This lecture looks at the use of innovative business models based around free services in the Games Industry. The material is drawn from Chris Anderson's book "Free" and a lecture given by Gabe Newell of Valve Corporation
14. Valve
Grow 50% per year for 18 years
Higher profit per employee than Google,
Facebook, Amazon…
4th largest bandwidth consumer
- bigger than most countries
Corporate culture
- Insanely (suicidally?) flat corporate structure
- Laser focus on facilitating productivity
18. Free to play games
- Isn’t that a crazy idea?
- How do you make money?
Goods that are created to satisfy
- personal expression
- Status
- Affinity
- Hierarchy
Game experience is free but if you want to be
cool you’ll have to pay
Free to Play
19. Incremental value of audience member is
greater than incremental cost of adding them
Typically
- Audience size goes up by 10x
- Revenue goes up by 3x
But profitability goes up by a lot more than 3x
Network effects
20. Trade in in-game goods between customers
Uptick in User Generated content (UGC)
10x more content comes from users in TF2 (Jan
2013) than from Valve
User Generated Content
(UGC)
22. UGC profits
Interfaces for users to sell content
- Split proceeds
First 2 weeks they did this we broke PayPal
Top user seller makes over $500K per year
Some games professionals employed in other
companies make more selling hats on TF2
than at their day job
- Succeeding in enabling their productivity
23. Monetary problems
Inflation
Deflation
Users creating their own currencies
Countries adding regulatory structures
- Korea there’s a W4 equivalent for players
Liquidity problems
- mini-financial crises at certain times of day
Worried about asset bubbles
Probably should get an economist involved!
24. Economist on Staff
Yanis Varoufakis
2012
- Valve hires economist
Fascinated by
economies with all
the data
http://www.develop-online.net/news/valve-hires-economist-yanis-varoufakis/0112279
25. Creating markets
Maximize productivity… of users
- how do you think about what is the value
- UGC goods and services
Markets determine marginal value of activities
Creativity and the frameworks for that will
vary
Probably going to exist a central economy
Games specific instances hanging off that
26. Creating Value
Many ways that people are adding value
- Arbitrage and trading opportunities
- designing,
- Trading
- Collecting
- Others create a whole game
- Models
- Artwork
- Story
Plumb “ownership” and “authorship” though out the
system
What about playing?
- Good players bring spectator value
- How to monetize?
28. But…
Being a really good player is valuable
Dota 2 – Dendi
- When Navi is playing you can purchase
a banner
% of the banner goes to the team
More direct way to engage with the
audience than ads on YouTube
Quickly making $100K per year on
banner sales
Dendi made over $200K in 2012 in
prize money alone
29. Game value
Things that you do have value
Need to have persistence between games
- Preserve value as you move from one game to
another
Need to be exchangeable and retain value
30. Steam
Today Steam is a curated store
- Accept 3rd party games but
- becoming a bottleneck to content creators and
consumers
Creates artificial scarcity
- Controlling the distribution model
- artificial shelf space
- but that's not what we are trying to do
31. Relinquishing control
for developers
Steam should really be a publishing model
Anyone should be able to publish anything
through steam
Steam => network API
Enable productivity of developers
32. Relinquishing control for
players
TF2 anyone can make content
- People make a shanka (Russian hat) for characters
- No notion of privilege content
- should be open
Anyone should be able to create a store
Able to trade games
- people buy from my collection and I get a %
Some will go to a lot of effort to create a store experience
Rethinking two valuable assets:
- who should be on steam
- how store should look be created
Rethink them both - let go of control
- enable productivity of users
33. Steam becomes…
Generalized network service
People will add value
Audience will reward people for creating
entertaining stores (market mechanism)
Steam becomes an agnostic platform
34. Productivity and Reward
Working through the notions of authorship and ownership
Texture -> Model ->Level -> Seller sells level to customer
- tracking the rev share
Build frameworks to help people be productive and rewarded
Even with primitive versions we are helping some people be
more productive than they are at their corporations
Constantly thinking about the most useful fundamental ways
of enabling productivity
35. Summary
Game Monetization
Examples
- Virtual Goods
- Subscriptions
- Advertising
- Virtual Real-Estate
- Pay-to-Win
What Valve is doing
- User Generated Content
- Relinquishing Control
- Abundance thinking