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Introduction | |
The mobile games industry is a multi-billion dollar industry - mobile gaming is | |
big business and is set to continue growing at an alarming rate. Smart phone | |
and tablet market penetration is increasing exponentially, with over one billion | |
units sold worldwide in 2013 alone. The power of mobile gaming devices is | |
increasing just as fast: mobile processing power has developed to the extent | |
that smartphones and tablets can produce near console-quality graphics. | |
At the same time, digital marketplaces have become crowded, and the cost of | |
raising your head above the parapet through user acquisition has never been | |
higher. The mobile games industry is under increasing pressure to perform, | |
targeted at a market with more choice, and lower barriers to entry than ever | |
before. | |
The ability to innovate and to learn from each other’s creative thinking will set | |
the successful apart as the mobile sector continues to grow. Three industry | |
experts, representing some of the most innovative minds from across the | |
industry from investment house Initial Capital and developer/publishers Kabam | |
and SGN oer their insights into the mobile games industry in this report. These | |
industry leaders, along with a number of their peers, will also be giving their | |
insights at Mobile Gaming USA, hosted in San Francisco, 5-6, May 2014. | |
Kristian Segerstrale | |
Kristian Segerstrale is an entrepreneur and investor in games, consumer internet | |
and technology companies. He was also the CEO and co-founder of Playfish, | |
who were acquired by EA for $400 million in 2009. Kristian invests with Initial | |
Capital. To find out more visit www.initialcapital.com | |
1) What is the biggest opportunity in | |
mobile gaming today? | |
I actually don’t think there’s been a time in mobile games where you’ve had an | |
almost guaranteed growth over the next five years. You have a set of | |
technologies in iOS and Android that are here to stay. You have a set of stores | |
that are getting increasingly better at recommending the right content for users. | |
You also have a set of marketing technologies in advertising networks and | |
acquisition technologies that makes it increasingly better to reach consumers. | |
Most importantly you have consumers that are buying more smartphones all the | |
time. More than a billion smartphones were bought in 2013 alone. | |
The markets are getting far more international and consolidated. Previously for a | |
western developer and publishers it was extremely dicult to get into markets | |
like Japan, China and Korea because of diering technologies and marketplaces | |
– diering approaches to everything. Now, although the markets are still unique, | |
the technologies – in terms of Android and iOS in particular – are becoming | |
these giant equalisers between markets. So if you have a great product, as has | |
been amply demonstrated by King, Rovio and Supercell, you can actually create | |
global hits. | |
For all those reasons, I think the next three to five years present an incredible | |
opportunity for game developers. | |
In terms of specific opportunities within that industry growth, which is extremely | |
promising, is innovation. We continue to have a massive amount of | |
under-served categories in mobile in particular. If you look at genres like Sports | |
games, MOBAs (Massively Online Battle Arenas), RPGs (Role Playing Games) – | |
they all feel like under-served segments on mobile right now. Also there are | |
segments within those genres where you struggle to find quality games. Many | |
developers are lured by the success of specific titles and create derivative works | |
or games that are heavily influenced by those successful products. The biggest | |
opportunity out there is to serve unmet needs and to innovate rather than | |
imitate. | |
2) Discoverability is a huge issue and the | |
mobile marketplace is extremely crowded, | |
what steps can developers and publishers | |
take to get their games into the hands of | |
more players? | |
The product is by far the most important form of marketing, but especially in a | |
marketplace with as low friction, with as low barriers to entry, as mobile gaming. | |
So the most important thing is to not only create a product that is wonderful | |
and great to play – a great experience – but also one that has great character | |
and is memorable. Most developers today would still say that the majority of | |
their distribution is still word of mouth. | |
I can’t emphasise enough how important it is to create memorable experiences | |
to begin with. It is true that the marketplace is crowded, but the majority of that | |
crowd are actually forgettable experiences. | |
There are also fairly well understood mechanisms to test out what segment and | |
type of consumer you product appeals to. Once you have a good sense of who | |
your product is for, it is actually fairly straightforward to augment your user | |
acquisition eorts with channel marketing that reaches the right communities. I | |
think the marketplace is not nearly as sophisticated at doing this as it should be. | |
So today it’s entirely possible to quite accurately understand who your | |
consumer is and at the same time the ability to target using tools is increasing. | |
You can also advertise with much richer content, like video, that can be more | |
compelling – I think channels like YouTube are actually quite underused today. | |
Right now we’re going through this shift of marketing for apps which for the | |
past few years has been developed as this quantitative discipline of acquiring | |
users through ad networks almost like a trading desk – where one company | |
might be willing to sell a user for a price. I think we’ve entered an era where you | |
have to be far more sophisticated about building brands and creating a closer, | |
more emotional relationship with consumers. | |
3) Some of the biggest success stories | |
have come from new entrants, while some | |
traditional publishers have struggled to | |
gain traction. Why do you think this is? | |
From my experience games are really all about talent. The top 1% of talent will | |
have by far the best chance of creating the top 0.1% of games that are out there. | |
Putting anything less than the best development team on a game will have a | |
devastating impact on its ability to have the potential to break out. Part of that is | |
the innovation the team is capable of, part of it is the quality of the execution. At | |
the end of the day these are crafted experiences and as a consumer you can see | |
all of that – whether it’s a game you can clearly see that someone really cares | |
about or not. | |
Part of the challenge with the existing companies is that their focus – where | |
they’re placing their very best talent – is where their existing dollars are coming | |
from. So if you think about an EA or an Activision, the dilemma is that they’re | |
making billions of dollars from existing franchises. It would take an incredibly | |
brave company to move their talent from these massive franchises and put them | |
onto a new platform. | |
The other thing is that the development methodologies that smaller teams | |
employ are more suited to mobile. Big companies tend to employ heavy | |
approval processes to protect them from big mistakes. That type of process | |
doesn't lend itself well to creative risk or creating games in a fast moving | |
environment . You need to be able to trust top talent to make gut decisions. | |
Companies like Supercell are very vocal about the fact that they don’t have a | |
green light process of any kind, and I think that’s something that has hamstrung | |
some of the bigger companies when it comes to mobile development. | |
4) What is the formula for a successful | |
free-to-play title? | |
Games are fundamentally an art, and I don’t know that there’s a formula for art. | |
There are approaches that tend to be more successful than others. One that I | |
would advocate would be to firstly make something that you love to play | |
yourself. Don’t try make something because you think the market is big and | |
there are a lot of consumers that want something in that area. Start with what | |
you love to play and how you make something that you would love to play. You | |
can tell when you play a game whether it has been made by someone that | |
genuinely loves it. Obviously it needs to be something that you think the market | |
will also love to play, but if you don’t love it, the chances are that nobody else | |
will love it also. | |
You also need to understand who you’re making the game for and profoundly | |
respecting the player. There are a lot of games being made right now that either | |
simply imitate existing games. There is also still a "San Francisco school" of game | |
design out there that advocate "design by the numbers' - create games to get | |
people to pay as quickly as possible, as many times as possible, in as many | |
dierent ways as possible to maximise the funnel of people paying. I think that’s | |
a dangerous route of design. I can see that today the most successful games are | |
the ones that respect the players for what they are and creating an engaging | |
experience. Design for engagement. Design for fun. Design for the emotional | |
attachment to the game. Then build in reasonable monetisation that comes in | |
way down the road. | |
My own gold standard of design of engagement is League of Legends. For the | |
first 20 or 30 hours you can’t understand what you would ever pay money for. | |
The cool thing about it is that the game is incredibly successful o the back of | |
almost trying not to monetise players. They’ve built a phenomenon o the back | |
of an incredible game and not worrying too much about monetisation at all. I | |
think that’s a great design principle that developers need to work towards as | |
consumers get smarter. Are they leaving money on the table? Likely yes - but | |
they are building an incredibly successful, long lasting and valuable franchise. | |
Andrew Sheppard | |
Andrew Sheppard is the President of Kabam Studios, a developer and publisher | |
of social games. In each of the last two years Kabam revenues have grown by 80 | |
percent or more and will total more than $325 million in 2013 | |
1) What is the biggest opportunity in | |
mobile gaming today? | |
As consumer demand for gameplay experiences at little to no cost increases, | |
more publishers will come to recognize the value of the free-to-play business | |
model. In this context the onus is on all publishers (both existing and new) to | |
deliver high quality gameplay experiences that players value and ultimately are | |
willing to purchase. Thanks to the growing device market and constantly | |
improving device capabilities, publishers’ ability to deliver compelling gameplay | |
experiences has never been greater. | |
2) Discoverability is a huge issue and the | |
mobile marketplace is extremely crowded, | |
what steps can developers and publishers | |
take to get their games into the hands of | |
more players? | |
First, make a great game that is innovative, engaging and fun. This is required to | |
unlock tremendous organic opportunity. Then pull on all the strategic levers of | |
traditional marketing and distribution: business development, brand marketing, | |
public relations, performance advertising, consumer events, etc. Nail the | |
execution on both fronts, than get ready to watch your game soar up the charts! | |
3) Some of the biggest success stories | |
have come from new entrants, while some | |
traditional publishers have struggled to | |
gain traction. Why do you think this is? | |
For traditional publishers and developers, it’s been a slow start. This is largely | |
because free-to-play mobile game development is an entirely dierent beast | |
that draws on both art and science to build mass market global hits. It is fair to | |
say the traditional game developers are beginning to figure out this exciting new | |
medium of gaming, but that their progress is still rate limited by the best | |
practices that made them successful in the first place. | |
4) What is the formula for a successful | |
free-to-play title? | |
Excellent teams, great product vision and a deep understanding of how to | |
balance the art and science of free-to-play game development. Hard work helps | |
too. | |
Chris DeWolfe | |
Chris DeWolfe is the CEO of SGN (Social Gaming Network), a top cross-platform | |
developer and publisher of games on Facebook, iOS, and Android. To date well | |
