mobile F2P vs Paid
• Difficult for paid games to compete with free games
• And F2P is complex
• Takes time and live servicing a F2P game to really learn
• Particularly difficult if you are used to making paid games
instead of games-as-a-service
Mobile User Acquisition is Expensive
• Need solid grasp of F2P to have high monetizing game
• Need a lot of capital to do paid UA
App Store Features are Incredibly
Powerful
• Minor feature: 10k to 100k+ installs
• Medium feature: 100k-300k+ installs
• Major feature: 300k to 1M+ installs
***For F2P games, not paid
Best App Store Features Are Hard to Get
# of Apps 1.96M
Approx. # of apps each week ~9k
# of Games 439k
Approx. # of games each week ~3k
Promo slots of new games 16
The Mobile Landscape
• Mobile distribution is very challenging
• Competition is fierce:
o 439k existing games and thousands new
games each week
• App store features are hard to get
• Viral hits are rare (Flappy Bird)
• User acquisition is expensive
• Can lower CPIs with big IP (also costly)
Your game needs to retain and monetize very well to succeed!
• I can now tell you that the giant bubble on the top right is a
Chinese MMO game called Wartune, published on
Kongregate.com by R2Games
• 36+ months since Wartune launch and still #1 top grossing
game on many platform
• Lifetime ARPPU has increased to $686 (12/7/2015)
• Why is Wartune so successful?
Graph From Previous Talk
R2Games
Source: Kongregate, Nov 2013
Wartune
(published by R2)
• The more someone plays a game, they more likely they are to convert from a player to a buyer.
• Becomes a hobby and most committed fans can choose to spend
• Real world example: You can watch baseball for free on TV but hardcore fans choose to spend money on tickets
Long Term Retention Matters
Wartune Lifetime % Buyers by Monthly Cohort
• The more someone plays a game, the more they spend
• More time = More transactions
Long Term Retention Matters
Wartune Lifetime ARPPU by Monthly Cohort
• Therefore, user LTV increases with time
Long Term Retention Matters
Wartune ARPU or User LTV by Monthly Cohort
Best Practices from Wartune and
Asian F2P Design for Increasing Retention
• MMORPG with turn-based battles, city-building and isometric-perspective exploration
• Top grossing game in China before making it to the West
Wartune Quick Intro
• Solo and team PvE
• Solo and team PvP
• Asynch raids
• Guild battles
• World boss raids
• Farming
• Fishing
• City Building
• Weapon/Gear
• Synthesizing & Upgrading
• Astral Collecting and
• Combining
• Etc.
Pace the introduction of new features/gameplay modes to not overwhelm players with a long and intimidating tutorial.
Keep Players Busy!
More things to do = more players staying
• Simple Daily Tasks to earn rewards
• Scheduled Limited Time Events
• Daily Quests
Keep Players Busy!
More things to do = more players staying
• Daily play bonuses are good to get users coming back regularly
• But improve on the typical 5-7 day daily bonuses
• Wartune players get a stamp for every day of the month they play the game
• Rewards for playing 2 days up to 26 days
• Incentivizes longer term play
• Doesn’t “punish” players for missing a day
Keep Them Coming Back
• Motivate players to get to the next milestone
• Leveling up unlocks features, content, rewards
• Positive reinforcement for progressing
Aim for the Stars
• And tap into their sense of competition
• Leaderboards for everything
Aim for the Stars
• Lifetime, daily gain and weekly gain
• So players can compete in many ways
Best Practices from Wartune
and Asian F2P Design for Increasing Monetization
Depth of Spend
• The longer someone plays your game the more likely they are to buy and the less
price sensitive they become
• Give committed players the ability to spend at $1,000+ if they want
• Have lots of items that are appealing and useful to all players from beginners to
elder players who have played for months or years
• Unlock new items to buy as players level up
• But must also create reasons to want the elder items
• Don’t create a situation where spending is capped by availability or utility.
• Location, location, location – make the store easy to find!
• Show balance of hard currency (Balens)
• Shortcut to buy more (Recharge button)
• Make it easy to find the what you want
o Meaningful categories and item descriptions
o No massive scroll bars
Make the Shopping and Buying Experience as Frictionless as Possible
• Bonuses % or/and items for larger hard currency packages
• Clearly call out bonuses of larger packages!
