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INTO THE DARKNESS
FIGURING OUT WHAT THEY ACTUALLY WANT
Vladimir Funtikov | CEO
THE NECESSARY INTRO SLIDE
 Founded in 2010 in Tallinn, Estonia
 Team of ~100
 30+ titles
 270+ million downloads incl. 30+ with 3rd-party games
12-02-2016
INTO THE DARKNESS: Figuring out what they actually want
2
WHY (F2P) GAME DEVELOPMENT SUCKS
 We are not solving a SPECIFIC problem by designing a game.
 We are building works of art that are expected to function like businesses.
 We don’t know what the players want.
 Players don’t know what they want.
 We actually need to know what they WILL want X months from now.
12-02-2016
INTO THE DARKNESS: Figuring out what they actually want
3
STEP 1: SANITY CHECK
 Prerequisite: have people in the team play different games, talk about it,
be proud of it.
 Internal playtest / concept evaluation – does it look/sound fun?
 Do you imagine anyone playing it for 2 years?
 Do you imagine anyone spending $10’000 in IAP?
 Do you imagine anyone recommending it to 3 friends?
 Due diligence: what’s the competition like (performance, brand power, SWOT)
 Brands don’t save from mediocrity.
 Due diligence: is it a clone?
 Does the original have critical flaws that this game will fix?
 Is it so much better than don’t want to play the original anymore, ever?
12-02-2016
INTO THE DARKNESS: Figuring out what they actually want
4
LOWEST COMMON DENOMINATOR
(AKA “THINGS THAT DON’T LOOK LIKE A BIG DEAL BUT WILL RUIN OUR LIFE”)
What we think
 There are technological
challenges that we will surely
figure out with so much time on
our hands.
 This IP is not a great fit, but it’s
really hot right now, so we’ll make
it work.
 Our artist is not crazy about the
concept, but he will adjust.
 We will introduce this audience to
a completely new genre/theme.
 We’ve don’t know if it will
monetize well, but we’ll dissect a
successful rival and copy their
tactics.
What it means
 Game will launch late, look like
crap, run slow, cost a fortune to
maintain, and you will never fix
this s#!t.
 Game will fail and you will forever
blame yourself for destroying a
perfectly good IP.
 Our artist will keep doing what he
likes and the product will have to
adjust.
 Audience will introduce us to the
meaning of product/market misfit.
 Even the makers of the
successful rival don’t really know
why it’s monetizing so well.
12-02-2016 5
VERY VERY LONG PRESENTATION NAME
STEP 2: EXTERNAL PLAYTESTING
 Focus group = target audience (age, gender, nationality, hobbies)
 30-60 minutes worth of gameplay in demo (more hardcore = more time)
 Goals > data
 60% preparation, 30% analysis, 10% playtest
 Emotions + gameplay footage + questionnaires
12-02-2016
INTO THE DARKNESS: Figuring out what they actually want
6
STEP 2: EXTERNAL PLAYTESTING
 Typical questions after 5/30 mins:
 Would you like to continue playing (why/why not)?
 What’s the goal of the game?
 How do you like the controls/UI?
 Typical questions after the test:
 Would you like to continue playing (why/why not)?
 What’s the goal of the game?
 [Very Specific Question re: one of the key mechanics in open and closed form]
 Would you recommend it to your friends?
 What you loved? What you hated?
12-02-2016
INTO THE DARKNESS: Figuring out what they actually want
7
STEP 3: SOFT-LAUNCH Q&A
 Q: Where do you soft-launch?
A: In the target market.
 Q: iTunes, Play, or That Awesome New Platform That Will Soon Be Huge?
A: Play, because it’s easier.
 Q: How much gameplay there needs to be?
A: As much as it takes to convert the player we design for.
 Q: Plans for UA?
A: Push, cross-promo or targeted depending on what we need to test most.
 Q: Metrics to look out for?
A: ARPU, short-term retention, session length/frequency, conversion, review score.
 Q: How long does it take?
A: As long as it takes.
12-02-2016
INTO THE DARKNESS: Figuring out what they actually want
8
PERFORMANCE CAN IMPROVE A LOT
12-02-2016
INTO THE DARKNESS: Figuring out what they actually want
9
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
Net sales, EUR
Net profit, EUR
IF YOU HAVE THE TIME AND THE MONEY
12-02-2016
INTO THE DARKNESS: Figuring out what they actually want
10
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
Net sales, EUR
Net profit, EUR
Launch
STEP 4: THREE (5, 10) YEARS AFTER
 Set measurable, realistic goals, define timeframes
 Benchmark the KPIs and choose what you need to improve
 D1>=50% D7>=25% D28>=12% (mind the source!)
 ARPU > CPI @ X installs/day
 Conversion to installs
12-02-2016
INTO THE DARKNESS: Figuring out what they actually want
11
A WORD ON CONVERSION
 Conversion vs file size:
 <= 50 MB – 19%
 >50 MB – 13%
(sample of 14 games, 200k~6000k page views, 20~350 MB)
 Conversion vs review score
 No correlation if score is between 3.9 and 4.6 (although it might influence the number of
page views).
