Launching a Free-to- Play Game: Strategies, Risks, and Pitfalls - Eric Benjamin Seufert
←
→
Page content transcription
If your browser does not render page correctly, please read the page content below
Launching a Free-to- Play Game: Strategies, Risks, and Pitfalls Eric Benjamin Seufert VP of User Acquisition, Rovio Owner, Mobile Dev Memo
Presentation Structure I. State of the Market / Current Challenges II. Product Positioning Strategy III. Three case studies
Presentation Structure I. State of the Market / Current Challenges II. Product Positioning Strategy III. Three case studies IV. Conclusion
Presentation Structure I. State of the Market / Current Challenges II. Product Positioning Strategy III. Three case studies IV. Conclusion
Why is it difficult to launch a Free-to- Play game in 2015?
Why is it difficult to launch a Free-to- Play game in 2015? ● Advertising costs are high
Why is it difficult to launch a Free-to- Play game in 2015? ● Advertising costs are high
Why is it difficult to launch a Free-to- Play game in 2015? ● Succeeding on the App Store is difficult by design.
App Store Discovery is Not Broken 1.21MM apps 1.43MM apps January 2015
App Store Discovery is Not Broken
App Store Discovery is Not Broken
Top Downloaded, iPhone / US June 1, 2015 (6 ) (2 ) (2 )
Top Downloaded, iPhone / US June 1, 2015 * X * * * * * X * Existing, pre-mobile network; beneficiary(6 of the “Great Unbundling” \ ) X Temporary viral / paid blip (2 ) \ \ Truly Viral phenomenon (2 )
Top Downloaded, iPhone / US July 29, 2015 (6 ) (2 ) (2 )
Top Downloaded, iPhone / US July 29, 2015 * X * * * X b \ * Existing, pre-mobile network; beneficiary of the “Great Unbundling” (6 * X Temporary viral / paid blip ) (2 \ \ Truly Viral phenomenon ) (2 b Brand integration )
Top Downloaded, iPhone / US June 1, 2015 July 29, 2015 Existing Networks 6 5 Facebook 2 4 Google 2 1 Other 2 1 Viral Phenomena 2 2 Temporary Blips 2 2
Advertising vs. Existing Networks ● Advertising costs are going up…
Advertising vs. Existing Networks
Advertising vs. Existing Networks ● Advertising costs are going up… …because the largest developers are monetizing their networks…
Advertising vs. Networks
Advertising vs. Existing Networks ● Advertising costs are going up… …because the largest developers are monetizing their networks… …and retaining them within their portfolio via cross- promotion…
Advertising vs. Networks
Advertising vs. Networks
Advertising vs. Networks ● Advertising costs are going up… …because the largest developers are monetizing their networks… …and retaining them within their portfolio via cross- promotion… ● With a single title, you’re not competing with large developers on the basis of LTV > CPI (game quality), you’re competing on the basis of network size.
Presentation Structure I. State of the Market / Current Challenges II. Product Positioning Strategy III. Three case studies IV. Conclusion
Positioning vs. Marketing
Positioning vs. Marketing • Irrelevant to consider competition with networks in terms of money;
Positioning vs. Marketing • Irrelevant to consider competition with networks in terms of money; • F2P market stratified into a multi-segment model based on marketing tactics;
Balance No Balance Sheet Sheet Requirement Requirement 2 1 Unpaid Growth 3 4 Paid Growth
Balance No Balance Sheet Sheet Requirement Requirement Unpaid Growth ? Paid Growth
Balance No Balance Sheet Sheet Requirement Requirement Unpaid Growth Paid Growth
Requirement Unpaid Growth Paid Growth “Gimmick” No Balance Games Sheet Lightweight graphics-driven Fast-follow experiments Clones Requirement Balance Sheet
Requirement Unpaid Growth Paid Growth “Gimmick” No Balance Games Sheet Lightweight graphics-driven Fast-follow experiments Clones Requirement IP Co-brands Balance Sheet Second- screen Extension
Requirement Unpaid Growth Paid Growth “Gimmick” No Balance Games Sheet Lightweight graphics-driven Fast-follow experiments Clones Requirement IP Co-brands Full F2P Balance Sheet Second- Economy screen Extension Games
Requirement Unpaid Growth Paid Growth “Gimmick” No Balance ? Games Sheet Lightweight graphics-driven Fast-follow experiments Clones Requirement IP Co-brands Full F2P Balance Sheet Second- Economy screen Extension Games
Positioning vs. Marketing • Irrelevant to consider competition with networks in terms of money; • F2P market stratified into a multi-segment model based on marketing tactics; • Traction without billions on the balance sheet has to come from product positioning.
Product Positioning Greenlight Questions for Quadrants 1 – 3:
Product Positioning Greenlight Questions for Quadrants 1 – 3: ● “Does this game have a large potential Total Addressable Market?”
Product Positioning Greenlight Questions for Quadrants 1 – 3: ● “Does this game have a large potential Total Addressable Market?” ● “Can I partner with someone to reach that market? Who?”