over 300 Million SGN games have been installed on leading mobile and social | |
platforms, making SGN one of the largest cross-platform gaming companies in | |
the world. | |
1) What is the biggest opportunity in | |
mobile gaming today? | |
A massive number of people are playing games today, and as a result, the | |
market has become much larger than it was several years ago. It will continue to | |
get larger as people continue purchasing multiple devices. | |
The fact that there are now multiple platforms on which to play games expands | |
the market even more. Currently there is a big opportunity for developers to | |
build their games for all platforms, both social and mobile. The opportunity lies | |
in developing games for people to play at work, perhaps on a PC or laptop, and | |
for users that are travelling home from work, so they can continue to play the | |
same game seamlessly on a mobile device. | |
Free-to-play in-game purchasing has become frictionless, especially in the iOS | |
operating system. Apple has over a billion credit cards on file, so all you have to | |
do is type in your password to make a purchase. This makes it very easy to | |
purchase and provides a huge potential audience. On top of that, barriers to | |
entry have been substantially reduced, so that the cost and time it takes to | |
create a great game in the mobile space has decreased as the tools available | |
have matured. This has allowed smaller companies to make the biggest mobile | |
games. | |
The other significant opportunity is leveraging the sheer amount of data that | |
exists. If done right, you have the ability to look at the fail rates of a user at a | |
granular level, almost down to the exact feature of a particular stage that caused | |
them to lose. With connected devices you have the ability to refine these | |
components so that you can prevent users from becoming frustrated and | |
leaving the game, and at the same time, ensure that there are enough | |
challenges to keep them playing. | |
2) Discoverability is a huge issue and the | |
mobile marketplace is extremely crowded, | |
what steps can developers and publishers | |
take to get their games into the hands of | |
more players? | |
It starts with the design of the game. If you have a broad market it is important | |
to ensure that your game has a proven mechanic and that the game is fun to | |
play. Starting very early with a playable prototype of the game is necessary to | |
determine if the game will have fun gameplay mechanics and if it will stand out | |
from the crowd. If it does not meet those requirements, then you either have to | |
go back to the drawing board or fail quickly and pivot. It is not the best idea to | |
spend a year and a half developing a game that is never going to gain traction. | |
You also want to ensure that there are certain viral elements in the game. From | |
our perspective, Facebook remains the social glue in the mobile web and apps | |
space. It is helpful to encourage your users to log into Facebook to invite their | |
friends into the game, and reward them for doing so. There are many ways to do | |
that from the way you set up the game, to notifying users when one of their | |
friends joins. For example, in our game Panda Pop, anytime your friend joins, | |
you are sent a notification so that you can share progress with each other. We | |
encourage users to return to the game and compete on the levels where their | |
friends have beaten them. | |
It is always helpful if you can build a game that is interesting enough from an | |
editorial perspective that Apple, Google Play, Amazon and/or Facebook will | |
feature it. This featured placement will get you hundreds of thousands if not | |
millions of downloads. From a discoverability perspective, this can be a great | |
boon to the launch of your game, but it is not something you can rely on. | |
For us, we have a very specific focus on our games. We make puzzle games that | |
have a deep narrative, great animations and fun gameplay. Most of our entire | |
back catalogue appeals to a similar type of demographic. We do that because | |
when we get a hit with game A, we can cross-promote games B, C and D to | |
those users. From a success perspective, we are looking at the lifetime value of a | |
user rather than the lifetime value of a single game. | |
Some companies will make a game specifically targeted at men, then attempt a | |
casino game targeted at women and then a puzzle game targeted to everyone, | |
and try to cross-promote all of the games. However, it is unlikely that there is | |
interest by that demographic in the new games, so this strategy may not be | |
suitable. | |
With advertising, the picture was quite dierent a year ago. In the early days, | |
companies would target across the board and hope that the average lifetime | |
value of a user would come out to more than the cost per user to acquire. Now | |
– at least for the companies that are doing it right – you have to get much more | |
granular with how and where you spend your advertising dollars or you may lose | |
a significant amount of money with very little gain. | |
3) Some of the biggest success stories | |
have come from new entrants, while some | |
traditional publishers have struggled to | |
gain traction. Why do you think this is? | |
The secret is agility. If you look at companies like Supercell, who make Clash of | |
Clans, and King, who of course developed Candy Crush Saga, they do not have | |
massive, bloated teams. They quickly make games and quickly iterate. | |
Mobile games are not software like they were in the past. We are creating a | |
game as a service. A game can last an extremely long time rather than a boxed | |
product that has a finite lifespan. You can release a game, collect great data, and | |
continue to improve the game with regular changes and new content. | |
There is a new way of thinking when developing games for mobile and social. It | |
is the notion of developing a prototype and failing fast – by that I mean using | |
data to decide very early on if your prototype is a viable game. At the same time | |
the concept now is to build a game as a service – optimizing the revenue and | |
user retention for years to come by continuously injecting new content. | |
It is a very dierent way of thinking compared to the earlier days, where some | |
companies set a budget and development time for a game and then began | |
work. Every company that has a big hit game, has also had failed games that | |
they killed after a month or two. If you spoke with the teams at Supercell or | |
Kabam, it is very likely that they have had game ideas that they thought would be | |
interesting, but ultimately did not succeed. Games are unique in that way. | |
If you take TV for example – it costs possibly a million dollars to create a pilot, | |
with the hope that you will get picked up for maybe six episodes and the goal is | |
to not get cancelled. With mobile game development, the investment is far | |
lower before the point at which you start to get feedback, so you can tell much | |
earlier on if a project is not working or how to steer it so that it begins to work | |
for you. This kind of thinking is naturally ingrained into newer companies. | |
4) What is the formula for a successful | |
free-to-play title? | |
As a company we are super focused on one genre of games. We have dabbled | |
in other areas, but we settled on this space because – like the issue you brought | |
up with discoverability – we start to solve the discoverability issue ourselves | |
simply by creating new products that cross-promote very well with each other. | |
The notion that you create a game with a proven game mechanic is also very | |
important. We have a website called mindjolt.com, which has hundreds of very | |
simple games that cover almost every game mechanic you can think of. Those | |
games are not advanced enough and do not have enough polish to be hits in | |
their own right, but what we can do is determine which games people are | |
playing and which mechanics people are enjoying. From there we can build a | |
prototype with a bigger narrative around that initial idea. If that prototype is a | |
success we can move along to formally assign a team to the game and head | |
into full development. From that point, we will continually iterate on the game | |
through a soft launch and then a full release. | |
Additionally, we set KPIs and stick to them. For example, for a particular title, we | |
might set a day-one retention target of 55%, which is quite a healthy number. | |
Our seven-day retention target might be 26%. If those numbers are not where | |
we need them to be we will take prescriptive measures – and analyze our data – | |
to determine where players are dropping o and what is causing the retention | |
to be lower than what we want it to be. This is just one indicator among many | |
that we use to measure success and figure out how to make the most | |
successful product. | |
Finally, investing in your team is crucial. To make the best games, you must hire | |
the most creative people you can aord. This year we invested heavily in our | |
artists, animators, game designers and engineering teams to ensure we have the | |
imagination and the talent to make the best products. Unfortunately that is not | |
enough, you must also have the analytics infrastructure to back it all up. All of | |
these elements are crucial to creating a successful games business. | |
2014 insight in | |
Mobile Games | |
Introduction | |
The mobile games industry is a multi-billion dollar industry - mobile gaming is | |
big business and is set to continue growing at an alarming rate. Smart phone | |
and tablet market penetration is increasing exponentially, with over one billion | |
units sold worldwide in 2013 alone. The power of mobile gaming devices is | |
increasing just as fast: mobile processing power has developed to the extent | |
that smartphones and tablets can produce near console-quality graphics. | |
At the same time, digital marketplaces have become crowded, and the cost of | |
raising your head above the parapet through user acquisition has never been | |
higher. The mobile games industry is under increasing pressure to perform, | |
targeted at a market with more choice, and lower barriers to entry than ever | |
before. | |
The ability to innovate and to learn from each other’s creative thinking will set | |
the successful apart as the mobile sector continues to grow. Three industry | |
experts, representing some of the most innovative minds from across the | |
industry from investment house Initial Capital and developer/publishers Kabam | |
and SGN oer their insights into the mobile games industry in this report. These | |
industry leaders, along with a number of their peers, will also be giving their | |
insights at Mobile Gaming USA, hosted in San Francisco, 5-6, May 2014. | |
Kristian Segerstrale | |
Kristian Segerstrale is an entrepreneur and investor in games, consumer internet | |
and technology companies. He was also the CEO and co-founder of Playfish, | |
who were acquired by EA for $400 million in 2009. Kristian invests with Initial | |
Capital. To find out more visit www.initialcapital.com | |
1) What is the biggest opportunity in | |
mobile gaming today? | |
I actually don’t think there’s been a time in mobile games where you’ve had an | |
almost guaranteed growth over the next five years. You have a set of | |
technologies in iOS and Android that are here to stay. You have a set of stores | |
that are getting increasingly better at recommending the right content for users. | |
You also have a set of marketing technologies in advertising networks and | |
acquisition technologies that makes it increasingly better to reach consumers. | |
Most importantly you have consumers that are buying more smartphones all the | |
time. More than a billion smartphones were bought in 2013 alone. | |
The markets are getting far more international and consolidated. Previously for a | |
western developer and publishers it was extremely dicult to get into markets | |
like Japan, China and Korea because of diering technologies and marketplaces | |
– diering approaches to everything. Now, although the markets are still unique, | |
the technologies – in terms of Android and iOS in particular – are becoming | |
these giant equalisers between markets. So if you have a great product, as has | |
been amply demonstrated by King, Rovio and Supercell, you can actually create | |
global hits. | |
For all those reasons, I think the next three to five years present an incredible | |
