Launching a Free-to- Play Game: Strategies, Risks, and Pitfalls - Eric Benjamin Seufert

 
CONTINUE READING
Launching a Free-to- Play Game: Strategies, Risks, and Pitfalls - Eric Benjamin Seufert
Launching a Free-to-
Play Game:
Strategies, Risks, and
Pitfalls

Eric Benjamin Seufert
VP of User Acquisition, Rovio
Owner, Mobile Dev Memo
Launching a Free-to- Play Game: Strategies, Risks, and Pitfalls - Eric Benjamin Seufert
Who am I?
Launching a Free-to- Play Game: Strategies, Risks, and Pitfalls - Eric Benjamin Seufert
Who am I?
Launching a Free-to- Play Game: Strategies, Risks, and Pitfalls - Eric Benjamin Seufert
Who am I?
Launching a Free-to- Play Game: Strategies, Risks, and Pitfalls - Eric Benjamin Seufert
Who am I?
Launching a Free-to- Play Game: Strategies, Risks, and Pitfalls - Eric Benjamin Seufert
Presentation Structure
Launching a Free-to- Play Game: Strategies, Risks, and Pitfalls - Eric Benjamin Seufert
Presentation Structure

I.   State of the Market / Current Challenges
Launching a Free-to- Play Game: Strategies, Risks, and Pitfalls - Eric Benjamin Seufert
Presentation Structure

I.    State of the Market / Current Challenges

II.   Product Positioning Strategy
Launching a Free-to- Play Game: Strategies, Risks, and Pitfalls - Eric Benjamin Seufert
Presentation Structure

I.     State of the Market / Current Challenges

II.    Product Positioning Strategy

III.   Three case studies
Launching a Free-to- Play Game: Strategies, Risks, and Pitfalls - Eric Benjamin Seufert
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