Product Positioning Greenlight Questions for Quadrants 1 – 3: ● “Does this game have a large potential Total Addressable Market?” ● “Can I partner with someone to reach that market? Who?” ● “Is this game unique enough to produce viral growth?”
Product Positioning Greenlight Questions for Quadrants 1 – 3: ● “Does this game have a large potential Total Addressable Market?” ● “Can I partner with someone to reach that market? Who?” ● “Is this game unique enough to produce viral growth?” ● “Can the essence of the game be communicated quickly and clearly?”
Presentation Structure I. State of the Market / Current Challenges II. Product Positioning Strategy III. Three case studies IV. Conclusion
Assumption Challenge (Strawman)
Assumption Challenge (Strawman) A successful game launch will look like this on the Top Downloaded chart:
Balance No Balance Sheet Sheet Requirement Requirement Unpaid Growth Paid Growth
Crossy Road
Crossy Road Hipster Whale (AUS) / Yodo1 Developer Hipster Whale (AUS) (CHI) Release Date: November 19, 2014 January 10, 2015 Top Downloaded Rank 4 2 Reached (US): Days from Release to 4 8 Top Downloaded Rank:
Top Downloaded, iOS (US)
Top Grossing, iOS (US) #225
Top Downloaded, iOS (US)
Quadrant 1
Quadrant 1 Strategy: Virality. Highly differentiated graphics, low- friction monetization, novel gameplay.
Quadrant 1 Strategy: Virality. Highly differentiated graphics, low- friction monetization, novel gameplay. Risks: Inability to monetize. Not enough gameplay depth to introduce true game economy. Once novelty (virality) wears off, growth will stop. Ad monetization experiences rapid decay.
Quadrant 1 Strategy: Virality. Highly differentiated graphics, low- friction monetization, novel gameplay. Risks: Inability to monetize. Not enough gameplay depth to introduce true game economy. Once novelty (virality) wears off, growth will stop. Ad monetization experiences rapid decay. Pitfalls: Viral misfire. Game doesn’t take off due to lack of resonance and / or untenable depth.
Marvel: Contest of Champions
Marvel: Contest of Champions Developer Kabam Kabam Release Date: December 10, 2014 December 10, 2014 Top Downloaded Rank 3 11 Reached (US): Days from Release to 2 7 Top Downloaded Rank:
Top Downloaded, iOS (US)
Top Grossing, iOS (US) #10
Top Downloaded, iOS (US)
Quadrant 2
Quadrant 2 Strategy: Subsidized marketing costs through brand recognition.
Quadrant 2 Strategy: Subsidized marketing costs through brand recognition. Risks: Brand mismatch. Brand doesn’t resonate with fans of the game type (match 3 / build and battle / etc.).
Quadrant 2 Strategy: Subsidized marketing costs through brand recognition. Risks: Brand mismatch. Brand doesn’t resonate with fans of the game type (match 3 / build and battle / etc.). Pitfalls: Onerous IP licensing terms prevent profitability of marketing. Social media reach of IP owner is overestimated.
Cookie Jam
Cookie Jam Developer SGN (USA) / NetEase (CHI) SGN (USA) Release Date: February 27, 2014 March 29, 2014 Top Downloaded Rank 15 17 Reached (US): Days from Release to 36 141 Top Downloaded Rank:
Top Downloaded, iOS (US)
Top Grossing, iOS (US) #26
Top Downloaded, iOS (US)
Quadrant 3
Quadrant 3 Strategy: Sustainable growth driven through profitable unit economics.
Quadrant 3 Strategy: Sustainable growth driven through profitable unit economics. Risks: Inability to scale unit economics beyond a minimal threshold.
Quadrant 3 Strategy: Sustainable growth driven through profitable unit economics. Risks: Inability to scale unit economics beyond a minimal threshold. Pitfalls: Lack of organizational commitment to reach consumer “break through” on IP. Lack of analytical sophistication.
Presentation Structure I. State of the Market / Current Challenges II. Product Positioning Strategy III. Three case studies IV. Conclusion
Take-aways
Take-aways • Consider your quadrant and build marketing strategy accordingly, pre-product;
Take-aways • Consider your quadrant and build marketing strategy accordingly, pre-product; • Initial download velocity / chart position is not a prudent goal unto itself;
Take-aways • Consider your quadrant and build marketing strategy accordingly, pre-product; • Initial download velocity / chart position is not a prudent goal unto itself; • Product / Market fit is a better way to think about scale than LTV / CPI;
Take-aways • Consider your quadrant and build marketing strategy accordingly, pre-product; • Initial download velocity / chart position is not a prudent goal unto itself; • Product / Market fit is a better way to think about scale than LTV / CPI; • Don’t try to emulate a competitor’s title unless you know their financials.
Thank you, Priori Data! • Provided the data used in this presentation • Berlin-based app store analytics start-up • http://prioridata.com
Thanks! eric@mobiledevmemo.com @eric_seufert
You can also read