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Teut Weidemann
F2p Specialist
Freelance Consulting
Who am I
• Working on Games since the 1980’s
• Over 100 titles on C64, Amiga, Atari ST, PC,
Consoles, Online Games, Mobile
• Jobs: Graphic Artist, Programmer, Designer,
Development Director, CEO, CTO
• Frequent speaker at conferences and events
• Teaching “games” at various Universities
• Freelance Consultant as Online Games &
Monetization Expert
Clients
Career Highlights
Frequent Complaints
UA is to expensive!
Visibility! There is none!
I got no downloads!
Apple won’t feature me!
Why do people play my games
crap competition, not mine?
The top 10 are impossible to beat!
Conversion is really so low?90% Zombie Apps!
Mobile Market as seen from user game experience
User Experience
We have > 3b Smart Devices worldwide
• Ca. 60% play games on them
• That’s 1.8b ‘gamers’
• Most of these do not have our gaming experience!
• Average age 31
• Nearly 50/50 split female/male
• Most of these haven’t played games before we all know
• i.e. they are NOT familiar with standard game mechanics
• Or understand how games “talk” to them
Consequence
Most of these users do not know the game ‘language’
• That’s why most games have bright graphics
• As dark games don’t “talk” as well as bright ones
• That’s why most games use known settings
• That’s why most games use abstract, simplified or cute graphics
• That’s why most successful games aren’t full 3d (yet)
All with the goal to maximize reach
Mobile ‘Guidelines’
General Guidelines / Commonalities of top 20 games
• Interruptible at any time without negative consequence
• Non Action = Slow – as it otherwise requires full attention
• Casual Internet Connection*
• Flexible Session lengths
And
• Meta Game
• Progression
• Diversity in game modes
• Player needs to be someone (Avatar)
• Single Player, Coop, MP, PvE, PvP
Why style guides matter
Color Space
Source: http://www.adweek.com/socialtimes/infographic-colors-of-the-ios-app-store/197902
Top Games Color Chart:
Top charts titles are mostly
- Bright color space
- Easy to understand graphics style
This means for you
- Dark games don’t sell well (yet)
- Odd* settings/style don’t sell well
Cute Graphics
Cute Graphics
Many top games feature “cute” style
- This style has it easier to talk to the
masses
- As many top games feature it many
games adapt without knowing WHY
- Mobile audience is being trained that
this is the norm style
- But it doesn’t work for all genres and
audiences!
There are exceptions to the rule
You should not take these exceptions as a guidance
However identifying these exceptions is hard!
You can never beat the top spending UA companies
User Sources
Source: http://www.referralcandy.com/referral-marketing-guide/2/how-powerful-is-word-of-mouth-exactly
UA only gives you a fraction of where users
come from
Roughly
- 20% is from App Store features
- 30% from UA
- 50% from Word of Mouth (WoM)
So why do people put so much effort in UA?
Because it is the only marketing tool they can control!
User Sources
Source: http://www.referralcandy.com/referral-marketing-guide/2/how-powerful-is-word-of-mouth-exactly
The sum of top mobile companies spend more than
US$ 1b on UA – per quarter. You can’t compete!
But WoM generates 2x the sales of
Paid Advertising!
So what does help WoM?
WoM basic tools
Icon Name
Clash of Clans
Angry Birds
• Length of title
• Distinguish from Competition
• Search
• Brand
• Language, needs to work worldwide
Ecobony: Steps t….
Rymndkapsel
Yes, there are icon style trends!
WoM Advanced tools
Networking Mechanics
Social gifts
Friend invite system & ladder rewards
Asynchronous Coop
Guilds with guild goals
A good game ;)
…
Who is your audience?
Setting
Setting needs to be mass compatible
- World wide
This means ….
- Western doesn’t cut it
- Underwater neither
- Nor Space / SciFi*
- Nor dark dungeons*
Settings work if a human feels ok “playing” there
There are reasons why some settings haven’t
been successful yet!
Genre
Age & Competitive
Genre defines your audience
- Action ➡️ Younger
- Strategy ➡️ Older
- PvP ➡️ Male
- Casual ➡️ Female
- Dark ➡️ Core
- Bright ➡️ Everyone
- USA ➡️ Strategy
- Asia ➡️ Competitive
- Payers ➡️ Older
Source:http://quanticfoundry.com/2016/02/10/gamer-generation/
Genre
Do not believe the numbers
Beware the Averages!
Source: Wikipedia
The Anscombe quartet All 4 show the identical averages/numbers:
KPI’s?
Average conversion is <3%?
- Many top games have >10%!
You need 100m players to beat top 20?
- Puzzle & Dragons has less than 30m
- CoC has less than 80m
- Summoners Wars has 50m downloads
Proves that 30m players can get you a $1b
game
Source: Superdata Research
Want to beat top 10?
Most games in top 10 are there for years
- And will stay there for more years
You want to be top 10?
- Take your time
- The top pile up users every day; you need to catch up
But do not worry
- Every year there is someone who enters the top 10
Advice: the goal “be top 10” is bullshit.