• Make all packages visible in one page for easy comparisons
(no scroll bars)
• Hide large packages until after first purchase
Buy Currency Screen
• First time buyer/ Starter packages
• Seed players with some paid/hard currency and guide “intro purchase”
• Deals/events to get people into the habit of spending regularly
• Offer items that enhance the gameplay experience (not just speedups)
Make the Shopping Experience Interesting
• Intro the right items at the right time
• Lvl 1 players should not be shown the lvl 100+ holy sword that’s on
sale for $100)
• Keep them coming back – keep store fresh by adding new items,
unlocking items as players level up and featuring seasonal and time-
limited items/ sales
Create Sense of Urgency
Getting to Market
Self-Publish?
Evaluate your game and team:
• What are your goals for the game and studio?
• Does your team understand F2P?
• Do I have the key talent to do a F2P game?
• Do you have enough runway to learn F2P and iterate game in test markets?
• Do you have enough capital for paid UA?
Is a Publisher Right For Me?
• How can a publisher help me?
• Allow you to focus on the game while they handle:
• Marketing (screenshots, ads, videos, ASO, split tests, PR, etc)
• App store relations and featuring
• Analytics
• Customer Service and Community Management
• Functional QA Testing
• Localization and localization QA, etc.
• Royalty advances to help you finish the game (not all publishers do this)
• Or/and provide marketing guarantees (not all publishers do this)
• May help negotiate and secure IP for the game
Is a Publisher Right For Me?
Evaluate the publisher:
• Are your goals and interests aligned?
• Are they putting some skin behind the game (advances, marketing, resources for
localization, QA, analytics, etc)?
• Potential for long term partnership (e.g. strategic investments)
• Do they understand F2P and have a track record of success?
• Do they have the right talent at the company?
• Does the publisher have 1st party and 3rd party games?
• Does your game fit into their audience and portfolio (casual vs core)?
Thank You!
For a copy of this talk, you can email david@r2games.com

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How to Succeed in the F2P Market: Stats, Best Practices and Common Mistakes | David P. Chiu

  • 1. Stats, Best Practices and Common Mistakes for F2P Games David P. Chiu Vice President
  • 2. Who Am I? • 5+ years at Intel in Gaming Developer Relations & Business Development, Gaming Consumer Marketing and Campaign Strategy • Former Senior Director of Business Development and Developer Relations at Kongregate heading BD worldwide for Kong web and mobile • Worked with hundreds of developers on F2P games • Currently Vice President of R2 Games USA
  • 3. Reality Squared Games • R2Games is a leading international publisher of free-to-play browser and mobile games for core gamers • 300+ employees with offices in Hong Kong, Shanghai, Shenzhen, Seoul and the San Francisco Bay Area • CEO Jared Psigoda named Forbes China 30 Under 30
  • 4. CEO Jared Psigoda Forbes China 30 under 30
  • 5. Reality Squared Games • R2Games is a leading international publisher of free-to-play browser and mobile games for core gamers • R2Games.com is a leading platform for F2P games serving 42M+ users in 9 different languages worldwide • Browser games include Wartune, League of Angels, Dragon Pals (top monetizing games on Kongregate.com, Kabam.com, etc. • Mobile games include EZ PZ RPG, Clicker Heroes, Bigfoot Hunter and Shards of Magic
  • 7. The Mobile Landscape • F2P is the dominant business model - iOS Top 50 Grossing Charts has 1 paid game (Minecraft) - iOS Top 100 Grossing Charts has 2 paid games
  • 8. Mobile F2P vs Paid • Threes was an original puzzle game priced at $1.99 • 2048 was a copy of a clone of a clone of Threes and was free • Threes found moderate success while 2048 became a worldwide phenomenon Creator of Threes:
  • 9. Mobile F2P vs Paid • Difficult for paid games to compete with free games • And F2P is complex • Takes time and live servicing a F2P game to really learn • Particularly difficult if you are used to making paid games instead of games-as-a-service
  • 10. Mobile User Acquisition is Expensive • Need solid grasp of F2P to have high monetizing game • Need a lot of capital to do paid UA
  • 11. App Store Features are Incredibly Powerful • Minor feature: 10k to 100k+ installs • Medium feature: 100k-300k+ installs • Major feature: 300k to 1M+ installs ***For F2P games, not paid
  • 12. Best App Store Features Are Hard to Get # of Apps 1.96M Approx. # of apps each week ~9k # of Games 439k Approx. # of games each week ~3k Promo slots of new games 16
  • 13. The Mobile Landscape • Mobile distribution is very challenging • Competition is fierce: o 439k existing games and thousands new games each week • App store features are hard to get • Viral hits are rare (Flappy Bird) • User acquisition is expensive • Can lower CPIs with big IP (also costly) Your game needs to retain and monetize very well to succeed!