opportunity for game developers. | |
In terms of specific opportunities within that industry growth, which is extremely | |
promising, is innovation. We continue to have a massive amount of | |
under-served categories in mobile in particular. If you look at genres like Sports | |
games, MOBAs (Massively Online Battle Arenas), RPGs (Role Playing Games) – | |
they all feel like under-served segments on mobile right now. Also there are | |
segments within those genres where you struggle to find quality games. Many | |
developers are lured by the success of specific titles and create derivative works | |
or games that are heavily influenced by those successful products. The biggest | |
opportunity out there is to serve unmet needs and to innovate rather than | |
imitate. | |
2) Discoverability is a huge issue and the | |
mobile marketplace is extremely crowded, | |
what steps can developers and publishers | |
take to get their games into the hands of | |
more players? | |
The product is by far the most important form of marketing, but especially in a | |
marketplace with as low friction, with as low barriers to entry, as mobile gaming. | |
So the most important thing is to not only create a product that is wonderful | |
and great to play – a great experience – but also one that has great character | |
and is memorable. Most developers today would still say that the majority of | |
their distribution is still word of mouth. | |
I can’t emphasise enough how important it is to create memorable experiences | |
to begin with. It is true that the marketplace is crowded, but the majority of that | |
crowd are actually forgettable experiences. | |
There are also fairly well understood mechanisms to test out what segment and | |
type of consumer you product appeals to. Once you have a good sense of who | |
your product is for, it is actually fairly straightforward to augment your user | |
acquisition eorts with channel marketing that reaches the right communities. I | |
think the marketplace is not nearly as sophisticated at doing this as it should be. | |
So today it’s entirely possible to quite accurately understand who your | |
consumer is and at the same time the ability to target using tools is increasing. | |
You can also advertise with much richer content, like video, that can be more | |
compelling – I think channels like YouTube are actually quite underused today. | |
Right now we’re going through this shift of marketing for apps which for the | |
past few years has been developed as this quantitative discipline of acquiring | |
users through ad networks almost like a trading desk – where one company | |
might be willing to sell a user for a price. I think we’ve entered an era where you | |
have to be far more sophisticated about building brands and creating a closer, | |
more emotional relationship with consumers. | |
3) Some of the biggest success stories | |
have come from new entrants, while some | |
traditional publishers have struggled to | |
gain traction. Why do you think this is? | |
From my experience games are really all about talent. The top 1% of talent will | |
have by far the best chance of creating the top 0.1% of games that are out there. | |
Putting anything less than the best development team on a game will have a | |
devastating impact on its ability to have the potential to break out. Part of that is | |
the innovation the team is capable of, part of it is the quality of the execution. At | |
the end of the day these are crafted experiences and as a consumer you can see | |
all of that – whether it’s a game you can clearly see that someone really cares | |
about or not. | |
Part of the challenge with the existing companies is that their focus – where | |
they’re placing their very best talent – is where their existing dollars are coming | |
from. So if you think about an EA or an Activision, the dilemma is that they’re | |
making billions of dollars from existing franchises. It would take an incredibly | |
brave company to move their talent from these massive franchises and put them | |
onto a new platform. | |
The other thing is that the development methodologies that smaller teams | |
employ are more suited to mobile. Big companies tend to employ heavy | |
approval processes to protect them from big mistakes. That type of process | |
doesn't lend itself well to creative risk or creating games in a fast moving | |
environment . You need to be able to trust top talent to make gut decisions. | |
Companies like Supercell are very vocal about the fact that they don’t have a | |
green light process of any kind, and I think that’s something that has hamstrung | |
some of the bigger companies when it comes to mobile development. | |
4) What is the formula for a successful | |
free-to-play title? | |
Games are fundamentally an art, and I don’t know that there’s a formula for art. | |
There are approaches that tend to be more successful than others. One that I | |
would advocate would be to firstly make something that you love to play | |
yourself. Don’t try make something because you think the market is big and | |
there are a lot of consumers that want something in that area. Start with what | |
you love to play and how you make something that you would love to play. You | |
can tell when you play a game whether it has been made by someone that | |
genuinely loves it. Obviously it needs to be something that you think the market | |
will also love to play, but if you don’t love it, the chances are that nobody else | |
will love it also. | |
You also need to understand who you’re making the game for and profoundly | |
respecting the player. There are a lot of games being made right now that either | |
simply imitate existing games. There is also still a "San Francisco school" of game | |
design out there that advocate "design by the numbers' - create games to get | |
people to pay as quickly as possible, as many times as possible, in as many | |
dierent ways as possible to maximise the funnel of people paying. I think that’s | |
a dangerous route of design. I can see that today the most successful games are | |
the ones that respect the players for what they are and creating an engaging | |
experience. Design for engagement. Design for fun. Design for the emotional | |
attachment to the game. Then build in reasonable monetisation that comes in | |
way down the road. | |
My own gold standard of design of engagement is League of Legends. For the | |
first 20 or 30 hours you can’t understand what you would ever pay money for. | |
The cool thing about it is that the game is incredibly successful o the back of | |
almost trying not to monetise players. They’ve built a phenomenon o the back | |
of an incredible game and not worrying too much about monetisation at all. I | |
think that’s a great design principle that developers need to work towards as | |
consumers get smarter. Are they leaving money on the table? Likely yes - but | |
they are building an incredibly successful, long lasting and valuable franchise. | |
Andrew Sheppard | |
Andrew Sheppard is the President of Kabam Studios, a developer and publisher | |
of social games. In each of the last two years Kabam revenues have grown by 80 | |
percent or more and will total more than $325 million in 2013 | |
1) What is the biggest opportunity in | |
mobile gaming today? | |
As consumer demand for gameplay experiences at little to no cost increases, | |
more publishers will come to recognize the value of the free-to-play business | |
model. In this context the onus is on all publishers (both existing and new) to | |
deliver high quality gameplay experiences that players value and ultimately are | |
willing to purchase. Thanks to the growing device market and constantly | |
improving device capabilities, publishers’ ability to deliver compelling gameplay | |
experiences has never been greater. | |
2) Discoverability is a huge issue and the | |
mobile marketplace is extremely crowded, | |
what steps can developers and publishers | |
take to get their games into the hands of | |
more players? | |
First, make a great game that is innovative, engaging and fun. This is required to | |
unlock tremendous organic opportunity. Then pull on all the strategic levers of | |
traditional marketing and distribution: business development, brand marketing, | |
public relations, performance advertising, consumer events, etc. Nail the | |
execution on both fronts, than get ready to watch your game soar up the charts! | |
3) Some of the biggest success stories | |
have come from new entrants, while some | |
traditional publishers have struggled to | |
gain traction. Why do you think this is? | |
For traditional publishers and developers, it’s been a slow start. This is largely | |
because free-to-play mobile game development is an entirely dierent beast | |
that draws on both art and science to build mass market global hits. It is fair to | |
say the traditional game developers are beginning to figure out this exciting new | |
medium of gaming, but that their progress is still rate limited by the best | |
practices that made them successful in the first place. | |
4) What is the formula for a successful | |
free-to-play title? | |
Excellent teams, great product vision and a deep understanding of how to | |
balance the art and science of free-to-play game development. Hard work helps | |
too. | |
Chris DeWolfe | |
Chris DeWolfe is the CEO of SGN (Social Gaming Network), a top cross-platform | |
developer and publisher of games on Facebook, iOS, and Android. To date well | |
over 300 Million SGN games have been installed on leading mobile and social | |
platforms, making SGN one of the largest cross-platform gaming companies in | |
the world. | |
1) What is the biggest opportunity in | |
mobile gaming today? | |
A massive number of people are playing games today, and as a result, the | |
market has become much larger than it was several years ago. It will continue to | |
get larger as people continue purchasing multiple devices. | |
The fact that there are now multiple platforms on which to play games expands | |
the market even more. Currently there is a big opportunity for developers to | |
build their games for all platforms, both social and mobile. The opportunity lies | |
in developing games for people to play at work, perhaps on a PC or laptop, and | |
for users that are travelling home from work, so they can continue to play the | |
same game seamlessly on a mobile device. | |
Free-to-play in-game purchasing has become frictionless, especially in the iOS | |
operating system. Apple has over a billion credit cards on file, so all you have to | |
do is type in your password to make a purchase. This makes it very easy to | |
purchase and provides a huge potential audience. On top of that, barriers to | |
entry have been substantially reduced, so that the cost and time it takes to | |
create a great game in the mobile space has decreased as the tools available | |
have matured. This has allowed smaller companies to make the biggest mobile | |
games. | |
The other significant opportunity is leveraging the sheer amount of data that | |
exists. If done right, you have the ability to look at the fail rates of a user at a | |
granular level, almost down to the exact feature of a particular stage that caused | |
them to lose. With connected devices you have the ability to refine these | |
components so that you can prevent users from becoming frustrated and | |
leaving the game, and at the same time, ensure that there are enough | |
challenges to keep them playing. | |
2) Discoverability is a huge issue and the | |
mobile marketplace is extremely crowded, | |
what steps can developers and publishers | |
take to get their games into the hands of | |
more players? | |
It starts with the design of the game. If you have a broad market it is important | |
to ensure that your game has a proven mechanic and that the game is fun to | |
play. Starting very early with a playable prototype of the game is necessary to | |
determine if the game will have fun gameplay mechanics and if it will stand out | |
from the crowd. If it does not meet those requirements, then you either have to | |
go back to the drawing board or fail quickly and pivot. It is not the best idea to | |
spend a year and a half developing a game that is never going to gain traction. | |
You also want to ensure that there are certain viral elements in the game. From | |
our perspective, Facebook remains the social glue in the mobile web and apps | |
space. It is helpful to encourage your users to log into Facebook to invite their | |
friends into the game, and reward them for doing so. There are many ways to do | |