Your goal should be “be profitable”
Most mistakes are done at start
Don’t be a sheep
Target app store
gaps
Analyze with care
Be cautious with
public data
Don’t do dark
games*
Be unique in
genre & game
Q&A
Twitter: @teut
iTeutYouSo.com
teut986@gmail.com

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The Damned App Store | Teut Weidemann

  • 1. Do not distribute without permission of the Author Teut Weidemann F2p Specialist Freelance Consulting
  • 2. Who am I • Working on Games since the 1980’s • Over 100 titles on C64, Amiga, Atari ST, PC, Consoles, Online Games, Mobile • Jobs: Graphic Artist, Programmer, Designer, Development Director, CEO, CTO • Frequent speaker at conferences and events • Teaching “games” at various Universities • Freelance Consultant as Online Games & Monetization Expert
  • 5. Frequent Complaints UA is to expensive! Visibility! There is none! I got no downloads! Apple won’t feature me! Why do people play my games crap competition, not mine? The top 10 are impossible to beat! Conversion is really so low?90% Zombie Apps!
  • 6. Mobile Market as seen from user game experience
  • 7. User Experience We have > 3b Smart Devices worldwide • Ca. 60% play games on them • That’s 1.8b ‘gamers’ • Most of these do not have our gaming experience! • Average age 31 • Nearly 50/50 split female/male • Most of these haven’t played games before we all know • i.e. they are NOT familiar with standard game mechanics • Or understand how games “talk” to them
  • 8.
  • 9. Consequence Most of these users do not know the game ‘language’ • That’s why most games have bright graphics • As dark games don’t “talk” as well as bright ones • That’s why most games use known settings • That’s why most games use abstract, simplified or cute graphics • That’s why most successful games aren’t full 3d (yet) All with the goal to maximize reach
  • 10. Mobile ‘Guidelines’ General Guidelines / Commonalities of top 20 games • Interruptible at any time without negative consequence • Non Action = Slow – as it otherwise requires full attention • Casual Internet Connection* • Flexible Session lengths And • Meta Game • Progression • Diversity in game modes • Player needs to be someone (Avatar) • Single Player, Coop, MP, PvE, PvP
  • 12. Color Space Source: http://www.adweek.com/socialtimes/infographic-colors-of-the-ios-app-store/197902 Top Games Color Chart: Top charts titles are mostly - Bright color space - Easy to understand graphics style This means for you - Dark games don’t sell well (yet) - Odd* settings/style don’t sell well
  • 13. Cute Graphics Cute Graphics Many top games feature “cute” style - This style has it easier to talk to the masses - As many top games feature it many games adapt without knowing WHY - Mobile audience is being trained that this is the norm style - But it doesn’t work for all genres and audiences!
  • 14. There are exceptions to the rule You should not take these exceptions as a guidance However identifying these exceptions is hard!
  • 15. You can never beat the top spending UA companies
  • 16. User Sources Source: http://www.referralcandy.com/referral-marketing-guide/2/how-powerful-is-word-of-mouth-exactly UA only gives you a fraction of where users come from Roughly - 20% is from App Store features - 30% from UA - 50% from Word of Mouth (WoM) So why do people put so much effort in UA? Because it is the only marketing tool they can control!
  • 17. User Sources Source: http://www.referralcandy.com/referral-marketing-guide/2/how-powerful-is-word-of-mouth-exactly The sum of top mobile companies spend more than US$ 1b on UA – per quarter. You can’t compete! But WoM generates 2x the sales of Paid Advertising! So what does help WoM?
  • 18. WoM basic tools Icon Name Clash of Clans Angry Birds • Length of title • Distinguish from Competition • Search • Brand • Language, needs to work worldwide Ecobony: Steps t…. Rymndkapsel Yes, there are icon style trends!
  • 19. WoM Advanced tools Networking Mechanics Social gifts Friend invite system & ladder rewards Asynchronous Coop Guilds with guild goals A good game ;) …
  • 20. Who is your audience?
  • 21. Setting Setting needs to be mass compatible - World wide This means …. - Western doesn’t cut it - Underwater neither - Nor Space / SciFi* - Nor dark dungeons* Settings work if a human feels ok “playing” there There are reasons why some settings haven’t been successful yet!
  • 22. Genre Age & Competitive Genre defines your audience - Action ➡️ Younger - Strategy ➡️ Older - PvP ➡️ Male - Casual ➡️ Female - Dark ➡️ Core - Bright ➡️ Everyone - USA ➡️ Strategy - Asia ➡️ Competitive - Payers ➡️ Older Source:http://quanticfoundry.com/2016/02/10/gamer-generation/
  • 23. Genre
  • 24. Do not believe the numbers
  • 25. Beware the Averages! Source: Wikipedia The Anscombe quartet All 4 show the identical averages/numbers:
  • 26. KPI’s? Average conversion is <3%? - Many top games have >10%! You need 100m players to beat top 20? - Puzzle & Dragons has less than 30m - CoC has less than 80m - Summoners Wars has 50m downloads Proves that 30m players can get you a $1b game Source: Superdata Research
  • 27. Want to beat top 10? Most games in top 10 are there for years - And will stay there for more years You want to be top 10? - Take your time - The top pile up users every day; you need to catch up But do not worry - Every year there is someone who enters the top 10 Advice: the goal “be top 10” is bullshit. Your goal should be “be profitable”
  • 28. Most mistakes are done at start
  • 29. Don’t be a sheep Target app store gaps Analyze with care Be cautious with public data Don’t do dark games* Be unique in genre & game