  • 14. • I can now tell you that the giant bubble on the top right is a Chinese MMO game called Wartune, published on Kongregate.com by R2Games • 36+ months since Wartune launch and still #1 top grossing game on many platform • Lifetime ARPPU has increased to $686 (12/7/2015) • Why is Wartune so successful? Graph From Previous Talk R2Games Source: Kongregate, Nov 2013 Wartune (published by R2)
  • 15. • The more someone plays a game, they more likely they are to convert from a player to a buyer. • Becomes a hobby and most committed fans can choose to spend • Real world example: You can watch baseball for free on TV but hardcore fans choose to spend money on tickets Long Term Retention Matters Wartune Lifetime % Buyers by Monthly Cohort
  • 16. • The more someone plays a game, the more they spend • More time = More transactions Long Term Retention Matters Wartune Lifetime ARPPU by Monthly Cohort
  • 17. • Therefore, user LTV increases with time Long Term Retention Matters Wartune ARPU or User LTV by Monthly Cohort
  • 18. Best Practices from Wartune and Asian F2P Design for Increasing Retention
  • 19. • MMORPG with turn-based battles, city-building and isometric-perspective exploration • Top grossing game in China before making it to the West Wartune Quick Intro
  • 20. • Solo and team PvE • Solo and team PvP • Asynch raids • Guild battles • World boss raids • Farming • Fishing • City Building • Weapon/Gear • Synthesizing & Upgrading • Astral Collecting and • Combining • Etc. Pace the introduction of new features/gameplay modes to not overwhelm players with a long and intimidating tutorial. Keep Players Busy! More things to do = more players staying
  • 21. • Simple Daily Tasks to earn rewards • Scheduled Limited Time Events • Daily Quests Keep Players Busy! More things to do = more players staying
  • 22. • Daily play bonuses are good to get users coming back regularly • But improve on the typical 5-7 day daily bonuses • Wartune players get a stamp for every day of the month they play the game • Rewards for playing 2 days up to 26 days • Incentivizes longer term play • Doesn’t “punish” players for missing a day Keep Them Coming Back
  • 23. • Motivate players to get to the next milestone • Leveling up unlocks features, content, rewards • Positive reinforcement for progressing Aim for the Stars
  • 24. • And tap into their sense of competition • Leaderboards for everything Aim for the Stars • Lifetime, daily gain and weekly gain • So players can compete in many ways
  • 25. Best Practices from Wartune and Asian F2P Design for Increasing Monetization
  • 26. Depth of Spend • The longer someone plays your game the more likely they are to buy and the less price sensitive they become • Give committed players the ability to spend at $1,000+ if they want • Have lots of items that are appealing and useful to all players from beginners to elder players who have played for months or years • Unlock new items to buy as players level up • But must also create reasons to want the elder items • Don’t create a situation where spending is capped by availability or utility.
  • 27. • Location, location, location – make the store easy to find! • Show balance of hard currency (Balens) • Shortcut to buy more (Recharge button) • Make it easy to find the what you want o Meaningful categories and item descriptions o No massive scroll bars Make the Shopping and Buying Experience as Frictionless as Possible
  • 28. • Bonuses % or/and items for larger hard currency packages • Clearly call out bonuses of larger packages! • Make all packages visible in one page for easy comparisons (no scroll bars) • Hide large packages until after first purchase Buy Currency Screen
  • 29. • First time buyer/ Starter packages • Seed players with some paid/hard currency and guide “intro purchase” • Deals/events to get people into the habit of spending regularly • Offer items that enhance the gameplay experience (not just speedups) Make the Shopping Experience Interesting • Intro the right items at the right time • Lvl 1 players should not be shown the lvl 100+ holy sword that’s on sale for $100) • Keep them coming back – keep store fresh by adding new items, unlocking items as players level up and featuring seasonal and time- limited items/ sales
  • 30. Create Sense of Urgency
  • 32. Self-Publish? Evaluate your game and team: • What are your goals for the game and studio? • Does your team understand F2P? • Do I have the key talent to do a F2P game? • Do you have enough runway to learn F2P and iterate game in test markets? • Do you have enough capital for paid UA?