that from the way you set up the game, to notifying users when one of their | |
friends joins. For example, in our game Panda Pop, anytime your friend joins, | |
you are sent a notification so that you can share progress with each other. We | |
encourage users to return to the game and compete on the levels where their | |
friends have beaten them. | |
It is always helpful if you can build a game that is interesting enough from an | |
editorial perspective that Apple, Google Play, Amazon and/or Facebook will | |
feature it. This featured placement will get you hundreds of thousands if not | |
millions of downloads. From a discoverability perspective, this can be a great | |
boon to the launch of your game, but it is not something you can rely on. | |
For us, we have a very specific focus on our games. We make puzzle games that | |
have a deep narrative, great animations and fun gameplay. Most of our entire | |
back catalogue appeals to a similar type of demographic. We do that because | |
when we get a hit with game A, we can cross-promote games B, C and D to | |
those users. From a success perspective, we are looking at the lifetime value of a | |
user rather than the lifetime value of a single game. | |
Some companies will make a game specifically targeted at men, then attempt a | |
casino game targeted at women and then a puzzle game targeted to everyone, | |
and try to cross-promote all of the games. However, it is unlikely that there is | |
interest by that demographic in the new games, so this strategy may not be | |
suitable. | |
With advertising, the picture was quite dierent a year ago. In the early days, | |
companies would target across the board and hope that the average lifetime | |
value of a user would come out to more than the cost per user to acquire. Now | |
– at least for the companies that are doing it right – you have to get much more | |
granular with how and where you spend your advertising dollars or you may lose | |
a significant amount of money with very little gain. | |
3) Some of the biggest success stories | |
have come from new entrants, while some | |
traditional publishers have struggled to | |
gain traction. Why do you think this is? | |
The secret is agility. If you look at companies like Supercell, who make Clash of | |
Clans, and King, who of course developed Candy Crush Saga, they do not have | |
massive, bloated teams. They quickly make games and quickly iterate. | |
Mobile games are not software like they were in the past. We are creating a | |
game as a service. A game can last an extremely long time rather than a boxed | |
product that has a finite lifespan. You can release a game, collect great data, and | |
continue to improve the game with regular changes and new content. | |
There is a new way of thinking when developing games for mobile and social. It | |
is the notion of developing a prototype and failing fast – by that I mean using | |
data to decide very early on if your prototype is a viable game. At the same time | |
the concept now is to build a game as a service – optimizing the revenue and | |
user retention for years to come by continuously injecting new content. | |
It is a very dierent way of thinking compared to the earlier days, where some | |
companies set a budget and development time for a game and then began | |
work. Every company that has a big hit game, has also had failed games that | |
they killed after a month or two. If you spoke with the teams at Supercell or | |
Kabam, it is very likely that they have had game ideas that they thought would be | |
interesting, but ultimately did not succeed. Games are unique in that way. | |
If you take TV for example – it costs possibly a million dollars to create a pilot, | |
with the hope that you will get picked up for maybe six episodes and the goal is | |
to not get cancelled. With mobile game development, the investment is far | |
lower before the point at which you start to get feedback, so you can tell much | |
earlier on if a project is not working or how to steer it so that it begins to work | |
for you. This kind of thinking is naturally ingrained into newer companies. | |
4) What is the formula for a successful | |
free-to-play title? | |
As a company we are super focused on one genre of games. We have dabbled | |
in other areas, but we settled on this space because – like the issue you brought | |
up with discoverability – we start to solve the discoverability issue ourselves | |
simply by creating new products that cross-promote very well with each other. | |
The notion that you create a game with a proven game mechanic is also very | |
important. We have a website called mindjolt.com, which has hundreds of very | |
simple games that cover almost every game mechanic you can think of. Those | |
games are not advanced enough and do not have enough polish to be hits in | |
their own right, but what we can do is determine which games people are | |
playing and which mechanics people are enjoying. From there we can build a | |
prototype with a bigger narrative around that initial idea. If that prototype is a | |
success we can move along to formally assign a team to the game and head | |
into full development. From that point, we will continually iterate on the game | |
through a soft launch and then a full release. | |
Additionally, we set KPIs and stick to them. For example, for a particular title, we | |
might set a day-one retention target of 55%, which is quite a healthy number. | |
Our seven-day retention target might be 26%. If those numbers are not where | |
we need them to be we will take prescriptive measures – and analyze our data – | |
to determine where players are dropping o and what is causing the retention | |
to be lower than what we want it to be. This is just one indicator among many | |
that we use to measure success and figure out how to make the most | |
successful product. | |
Finally, investing in your team is crucial. To make the best games, you must hire | |
the most creative people you can aord. This year we invested heavily in our | |
artists, animators, game designers and engineering teams to ensure we have the | |
imagination and the talent to make the best products. Unfortunately that is not | |
enough, you must also have the analytics infrastructure to back it all up. All of | |
these elements are crucial to creating a successful games business. | |
Unlocking the Formula to | |
Mobile Success | |
Mobile Gaming USA | |
May 5-6, 2014 | San Francisco | |
All the contributors to this | |
whitepaper will be speaking at | |
Mobile Gaming USA. Visit: | |
http://www.videogamesintelligen | |
ce.com/mobile-gaming-usa | |
for more details on this landmark | |
event. | |
Introduction | |
The mobile games industry is a multi-billion dollar industry - mobile gaming is | |
big business and is set to continue growing at an alarming rate. Smart phone | |
and tablet market penetration is increasing exponentially, with over one billion | |
units sold worldwide in 2013 alone. The power of mobile gaming devices is | |
increasing just as fast: mobile processing power has developed to the extent | |
that smartphones and tablets can produce near console-quality graphics. | |
At the same time, digital marketplaces have become crowded, and the cost of | |
raising your head above the parapet through user acquisition has never been | |
higher. The mobile games industry is under increasing pressure to perform, | |
targeted at a market with more choice, and lower barriers to entry than ever | |
before. | |
The ability to innovate and to learn from each other’s creative thinking will set | |
the successful apart as the mobile sector continues to grow. Three industry | |
experts, representing some of the most innovative minds from across the | |
industry from investment house Initial Capital and developer/publishers Kabam | |
and SGN oer their insights into the mobile games industry in this report. These | |
industry leaders, along with a number of their peers, will also be giving their | |
insights at Mobile Gaming USA, hosted in San Francisco, 5-6, May 2014. | |
Kristian Segerstrale | |
Kristian Segerstrale is an entrepreneur and investor in games, consumer internet | |
and technology companies. He was also the CEO and co-founder of Playfish, | |
who were acquired by EA for $400 million in 2009. Kristian invests with Initial | |
Capital. To find out more visit www.initialcapital.com | |
1) What is the biggest opportunity in | |
mobile gaming today? | |
I actually don’t think there’s been a time in mobile games where you’ve had an | |
almost guaranteed growth over the next five years. You have a set of | |
technologies in iOS and Android that are here to stay. You have a set of stores | |
that are getting increasingly better at recommending the right content for users. | |
You also have a set of marketing technologies in advertising networks and | |
acquisition technologies that makes it increasingly better to reach consumers. | |
Most importantly you have consumers that are buying more smartphones all the | |
time. More than a billion smartphones were bought in 2013 alone. | |
The markets are getting far more international and consolidated. Previously for a | |
western developer and publishers it was extremely dicult to get into markets | |
like Japan, China and Korea because of diering technologies and marketplaces | |
– diering approaches to everything. Now, although the markets are still unique, | |
the technologies – in terms of Android and iOS in particular – are becoming | |
these giant equalisers between markets. So if you have a great product, as has | |
been amply demonstrated by King, Rovio and Supercell, you can actually create | |
global hits. | |
For all those reasons, I think the next three to five years present an incredible | |
opportunity for game developers. | |
In terms of specific opportunities within that industry growth, which is extremely | |
promising, is innovation. We continue to have a massive amount of | |
under-served categories in mobile in particular. If you look at genres like Sports | |
games, MOBAs (Massively Online Battle Arenas), RPGs (Role Playing Games) – | |
they all feel like under-served segments on mobile right now. Also there are | |
segments within those genres where you struggle to find quality games. Many | |
developers are lured by the success of specific titles and create derivative works | |
or games that are heavily influenced by those successful products. The biggest | |
opportunity out there is to serve unmet needs and to innovate rather than | |
imitate. | |
2) Discoverability is a huge issue and the | |
mobile marketplace is extremely crowded, | |
what steps can developers and publishers | |
take to get their games into the hands of | |
more players? | |
The product is by far the most important form of marketing, but especially in a | |
marketplace with as low friction, with as low barriers to entry, as mobile gaming. | |
So the most important thing is to not only create a product that is wonderful | |
and great to play – a great experience – but also one that has great character | |
and is memorable. Most developers today would still say that the majority of | |
their distribution is still word of mouth. | |
I can’t emphasise enough how important it is to create memorable experiences | |
to begin with. It is true that the marketplace is crowded, but the majority of that | |
crowd are actually forgettable experiences. | |
There are also fairly well understood mechanisms to test out what segment and | |
type of consumer you product appeals to. Once you have a good sense of who | |
your product is for, it is actually fairly straightforward to augment your user | |
acquisition eorts with channel marketing that reaches the right communities. I | |
think the marketplace is not nearly as sophisticated at doing this as it should be. | |
So today it’s entirely possible to quite accurately understand who your | |
consumer is and at the same time the ability to target using tools is increasing. | |
You can also advertise with much richer content, like video, that can be more | |
compelling – I think channels like YouTube are actually quite underused today. | |
Right now we’re going through this shift of marketing for apps which for the | |
past few years has been developed as this quantitative discipline of acquiring | |
users through ad networks almost like a trading desk – where one company | |
might be willing to sell a user for a price. I think we’ve entered an era where you | |
have to be far more sophisticated about building brands and creating a closer, | |