 FYI, “rate us” = +0.2~0.3★
12-02-2016
VERY VERY LONG PRESENTATION NAME
12
ONE MORE WORD ON CONVERSION
 Google Play Experiments = free and fun way to make more money
12-02-2016
VERY VERY LONG PRESENTATION NAME
13
ONE MORE WORD ON CONVERSION
 Google Play Experiments = free and fun way to make more money
12-02-2016
VERY VERY LONG PRESENTATION NAME
14
11,174 6,774
A WORD ON CONVERSION
 Conversion vs file size:
 <= 50 MB – 19%
 >50 MB – 13%
(sample of 14 games, 200k~6000k page views, 20~350 MB)
 Conversion vs review score
 No correlation if score is between 3.9★ and 4.6★ (although it might influence the number of
page views).
 FYI, “rate us” = +0.2~0.3★
 A/B test everything. Have an experiment roadmap. Formulate theories, record
outcomes.
 Don’t forget to make sure you’re working with data from similar sources
12-02-2016
VERY VERY LONG PRESENTATION NAME
15
STEP 4: THREE (5, 10) YEARS AFTER
 Set measurable, realistic goals, define timeframes
 Benchmark the KPIs and choose what you need to improve
 D1>=50% D7>=25% D28>=12% (mind the source!)
 ARPU > CPI @ X installs/day
 Conversion to installs
 Prioritization is the most important job
 Maintain your backlog
 Keep it in front of the elite players, incorporate their feedback
 Rank based on expected impact on acquisition/retention/ARPU and difficulty
 Pick one epic feature, throw in new content, add something for the fans, fill the rest with
fixes
 Define expectations, measure KPIs before and after
 Review results, review goals, define new objectives, rinse and repeat
12-02-2016
INTO THE DARKNESS: Figuring out what they actually want
16
VOICE OF THE PEOPLE
 Players are alarm bells, not visionaries
 Process comments and emails daily , use dedicated software (Helpshif, Zendesk)
& APIs
 Have customer support play games and attend team meetings
 Have a protocol for communication between customer support and dev team
 Identify elite players ($ spent, time in game, social influence), talk to them in
private
 The larger the group, the lower its IQ
 They are important – let them know
 Validate ideas, don’t ask for guidance
12-02-2016
INTO THE DARKNESS: Figuring out what they actually want
17
GL&HF!
Vladimir Funtikov vladimir@creative-mobile.com
VladF_cm
12-02-2016 18
VERY VERY LONG PRESENTATION NAME

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Into The Darkness | Vladimir Funtikov

  • 1. INTO THE DARKNESS FIGURING OUT WHAT THEY ACTUALLY WANT Vladimir Funtikov | CEO
  • 2. THE NECESSARY INTRO SLIDE  Founded in 2010 in Tallinn, Estonia  Team of ~100  30+ titles  270+ million downloads incl. 30+ with 3rd-party games 12-02-2016 INTO THE DARKNESS: Figuring out what they actually want 2
  • 3. WHY (F2P) GAME DEVELOPMENT SUCKS  We are not solving a SPECIFIC problem by designing a game.  We are building works of art that are expected to function like businesses.  We don’t know what the players want.  Players don’t know what they want.  We actually need to know what they WILL want X months from now. 12-02-2016 INTO THE DARKNESS: Figuring out what they actually want 3
  • 4. STEP 1: SANITY CHECK  Prerequisite: have people in the team play different games, talk about it, be proud of it.  Internal playtest / concept evaluation – does it look/sound fun?  Do you imagine anyone playing it for 2 years?  Do you imagine anyone spending $10’000 in IAP?  Do you imagine anyone recommending it to 3 friends?  Due diligence: what’s the competition like (performance, brand power, SWOT)  Brands don’t save from mediocrity.  Due diligence: is it a clone?  Does the original have critical flaws that this game will fix?  Is it so much better than don’t want to play the original anymore, ever? 12-02-2016 INTO THE DARKNESS: Figuring out what they actually want 4
  • 5. LOWEST COMMON DENOMINATOR (AKA “THINGS THAT DON’T LOOK LIKE A BIG DEAL BUT WILL RUIN OUR LIFE”) What we think  There are technological challenges that we will surely figure out with so much time on our hands.  This IP is not a great fit, but it’s really hot right now, so we’ll make it work.  Our artist is not crazy about the concept, but he will adjust.  We will introduce this audience to a completely new genre/theme.  We’ve don’t know if it will monetize well, but we’ll dissect a successful rival and copy their tactics. What it means  Game will launch late, look like crap, run slow, cost a fortune to maintain, and you will never fix this s#!t.  Game will fail and you will forever blame yourself for destroying a perfectly good IP.  Our artist will keep doing what he likes and the product will have to adjust.  Audience will introduce us to the meaning of product/market misfit.  Even the makers of the successful rival don’t really know why it’s monetizing so well. 12-02-2016 5 VERY VERY LONG PRESENTATION NAME