  • 33. Is a Publisher Right For Me? • How can a publisher help me? • Allow you to focus on the game while they handle: • Marketing (screenshots, ads, videos, ASO, split tests, PR, etc) • App store relations and featuring • Analytics • Customer Service and Community Management • Functional QA Testing • Localization and localization QA, etc. • Royalty advances to help you finish the game (not all publishers do this) • Or/and provide marketing guarantees (not all publishers do this) • May help negotiate and secure IP for the game
  • 34. Is a Publisher Right For Me? Evaluate the publisher: • Are your goals and interests aligned? • Are they putting some skin behind the game (advances, marketing, resources for localization, QA, analytics, etc)? • Potential for long term partnership (e.g. strategic investments) • Do they understand F2P and have a track record of success? • Do they have the right talent at the company? • Does the publisher have 1st party and 3rd party games? • Does your game fit into their audience and portfolio (casual vs core)?
  • 35. Thank You! For a copy of this talk, you can email david@r2games.com

Editor's Notes

  1. Before we get started a quick intro about R2Games R2Games is a leading international publisher of free-to-play browser and mobile games for core gamers Games includes hits like Wartune, League of Angels, Blade Hunter, Dragon Pals and Monkey King Online. R2Games.com is leading platform for F2P games serving 25M+ registered users in 7 different languages worldwide #1 publisher on Kongregate.com, Kabam.com and many other platforms R2's biggest strengths are scaling revenues and userbase rapidly, localization/culturalization into many languages, UA, app store features and most importantly, F2P monetization.  R2 does F2P monetization better than anyone else and are masters at it. 
  2. Last year, I shared a lot of data including this graph of Kongregate F2P game data as of Nov 2013 Each bubble represents a game and the size of the bubble represents the amount of revenue A lot of people last year asked me what game the big bubble was but I couldn’t say so at that time The big outlier at the top right is an R2 game That game is now even more of an outlier with an ARPPU of $686 and a LTV close to$10! R2 has 4 of the Top Grossing 20 games on Kongregate
  3. Wartune lifetime % buyers by monthly cohort The more someone plays a game, they more likely they are to convert from a player to a buyer. Time investment and emotional attachment can lead to a financial investment. Becomes a hobby and most committed fans can choose to spend Real world example: You can watch baseball for free on TV but hardcore fans choose to spend money on tickets
  4. Can now share game specific data
  5. Can now share game specific data
  6. Top Grossing Game in China Localized for Western markets and top grossing game in Western markets as well
  7. Retain users by keeping them busy and engaged
  8. Motivate players to get to the next milestone Leveling up unlocks features, content, rewards Positive reinforcement for progressing in the game
  9. Tap into their sense of competition and desire to be #1. They want to be the very best like no one ever was! But not everyone can be the very best there ever was. They can be the very best in many ways.
  10. You can price items geared for elder players higher,. Price elastic of demand becomes more inelastic the longer someone plays a game and becomes more invested time-wise and emotionally. Don’t sell super Oped weapons that make the game too easy and destroy the sense of achievement and progress. Can backfire if player feels that is all they need to buy
  11. Mix soft currency and hard currency items BUT – don’t try to sell too hard, too fast. First few sessions should focus on fun & giving players reasons to come back to play and get hooked.
  12. For special bundles that are really good deals, you can limit to only 1 per player to not flood the economy with too much hard currency (otherwise you are just shifting revenue forward and will see a dip afterwards)
  13. Besides minimizing friction in shopping, you want to also create a sense of urgency Countdowns to when a hot sale expires Offer limited quantities