more emotional relationship with consumers. | |
3) Some of the biggest success stories | |
have come from new entrants, while some | |
traditional publishers have struggled to | |
gain traction. Why do you think this is? | |
From my experience games are really all about talent. The top 1% of talent will | |
have by far the best chance of creating the top 0.1% of games that are out there. | |
Putting anything less than the best development team on a game will have a | |
devastating impact on its ability to have the potential to break out. Part of that is | |
the innovation the team is capable of, part of it is the quality of the execution. At | |
the end of the day these are crafted experiences and as a consumer you can see | |
all of that – whether it’s a game you can clearly see that someone really cares | |
about or not. | |
Part of the challenge with the existing companies is that their focus – where | |
they’re placing their very best talent – is where their existing dollars are coming | |
from. So if you think about an EA or an Activision, the dilemma is that they’re | |
making billions of dollars from existing franchises. It would take an incredibly | |
brave company to move their talent from these massive franchises and put them | |
onto a new platform. | |
The other thing is that the development methodologies that smaller teams | |
employ are more suited to mobile. Big companies tend to employ heavy | |
approval processes to protect them from big mistakes. That type of process | |
doesn't lend itself well to creative risk or creating games in a fast moving | |
environment . You need to be able to trust top talent to make gut decisions. | |
Companies like Supercell are very vocal about the fact that they don’t have a | |
green light process of any kind, and I think that’s something that has hamstrung | |
some of the bigger companies when it comes to mobile development. | |
4) What is the formula for a successful | |
free-to-play title? | |
Games are fundamentally an art, and I don’t know that there’s a formula for art. | |
There are approaches that tend to be more successful than others. One that I | |
would advocate would be to firstly make something that you love to play | |
yourself. Don’t try make something because you think the market is big and | |
there are a lot of consumers that want something in that area. Start with what | |
you love to play and how you make something that you would love to play. You | |
can tell when you play a game whether it has been made by someone that | |
genuinely loves it. Obviously it needs to be something that you think the market | |
will also love to play, but if you don’t love it, the chances are that nobody else | |
will love it also. | |
You also need to understand who you’re making the game for and profoundly | |
respecting the player. There are a lot of games being made right now that either | |
simply imitate existing games. There is also still a "San Francisco school" of game | |
design out there that advocate "design by the numbers' - create games to get | |
people to pay as quickly as possible, as many times as possible, in as many | |
dierent ways as possible to maximise the funnel of people paying. I think that’s | |
a dangerous route of design. I can see that today the most successful games are | |
the ones that respect the players for what they are and creating an engaging | |
experience. Design for engagement. Design for fun. Design for the emotional | |
attachment to the game. Then build in reasonable monetisation that comes in | |
way down the road. | |
My own gold standard of design of engagement is League of Legends. For the | |
first 20 or 30 hours you can’t understand what you would ever pay money for. | |
The cool thing about it is that the game is incredibly successful o the back of | |
almost trying not to monetise players. They’ve built a phenomenon o the back | |
of an incredible game and not worrying too much about monetisation at all. I | |
think that’s a great design principle that developers need to work towards as | |
consumers get smarter. Are they leaving money on the table? Likely yes - but | |
they are building an incredibly successful, long lasting and valuable franchise. | |
Andrew Sheppard | |
Andrew Sheppard is the President of Kabam Studios, a developer and publisher | |
of social games. In each of the last two years Kabam revenues have grown by 80 | |
percent or more and will total more than $325 million in 2013 | |
1) What is the biggest opportunity in | |
mobile gaming today? | |
As consumer demand for gameplay experiences at little to no cost increases, | |
more publishers will come to recognize the value of the free-to-play business | |
model. In this context the onus is on all publishers (both existing and new) to | |
deliver high quality gameplay experiences that players value and ultimately are | |
willing to purchase. Thanks to the growing device market and constantly | |
improving device capabilities, publishers’ ability to deliver compelling gameplay | |
experiences has never been greater. | |
2) Discoverability is a huge issue and the | |
mobile marketplace is extremely crowded, | |
what steps can developers and publishers | |
take to get their games into the hands of | |
more players? | |
First, make a great game that is innovative, engaging and fun. This is required to | |
unlock tremendous organic opportunity. Then pull on all the strategic levers of | |
traditional marketing and distribution: business development, brand marketing, | |
public relations, performance advertising, consumer events, etc. Nail the | |
execution on both fronts, than get ready to watch your game soar up the charts! | |
3) Some of the biggest success stories | |
have come from new entrants, while some | |
traditional publishers have struggled to | |
gain traction. Why do you think this is? | |
For traditional publishers and developers, it’s been a slow start. This is largely | |
because free-to-play mobile game development is an entirely dierent beast | |
that draws on both art and science to build mass market global hits. It is fair to | |
say the traditional game developers are beginning to figure out this exciting new | |
medium of gaming, but that their progress is still rate limited by the best | |
practices that made them successful in the first place. | |
4) What is the formula for a successful | |
free-to-play title? | |
Excellent teams, great product vision and a deep understanding of how to | |
balance the art and science of free-to-play game development. Hard work helps | |
too. | |
Chris DeWolfe | |
Chris DeWolfe is the CEO of SGN (Social Gaming Network), a top cross-platform | |
developer and publisher of games on Facebook, iOS, and Android. To date well | |
over 300 Million SGN games have been installed on leading mobile and social | |
platforms, making SGN one of the largest cross-platform gaming companies in | |
the world. | |
1) What is the biggest opportunity in | |
mobile gaming today? | |
A massive number of people are playing games today, and as a result, the | |
market has become much larger than it was several years ago. It will continue to | |
get larger as people continue purchasing multiple devices. | |
The fact that there are now multiple platforms on which to play games expands | |
the market even more. Currently there is a big opportunity for developers to | |
build their games for all platforms, both social and mobile. The opportunity lies | |
in developing games for people to play at work, perhaps on a PC or laptop, and | |
for users that are travelling home from work, so they can continue to play the | |
same game seamlessly on a mobile device. | |
Free-to-play in-game purchasing has become frictionless, especially in the iOS | |
operating system. Apple has over a billion credit cards on file, so all you have to | |
do is type in your password to make a purchase. This makes it very easy to | |
purchase and provides a huge potential audience. On top of that, barriers to | |
entry have been substantially reduced, so that the cost and time it takes to | |
create a great game in the mobile space has decreased as the tools available | |
have matured. This has allowed smaller companies to make the biggest mobile | |
games. | |
The other significant opportunity is leveraging the sheer amount of data that | |
exists. If done right, you have the ability to look at the fail rates of a user at a | |
granular level, almost down to the exact feature of a particular stage that caused | |
them to lose. With connected devices you have the ability to refine these | |
components so that you can prevent users from becoming frustrated and | |
leaving the game, and at the same time, ensure that there are enough | |
challenges to keep them playing. | |
2) Discoverability is a huge issue and the | |
mobile marketplace is extremely crowded, | |
what steps can developers and publishers | |
take to get their games into the hands of | |
more players? | |
It starts with the design of the game. If you have a broad market it is important | |
to ensure that your game has a proven mechanic and that the game is fun to | |
play. Starting very early with a playable prototype of the game is necessary to | |
determine if the game will have fun gameplay mechanics and if it will stand out | |
from the crowd. If it does not meet those requirements, then you either have to | |
go back to the drawing board or fail quickly and pivot. It is not the best idea to | |
spend a year and a half developing a game that is never going to gain traction. | |
You also want to ensure that there are certain viral elements in the game. From | |
our perspective, Facebook remains the social glue in the mobile web and apps | |
space. It is helpful to encourage your users to log into Facebook to invite their | |
friends into the game, and reward them for doing so. There are many ways to do | |
that from the way you set up the game, to notifying users when one of their | |
friends joins. For example, in our game Panda Pop, anytime your friend joins, | |
you are sent a notification so that you can share progress with each other. We | |
encourage users to return to the game and compete on the levels where their | |
friends have beaten them. | |
It is always helpful if you can build a game that is interesting enough from an | |
editorial perspective that Apple, Google Play, Amazon and/or Facebook will | |
feature it. This featured placement will get you hundreds of thousands if not | |
millions of downloads. From a discoverability perspective, this can be a great | |
boon to the launch of your game, but it is not something you can rely on. | |
For us, we have a very specific focus on our games. We make puzzle games that | |
have a deep narrative, great animations and fun gameplay. Most of our entire | |
back catalogue appeals to a similar type of demographic. We do that because | |
when we get a hit with game A, we can cross-promote games B, C and D to | |
those users. From a success perspective, we are looking at the lifetime value of a | |
user rather than the lifetime value of a single game. | |
Some companies will make a game specifically targeted at men, then attempt a | |
casino game targeted at women and then a puzzle game targeted to everyone, | |
and try to cross-promote all of the games. However, it is unlikely that there is | |
interest by that demographic in the new games, so this strategy may not be | |
suitable. | |
With advertising, the picture was quite dierent a year ago. In the early days, | |
companies would target across the board and hope that the average lifetime | |
value of a user would come out to more than the cost per user to acquire. Now | |
– at least for the companies that are doing it right – you have to get much more | |
granular with how and where you spend your advertising dollars or you may lose | |
a significant amount of money with very little gain. | |
3) Some of the biggest success stories | |
have come from new entrants, while some | |
traditional publishers have struggled to | |
gain traction. Why do you think this is? | |
The secret is agility. If you look at companies like Supercell, who make Clash of | |
Clans, and King, who of course developed Candy Crush Saga, they do not have | |
massive, bloated teams. They quickly make games and quickly iterate. | |
Mobile games are not software like they were in the past. We are creating a | |
game as a service. A game can last an extremely long time rather than a boxed | |
product that has a finite lifespan. You can release a game, collect great data, and | |
continue to improve the game with regular changes and new content. | |
There is a new way of thinking when developing games for mobile and social. It | |