  • 6. STEP 2: EXTERNAL PLAYTESTING  Focus group = target audience (age, gender, nationality, hobbies)  30-60 minutes worth of gameplay in demo (more hardcore = more time)  Goals > data  60% preparation, 30% analysis, 10% playtest  Emotions + gameplay footage + questionnaires 12-02-2016 INTO THE DARKNESS: Figuring out what they actually want 6
  • 7. STEP 2: EXTERNAL PLAYTESTING  Typical questions after 5/30 mins:  Would you like to continue playing (why/why not)?  What’s the goal of the game?  How do you like the controls/UI?  Typical questions after the test:  Would you like to continue playing (why/why not)?  What’s the goal of the game?  [Very Specific Question re: one of the key mechanics in open and closed form]  Would you recommend it to your friends?  What you loved? What you hated? 12-02-2016 INTO THE DARKNESS: Figuring out what they actually want 7
  • 8. STEP 3: SOFT-LAUNCH Q&A  Q: Where do you soft-launch? A: In the target market.  Q: iTunes, Play, or That Awesome New Platform That Will Soon Be Huge? A: Play, because it’s easier.  Q: How much gameplay there needs to be? A: As much as it takes to convert the player we design for.  Q: Plans for UA? A: Push, cross-promo or targeted depending on what we need to test most.  Q: Metrics to look out for? A: ARPU, short-term retention, session length/frequency, conversion, review score.  Q: How long does it take? A: As long as it takes. 12-02-2016 INTO THE DARKNESS: Figuring out what they actually want 8
  • 9. PERFORMANCE CAN IMPROVE A LOT 12-02-2016 INTO THE DARKNESS: Figuring out what they actually want 9 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 Net sales, EUR Net profit, EUR
  • 10. IF YOU HAVE THE TIME AND THE MONEY 12-02-2016 INTO THE DARKNESS: Figuring out what they actually want 10 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 Net sales, EUR Net profit, EUR Launch
  • 11. STEP 4: THREE (5, 10) YEARS AFTER  Set measurable, realistic goals, define timeframes  Benchmark the KPIs and choose what you need to improve  D1>=50% D7>=25% D28>=12% (mind the source!)  ARPU > CPI @ X installs/day  Conversion to installs 12-02-2016 INTO THE DARKNESS: Figuring out what they actually want 11
  • 12. A WORD ON CONVERSION  Conversion vs file size:  <= 50 MB – 19%  >50 MB – 13% (sample of 14 games, 200k~6000k page views, 20~350 MB)  Conversion vs review score  No correlation if score is between 3.9 and 4.6 (although it might influence the number of page views).  FYI, “rate us” = +0.2~0.3★ 12-02-2016 VERY VERY LONG PRESENTATION NAME 12
  • 13. ONE MORE WORD ON CONVERSION  Google Play Experiments = free and fun way to make more money 12-02-2016 VERY VERY LONG PRESENTATION NAME 13
  • 14. ONE MORE WORD ON CONVERSION  Google Play Experiments = free and fun way to make more money 12-02-2016 VERY VERY LONG PRESENTATION NAME 14 11,174 6,774
  • 15. A WORD ON CONVERSION  Conversion vs file size:  <= 50 MB – 19%  >50 MB – 13% (sample of 14 games, 200k~6000k page views, 20~350 MB)  Conversion vs review score  No correlation if score is between 3.9★ and 4.6★ (although it might influence the number of page views).  FYI, “rate us” = +0.2~0.3★  A/B test everything. Have an experiment roadmap. Formulate theories, record outcomes.  Don’t forget to make sure you’re working with data from similar sources 12-02-2016 VERY VERY LONG PRESENTATION NAME 15
  • 16. STEP 4: THREE (5, 10) YEARS AFTER  Set measurable, realistic goals, define timeframes  Benchmark the KPIs and choose what you need to improve  D1>=50% D7>=25% D28>=12% (mind the source!)  ARPU > CPI @ X installs/day  Conversion to installs  Prioritization is the most important job  Maintain your backlog  Keep it in front of the elite players, incorporate their feedback  Rank based on expected impact on acquisition/retention/ARPU and difficulty  Pick one epic feature, throw in new content, add something for the fans, fill the rest with fixes  Define expectations, measure KPIs before and after  Review results, review goals, define new objectives, rinse and repeat 12-02-2016 INTO THE DARKNESS: Figuring out what they actually want 16
  • 17. VOICE OF THE PEOPLE  Players are alarm bells, not visionaries  Process comments and emails daily , use dedicated software (Helpshif, Zendesk) & APIs  Have customer support play games and attend team meetings  Have a protocol for communication between customer support and dev team  Identify elite players ($ spent, time in game, social influence), talk to them in private  The larger the group, the lower its IQ  They are important – let them know  Validate ideas, don’t ask for guidance 12-02-2016 INTO THE DARKNESS: Figuring out what they actually want 17