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Đ Văn Thành - Lead Game Designerỗ
Game Studio North
MONETIZATION EXPERIENCE
From Social to MMORPG Hybrid
Who are talking?
Game Designer
Lead Game Designer
Product Manager
Lead Game Designer
The two journeys…
What I talk and talk not
about…
How our games WORK How all games WORK
Real historical data of our
running games
PR for us
Mental working of Game design Game development process
Monetization theory & practice
• Genre: Social Farming
• Platform: Zing Me
• Target Users: 13-16 years
old
Easy Come Easy GoEasy Come Easy Go
• Genre: Social
-Farming – Fighting
based
• Platform: Zing Me
• Target users: 13-16
years old
• Idea:War fares are
always good
merchandises.
• Switching core
gameplay from social to
social - turn base -
RPG.
• Monetization switch
from decoration to
Stats type (MMO
Style).
Events Short-Cut
VIP Items
PvE & PvP
Features
• Users love beautiful items but
prefer stronger things.
• Users always want a short-cut.
• Users love-love-LOVEVIP items.
• Users (especiallyVietnamese) love
competition.
MMO Part -
Good Paying
Users
Social Part -
Good NR
Users
Less Money
than expected
High Churn
Rate
Flexible Selling Point
Every Penny is valuable.
VIP - Short Cuts
Sell Simple & Elegant Stats
• Triple the revenue by day
• ARPPU 3 times > myFish - 300K+
• Flexible selling points
• Always have a short-cut
• Value money from tiny to very
big Spenders
• Always selling stats, especially
the permanent ones
Summarize
Ogdc 2013 monetization experience

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Ogdc 2013 monetization experience

Editor's Notes

  1. The most successful in ARPPU of GSN up to date
  2. User get used to freebie Energy: getting bored quickly Special Fish: not consumable - once time paying Happy Social Gamers aren’t loyal as we thought
  3. Genre: Social - City base - MMORPG Hybrid Platform: ZingMe Target Audience: 18-30