is the notion of developing a prototype and failing fast – by that I mean using | |
data to decide very early on if your prototype is a viable game. At the same time | |
the concept now is to build a game as a service – optimizing the revenue and | |
user retention for years to come by continuously injecting new content. | |
It is a very dierent way of thinking compared to the earlier days, where some | |
companies set a budget and development time for a game and then began | |
work. Every company that has a big hit game, has also had failed games that | |
they killed after a month or two. If you spoke with the teams at Supercell or | |
Kabam, it is very likely that they have had game ideas that they thought would be | |
interesting, but ultimately did not succeed. Games are unique in that way. | |
If you take TV for example – it costs possibly a million dollars to create a pilot, | |
with the hope that you will get picked up for maybe six episodes and the goal is | |
to not get cancelled. With mobile game development, the investment is far | |
lower before the point at which you start to get feedback, so you can tell much | |
earlier on if a project is not working or how to steer it so that it begins to work | |
for you. This kind of thinking is naturally ingrained into newer companies. | |
4) What is the formula for a successful | |
free-to-play title? | |
As a company we are super focused on one genre of games. We have dabbled | |
in other areas, but we settled on this space because – like the issue you brought | |
up with discoverability – we start to solve the discoverability issue ourselves | |
simply by creating new products that cross-promote very well with each other. | |
The notion that you create a game with a proven game mechanic is also very | |
important. We have a website called mindjolt.com, which has hundreds of very | |
simple games that cover almost every game mechanic you can think of. Those | |
games are not advanced enough and do not have enough polish to be hits in | |
their own right, but what we can do is determine which games people are | |
playing and which mechanics people are enjoying. From there we can build a | |
prototype with a bigger narrative around that initial idea. If that prototype is a | |
success we can move along to formally assign a team to the game and head | |
into full development. From that point, we will continually iterate on the game | |
through a soft launch and then a full release. | |
Additionally, we set KPIs and stick to them. For example, for a particular title, we | |
might set a day-one retention target of 55%, which is quite a healthy number. | |
Our seven-day retention target might be 26%. If those numbers are not where | |
we need them to be we will take prescriptive measures – and analyze our data – | |
to determine where players are dropping o and what is causing the retention | |
to be lower than what we want it to be. This is just one indicator among many | |
that we use to measure success and figure out how to make the most | |
successful product. | |
Finally, investing in your team is crucial. To make the best games, you must hire | |
the most creative people you can aord. This year we invested heavily in our | |
artists, animators, game designers and engineering teams to ensure we have the | |
imagination and the talent to make the best products. Unfortunately that is not | |
enough, you must also have the analytics infrastructure to back it all up. All of | |
these elements are crucial to creating a successful games business. | |
Unlocking the Formula to | |
Mobile Success | |
Mobile Gaming USA | |
May 5-6, 2014 | San Francisco | |
All the contributors to this | |
whitepaper will be speaking at | |
Mobile Gaming USA. Visit: | |
http://www.videogamesintelligen | |
ce.com/mobile-gaming-usa | |
for more details on this landmark | |
event. | |
Introduction | |
The mobile games industry is a multi-billion dollar industry - mobile gaming is | |
big business and is set to continue growing at an alarming rate. Smart phone | |
and tablet market penetration is increasing exponentially, with over one billion | |
units sold worldwide in 2013 alone. The power of mobile gaming devices is | |
increasing just as fast: mobile processing power has developed to the extent | |
that smartphones and tablets can produce near console-quality graphics. | |
At the same time, digital marketplaces have become crowded, and the cost of | |
raising your head above the parapet through user acquisition has never been | |
higher. The mobile games industry is under increasing pressure to perform, | |
targeted at a market with more choice, and lower barriers to entry than ever | |
before. | |
The ability to innovate and to learn from each other’s creative thinking will set | |
the successful apart as the mobile sector continues to grow. Three industry | |
experts, representing some of the most innovative minds from across the | |
industry from investment house Initial Capital and developer/publishers Kabam | |
and SGN oer their insights into the mobile games industry in this report. These | |
industry leaders, along with a number of their peers, will also be giving their | |
insights at Mobile Gaming USA, hosted in San Francisco, 5-6, May 2014. | |
Kristian Segerstrale | |
Kristian Segerstrale is an entrepreneur and investor in games, consumer internet | |
and technology companies. He was also the CEO and co-founder of Playfish, | |
who were acquired by EA for $400 million in 2009. Kristian invests with Initial | |
Capital. To find out more visit www.initialcapital.com | |
1) What is the biggest opportunity in | |
mobile gaming today? | |
I actually don’t think there’s been a time in mobile games where you’ve had an | |
almost guaranteed growth over the next five years. You have a set of | |
technologies in iOS and Android that are here to stay. You have a set of stores | |
that are getting increasingly better at recommending the right content for users. | |
You also have a set of marketing technologies in advertising networks and | |
acquisition technologies that makes it increasingly better to reach consumers. | |
Most importantly you have consumers that are buying more smartphones all the | |
time. More than a billion smartphones were bought in 2013 alone. | |
The markets are getting far more international and consolidated. Previously for a | |
western developer and publishers it was extremely dicult to get into markets | |
like Japan, China and Korea because of diering technologies and marketplaces | |
– diering approaches to everything. Now, although the markets are still unique, | |
the technologies – in terms of Android and iOS in particular – are becoming | |
these giant equalisers between markets. So if you have a great product, as has | |
been amply demonstrated by King, Rovio and Supercell, you can actually create | |
global hits. | |
For all those reasons, I think the next three to five years present an incredible | |
opportunity for game developers. | |
In terms of specific opportunities within that industry growth, which is extremely | |
promising, is innovation. We continue to have a massive amount of | |
under-served categories in mobile in particular. If you look at genres like Sports | |
games, MOBAs (Massively Online Battle Arenas), RPGs (Role Playing Games) – | |
they all feel like under-served segments on mobile right now. Also there are | |
segments within those genres where you struggle to find quality games. Many | |
developers are lured by the success of specific titles and create derivative works | |
or games that are heavily influenced by those successful products. The biggest | |
opportunity out there is to serve unmet needs and to innovate rather than | |
imitate. | |
2) Discoverability is a huge issue and the | |
mobile marketplace is extremely crowded, | |
what steps can developers and publishers | |
take to get their games into the hands of | |
more players? | |
The product is by far the most important form of marketing, but especially in a | |
marketplace with as low friction, with as low barriers to entry, as mobile gaming. | |
So the most important thing is to not only create a product that is wonderful | |
and great to play – a great experience – but also one that has great character | |
and is memorable. Most developers today would still say that the majority of | |
their distribution is still word of mouth. | |
I can’t emphasise enough how important it is to create memorable experiences | |
to begin with. It is true that the marketplace is crowded, but the majority of that | |
crowd are actually forgettable experiences. | |
There are also fairly well understood mechanisms to test out what segment and | |
type of consumer you product appeals to. Once you have a good sense of who | |
your product is for, it is actually fairly straightforward to augment your user | |
acquisition eorts with channel marketing that reaches the right communities. I | |
think the marketplace is not nearly as sophisticated at doing this as it should be. | |
So today it’s entirely possible to quite accurately understand who your | |
consumer is and at the same time the ability to target using tools is increasing. | |
You can also advertise with much richer content, like video, that can be more | |
compelling – I think channels like YouTube are actually quite underused today. | |
Right now we’re going through this shift of marketing for apps which for the | |
past few years has been developed as this quantitative discipline of acquiring | |
users through ad networks almost like a trading desk – where one company | |
might be willing to sell a user for a price. I think we’ve entered an era where you | |
have to be far more sophisticated about building brands and creating a closer, | |
more emotional relationship with consumers. | |
3) Some of the biggest success stories | |
have come from new entrants, while some | |
traditional publishers have struggled to | |
gain traction. Why do you think this is? | |
From my experience games are really all about talent. The top 1% of talent will | |
have by far the best chance of creating the top 0.1% of games that are out there. | |
Putting anything less than the best development team on a game will have a | |
devastating impact on its ability to have the potential to break out. Part of that is | |
the innovation the team is capable of, part of it is the quality of the execution. At | |
the end of the day these are crafted experiences and as a consumer you can see | |
all of that – whether it’s a game you can clearly see that someone really cares | |
about or not. | |
Part of the challenge with the existing companies is that their focus – where | |
they’re placing their very best talent – is where their existing dollars are coming | |
from. So if you think about an EA or an Activision, the dilemma is that they’re | |
making billions of dollars from existing franchises. It would take an incredibly | |
brave company to move their talent from these massive franchises and put them | |
onto a new platform. | |
The other thing is that the development methodologies that smaller teams | |
employ are more suited to mobile. Big companies tend to employ heavy | |
approval processes to protect them from big mistakes. That type of process | |
doesn't lend itself well to creative risk or creating games in a fast moving | |
environment . You need to be able to trust top talent to make gut decisions. | |
Companies like Supercell are very vocal about the fact that they don’t have a | |
green light process of any kind, and I think that’s something that has hamstrung | |
some of the bigger companies when it comes to mobile development. | |
4) What is the formula for a successful | |
free-to-play title? | |
Games are fundamentally an art, and I don’t know that there’s a formula for art. | |
There are approaches that tend to be more successful than others. One that I | |
would advocate would be to firstly make something that you love to play | |
yourself. Don’t try make something because you think the market is big and | |
there are a lot of consumers that want something in that area. Start with what | |
you love to play and how you make something that you would love to play. You | |
can tell when you play a game whether it has been made by someone that | |
genuinely loves it. Obviously it needs to be something that you think the market | |
will also love to play, but if you don’t love it, the chances are that nobody else | |
will love it also. | |
You also need to understand who you’re making the game for and profoundly | |
respecting the player. There are a lot of games being made right now that either | |
