6. The Rise (I)
• We already had the first Mahjong on
Facebook
• Launched Mahjong Trails with state-of-theart social mechanisms around the proven
core
7. The Rise (II)
• First of our games with in-game
monetization
• Great KPIs and nice growth, without
marketing
8. The First Peak
• Competitors joined the party and also
launched Mahjong games on Facebook
• Among them: King, Arkadium, Social Point,
IsCool, Telaxo, Qublix and Ganymede
9. Going got Tough
• Users bombarded with similar game play,
hence less likely to pay, when hitting
“obstacles”
• Started marketing, but CPIs rose quickly
10. The Fall
• We shifted resources and focus to new
games
• Users where hitting the end of the game and
had no more content to play (game was built
around a world-trip, which had a finite end)
• Social mechanisms changed in the market
13. The Relaunch
• Shifted resources back to the game
• Completely re-worked the social
mechanisms to make them state-of-the-art
again
14. The Relaunch
• Eliminated the finite nature of the game, by
switching from continents as areas to cities
• Re-balanced the game to fit endless journey
15. The Result
• Record DAU
• Record DARPU
• Extremely profitable game
• Having outlived most of the competition
16. Up Next?
• More content on a regular basis, with great
tools
• Constantly improving mechanisms
• Going truly cross-platform this year
17. Goal
• become a category leader on mobile, too
• whatever platforms the future holds, we’ll
be there
18. The other Path
• Build great core game-mechanics
• Stay lean and smart
• Don’t give up too early
• Decide if you are in it for a quick-flip or the
long haul
• Gaming is a hit-driven business, not hit&run
19. “You don’t have to win the sprint,
winning the marathon will give you a
gold medal, too”