simply imitate existing games. There is also still a "San Francisco school" of game | |
design out there that advocate "design by the numbers' - create games to get | |
people to pay as quickly as possible, as many times as possible, in as many | |
dierent ways as possible to maximise the funnel of people paying. I think that’s | |
a dangerous route of design. I can see that today the most successful games are | |
the ones that respect the players for what they are and creating an engaging | |
experience. Design for engagement. Design for fun. Design for the emotional | |
attachment to the game. Then build in reasonable monetisation that comes in | |
way down the road. | |
My own gold standard of design of engagement is League of Legends. For the | |
first 20 or 30 hours you can’t understand what you would ever pay money for. | |
The cool thing about it is that the game is incredibly successful o the back of | |
almost trying not to monetise players. They’ve built a phenomenon o the back | |
of an incredible game and not worrying too much about monetisation at all. I | |
think that’s a great design principle that developers need to work towards as | |
consumers get smarter. Are they leaving money on the table? Likely yes - but | |
they are building an incredibly successful, long lasting and valuable franchise. | |
Andrew Sheppard | |
Andrew Sheppard is the President of Kabam Studios, a developer and publisher | |
of social games. In each of the last two years Kabam revenues have grown by 80 | |
percent or more and will total more than $325 million in 2013 | |
1) What is the biggest opportunity in | |
mobile gaming today? | |
As consumer demand for gameplay experiences at little to no cost increases, | |
more publishers will come to recognize the value of the free-to-play business | |
model. In this context the onus is on all publishers (both existing and new) to | |
deliver high quality gameplay experiences that players value and ultimately are | |
willing to purchase. Thanks to the growing device market and constantly | |
improving device capabilities, publishers’ ability to deliver compelling gameplay | |
experiences has never been greater. | |
2) Discoverability is a huge issue and the | |
mobile marketplace is extremely crowded, | |
what steps can developers and publishers | |
take to get their games into the hands of | |
more players? | |
First, make a great game that is innovative, engaging and fun. This is required to | |
unlock tremendous organic opportunity. Then pull on all the strategic levers of | |
traditional marketing and distribution: business development, brand marketing, | |
public relations, performance advertising, consumer events, etc. Nail the | |
execution on both fronts, than get ready to watch your game soar up the charts! | |
3) Some of the biggest success stories | |
have come from new entrants, while some | |
traditional publishers have struggled to | |
gain traction. Why do you think this is? | |
For traditional publishers and developers, it’s been a slow start. This is largely | |
because free-to-play mobile game development is an entirely dierent beast | |
that draws on both art and science to build mass market global hits. It is fair to | |
say the traditional game developers are beginning to figure out this exciting new | |
medium of gaming, but that their progress is still rate limited by the best | |
practices that made them successful in the first place. | |
4) What is the formula for a successful | |
free-to-play title? | |
Excellent teams, great product vision and a deep understanding of how to | |
balance the art and science of free-to-play game development. Hard work helps | |
too. | |
Chris DeWolfe | |
Chris DeWolfe is the CEO of SGN (Social Gaming Network), a top cross-platform | |
developer and publisher of games on Facebook, iOS, and Android. To date well | |
over 300 Million SGN games have been installed on leading mobile and social | |
platforms, making SGN one of the largest cross-platform gaming companies in | |
the world. | |
1) What is the biggest opportunity in | |
mobile gaming today? | |
A massive number of people are playing games today, and as a result, the | |
market has become much larger than it was several years ago. It will continue to | |
get larger as people continue purchasing multiple devices. | |
The fact that there are now multiple platforms on which to play games expands | |
the market even more. Currently there is a big opportunity for developers to | |
build their games for all platforms, both social and mobile. The opportunity lies | |
in developing games for people to play at work, perhaps on a PC or laptop, and | |
for users that are travelling home from work, so they can continue to play the | |
same game seamlessly on a mobile device. | |
Free-to-play in-game purchasing has become frictionless, especially in the iOS | |
operating system. Apple has over a billion credit cards on file, so all you have to | |
do is type in your password to make a purchase. This makes it very easy to | |
purchase and provides a huge potential audience. On top of that, barriers to | |
entry have been substantially reduced, so that the cost and time it takes to | |
create a great game in the mobile space has decreased as the tools available | |
have matured. This has allowed smaller companies to make the biggest mobile | |
games. | |
The other significant opportunity is leveraging the sheer amount of data that | |
exists. If done right, you have the ability to look at the fail rates of a user at a | |
granular level, almost down to the exact feature of a particular stage that caused | |
them to lose. With connected devices you have the ability to refine these | |
components so that you can prevent users from becoming frustrated and | |
leaving the game, and at the same time, ensure that there are enough | |
challenges to keep them playing. | |
2) Discoverability is a huge issue and the | |
mobile marketplace is extremely crowded, | |
what steps can developers and publishers | |
take to get their games into the hands of | |
more players? | |
It starts with the design of the game. If you have a broad market it is important | |
to ensure that your game has a proven mechanic and that the game is fun to | |
play. Starting very early with a playable prototype of the game is necessary to | |
determine if the game will have fun gameplay mechanics and if it will stand out | |
from the crowd. If it does not meet those requirements, then you either have to | |
go back to the drawing board or fail quickly and pivot. It is not the best idea to | |
spend a year and a half developing a game that is never going to gain traction. | |
You also want to ensure that there are certain viral elements in the game. From | |
our perspective, Facebook remains the social glue in the mobile web and apps | |
space. It is helpful to encourage your users to log into Facebook to invite their | |
friends into the game, and reward them for doing so. There are many ways to do | |
that from the way you set up the game, to notifying users when one of their | |
friends joins. For example, in our game Panda Pop, anytime your friend joins, | |
you are sent a notification so that you can share progress with each other. We | |
encourage users to return to the game and compete on the levels where their | |
friends have beaten them. | |
It is always helpful if you can build a game that is interesting enough from an | |
editorial perspective that Apple, Google Play, Amazon and/or Facebook will | |
feature it. This featured placement will get you hundreds of thousands if not | |
millions of downloads. From a discoverability perspective, this can be a great | |
boon to the launch of your game, but it is not something you can rely on. | |
For us, we have a very specific focus on our games. We make puzzle games that | |
have a deep narrative, great animations and fun gameplay. Most of our entire | |
back catalogue appeals to a similar type of demographic. We do that because | |
when we get a hit with game A, we can cross-promote games B, C and D to | |
those users. From a success perspective, we are looking at the lifetime value of a | |
user rather than the lifetime value of a single game. | |
Some companies will make a game specifically targeted at men, then attempt a | |
casino game targeted at women and then a puzzle game targeted to everyone, | |
and try to cross-promote all of the games. However, it is unlikely that there is | |
interest by that demographic in the new games, so this strategy may not be | |
suitable. | |
With advertising, the picture was quite dierent a year ago. In the early days, | |
companies would target across the board and hope that the average lifetime | |
value of a user would come out to more than the cost per user to acquire. Now | |
– at least for the companies that are doing it right – you have to get much more | |
granular with how and where you spend your advertising dollars or you may lose | |
a significant amount of money with very little gain. | |
3) Some of the biggest success stories | |
have come from new entrants, while some | |
traditional publishers have struggled to | |
gain traction. Why do you think this is? | |
The secret is agility. If you look at companies like Supercell, who make Clash of | |
Clans, and King, who of course developed Candy Crush Saga, they do not have | |
massive, bloated teams. They quickly make games and quickly iterate. | |
Mobile games are not software like they were in the past. We are creating a | |
game as a service. A game can last an extremely long time rather than a boxed | |
product that has a finite lifespan. You can release a game, collect great data, and | |
continue to improve the game with regular changes and new content. | |
There is a new way of thinking when developing games for mobile and social. It | |
is the notion of developing a prototype and failing fast – by that I mean using | |
data to decide very early on if your prototype is a viable game. At the same time | |
the concept now is to build a game as a service – optimizing the revenue and | |
user retention for years to come by continuously injecting new content. | |
It is a very dierent way of thinking compared to the earlier days, where some | |
companies set a budget and development time for a game and then began | |
work. Every company that has a big hit game, has also had failed games that | |
they killed after a month or two. If you spoke with the teams at Supercell or | |
Kabam, it is very likely that they have had game ideas that they thought would be | |
interesting, but ultimately did not succeed. Games are unique in that way. | |
If you take TV for example – it costs possibly a million dollars to create a pilot, | |
with the hope that you will get picked up for maybe six episodes and the goal is | |
to not get cancelled. With mobile game development, the investment is far | |
lower before the point at which you start to get feedback, so you can tell much | |
earlier on if a project is not working or how to steer it so that it begins to work | |
for you. This kind of thinking is naturally ingrained into newer companies. | |
4) What is the formula for a successful | |
free-to-play title? | |
As a company we are super focused on one genre of games. We have dabbled | |
in other areas, but we settled on this space because – like the issue you brought | |
up with discoverability – we start to solve the discoverability issue ourselves | |
simply by creating new products that cross-promote very well with each other. | |
The notion that you create a game with a proven game mechanic is also very | |
important. We have a website called mindjolt.com, which has hundreds of very | |
simple games that cover almost every game mechanic you can think of. Those | |
games are not advanced enough and do not have enough polish to be hits in | |
their own right, but what we can do is determine which games people are | |
playing and which mechanics people are enjoying. From there we can build a | |
prototype with a bigger narrative around that initial idea. If that prototype is a | |
success we can move along to formally assign a team to the game and head | |
into full development. From that point, we will continually iterate on the game | |
through a soft launch and then a full release. | |
Additionally, we set KPIs and stick to them. For example, for a particular title, we | |
might set a day-one retention target of 55%, which is quite a healthy number. | |
Our seven-day retention target might be 26%. If those numbers are not where | |
we need them to be we will take prescriptive measures – and analyze our data – | |
to determine where players are dropping o and what is causing the retention | |
to be lower than what we want it to be. This is just one indicator among many | |
that we use to measure success and figure out how to make the most | |
successful product. | |
Finally, investing in your team is crucial. To make the best games, you must hire | |
the most creative people you can aord. This year we invested heavily in our | |
artists, animators, game designers and engineering teams to ensure we have the | |
imagination and the talent to make the best products. Unfortunately that is not | |
enough, you must also have the analytics infrastructure to back it all up. All of | |
these elements are crucial to creating a successful games business. | |
Unlocking the Formula to | |
Mobile Success | |
Mobile Gaming USA | |
May 5-6, 2014 | San Francisco | |
All the contributors to this | |
whitepaper will be speaking at | |
Mobile Gaming USA. Visit: | |
http://www.videogamesintelligen | |
ce.com/mobile-gaming-usa | |
for more details on this landmark | |
event. | |
Introduction | |
The mobile games industry is a multi-billion dollar industry - mobile gaming is | |
big business and is set to continue growing at an alarming rate. Smart phone | |
and tablet market penetration is increasing exponentially, with over one billion | |
units sold worldwide in 2013 alone. The power of mobile gaming devices is | |
increasing just as fast: mobile processing power has developed to the extent | |
that smartphones and tablets can produce near console-quality graphics. | |
At the same time, digital marketplaces have become crowded, and the cost of | |
raising your head above the parapet through user acquisition has never been | |
higher. The mobile games industry is under increasing pressure to perform, | |
targeted at a market with more choice, and lower barriers to entry than ever | |
before. | |
The ability to innovate and to learn from each other’s creative thinking will set | |
the successful apart as the mobile sector continues to grow. Three industry | |
experts, representing some of the most innovative minds from across the | |
industry from investment house Initial Capital and developer/publishers Kabam | |
and SGN oer their insights into the mobile games industry in this report. These | |
industry leaders, along with a number of their peers, will also be giving their | |
insights at Mobile Gaming USA, hosted in San Francisco, 5-6, May 2014. | |
Kristian Segerstrale | |
Kristian Segerstrale is an entrepreneur and investor in games, consumer internet | |
and technology companies. He was also the CEO and co-founder of Playfish, | |
who were acquired by EA for $400 million in 2009. Kristian invests with Initial | |
Capital. To find out more visit www.initialcapital.com | |
1) What is the biggest opportunity in | |
mobile gaming today? | |
I actually don’t think there’s been a time in mobile games where you’ve had an | |
almost guaranteed growth over the next five years. You have a set of | |
technologies in iOS and Android that are here to stay. You have a set of stores | |
that are getting increasingly better at recommending the right content for users. | |
You also have a set of marketing technologies in advertising networks and | |
acquisition technologies that makes it increasingly better to reach consumers. | |
Most importantly you have consumers that are buying more smartphones all the | |
time. More than a billion smartphones were bought in 2013 alone. | |
The markets are getting far more international and consolidated. Previously for a | |
western developer and publishers it was extremely dicult to get into markets | |
like Japan, China and Korea because of diering technologies and marketplaces | |
– diering approaches to everything. Now, although the markets are still unique, | |
the technologies – in terms of Android and iOS in particular – are becoming | |
these giant equalisers between markets. So if you have a great product, as has | |
been amply demonstrated by King, Rovio and Supercell, you can actually create | |
global hits. | |
For all those reasons, I think the next three to five years present an incredible | |
opportunity for game developers. | |
In terms of specific opportunities within that industry growth, which is extremely | |
promising, is innovation. We continue to have a massive amount of | |
under-served categories in mobile in particular. If you look at genres like Sports | |
games, MOBAs (Massively Online Battle Arenas), RPGs (Role Playing Games) – | |
they all feel like under-served segments on mobile right now. Also there are | |
segments within those genres where you struggle to find quality games. Many | |
developers are lured by the success of specific titles and create derivative works | |
or games that are heavily influenced by those successful products. The biggest | |
opportunity out there is to serve unmet needs and to innovate rather than | |
imitate. | |
2) Discoverability is a huge issue and the | |
mobile marketplace is extremely crowded, | |
what steps can developers and publishers | |
take to get their games into the hands of | |
more players? | |
The product is by far the most important form of marketing, but especially in a | |
marketplace with as low friction, with as low barriers to entry, as mobile gaming. | |
So the most important thing is to not only create a product that is wonderful | |
and great to play – a great experience – but also one that has great character | |
and is memorable. Most developers today would still say that the majority of | |
their distribution is still word of mouth. | |
I can’t emphasise enough how important it is to create memorable experiences | |
to begin with. It is true that the marketplace is crowded, but the majority of that | |
crowd are actually forgettable experiences. | |
There are also fairly well understood mechanisms to test out what segment and | |
type of consumer you product appeals to. Once you have a good sense of who | |
your product is for, it is actually fairly straightforward to augment your user | |
acquisition eorts with channel marketing that reaches the right communities. I | |
think the marketplace is not nearly as sophisticated at doing this as it should be. | |
So today it’s entirely possible to quite accurately understand who your | |
consumer is and at the same time the ability to target using tools is increasing. | |
You can also advertise with much richer content, like video, that can be more | |
compelling – I think channels like YouTube are actually quite underused today. | |
Right now we’re going through this shift of marketing for apps which for the | |
past few years has been developed as this quantitative discipline of acquiring | |
users through ad networks almost like a trading desk – where one company | |
might be willing to sell a user for a price. I think we’ve entered an era where you | |
have to be far more sophisticated about building brands and creating a closer, | |
more emotional relationship with consumers. | |
3) Some of the biggest success stories | |
have come from new entrants, while some | |
traditional publishers have struggled to | |
gain traction. Why do you think this is? | |
From my experience games are really all about talent. The top 1% of talent will | |
have by far the best chance of creating the top 0.1% of games that are out there. | |
Putting anything less than the best development team on a game will have a | |
devastating impact on its ability to have the potential to break out. Part of that is | |
the innovation the team is capable of, part of it is the quality of the execution. At | |
the end of the day these are crafted experiences and as a consumer you can see | |
all of that – whether it’s a game you can clearly see that someone really cares | |
about or not. | |
Part of the challenge with the existing companies is that their focus – where | |
they’re placing their very best talent – is where their existing dollars are coming | |
from. So if you think about an EA or an Activision, the dilemma is that they’re | |
making billions of dollars from existing franchises. It would take an incredibly | |
brave company to move their talent from these massive franchises and put them | |
onto a new platform. | |
The other thing is that the development methodologies that smaller teams | |
employ are more suited to mobile. Big companies tend to employ heavy | |
approval processes to protect them from big mistakes. That type of process | |
doesn't lend itself well to creative risk or creating games in a fast moving | |
environment . You need to be able to trust top talent to make gut decisions. | |
Companies like Supercell are very vocal about the fact that they don’t have a | |
green light process of any kind, and I think that’s something that has hamstrung | |
some of the bigger companies when it comes to mobile development. | |
4) What is the formula for a successful | |
free-to-play title? | |
Games are fundamentally an art, and I don’t know that there’s a formula for art. | |
There are approaches that tend to be more successful than others. One that I | |
would advocate would be to firstly make something that you love to play | |
yourself. Don’t try make something because you think the market is big and | |
there are a lot of consumers that want something in that area. Start with what | |
you love to play and how you make something that you would love to play. You | |
can tell when you play a game whether it has been made by someone that | |
genuinely loves it. Obviously it needs to be something that you think the market | |
will also love to play, but if you don’t love it, the chances are that nobody else | |
will love it also. | |
You also need to understand who you’re making the game for and profoundly | |
respecting the player. There are a lot of games being made right now that either | |
simply imitate existing games. There is also still a "San Francisco school" of game | |
design out there that advocate "design by the numbers' - create games to get | |
people to pay as quickly as possible, as many times as possible, in as many | |
dierent ways as possible to maximise the funnel of people paying. I think that’s | |
a dangerous route of design. I can see that today the most successful games are | |
the ones that respect the players for what they are and creating an engaging | |
experience. Design for engagement. Design for fun. Design for the emotional | |
attachment to the game. Then build in reasonable monetisation that comes in | |
way down the road. | |
My own gold standard of design of engagement is League of Legends. For the | |
first 20 or 30 hours you can’t understand what you would ever pay money for. | |
The cool thing about it is that the game is incredibly successful o the back of | |
almost trying not to monetise players. They’ve built a phenomenon o the back | |
of an incredible game and not worrying too much about monetisation at all. I | |
think that’s a great design principle that developers need to work towards as | |
consumers get smarter. Are they leaving money on the table? Likely yes - but | |
they are building an incredibly successful, long lasting and valuable franchise. | |
Andrew Sheppard | |
Andrew Sheppard is the President of Kabam Studios, a developer and publisher | |
of social games. In each of the last two years Kabam revenues have grown by 80 | |
percent or more and will total more than $325 million in 2013 | |
1) What is the biggest opportunity in | |
mobile gaming today? | |
As consumer demand for gameplay experiences at little to no cost increases, | |
more publishers will come to recognize the value of the free-to-play business | |
model. In this context the onus is on all publishers (both existing and new) to | |
deliver high quality gameplay experiences that players value and ultimately are | |
willing to purchase. Thanks to the growing device market and constantly | |
improving device capabilities, publishers’ ability to deliver compelling gameplay | |
experiences has never been greater. | |
2) Discoverability is a huge issue and the | |
mobile marketplace is extremely crowded, | |
what steps can developers and publishers | |
take to get their games into the hands of | |
more players? | |
First, make a great game that is innovative, engaging and fun. This is required to | |
unlock tremendous organic opportunity. Then pull on all the strategic levers of | |
traditional marketing and distribution: business development, brand marketing, | |
public relations, performance advertising, consumer events, etc. Nail the | |
execution on both fronts, than get ready to watch your game soar up the charts! | |
3) Some of the biggest success stories | |
have come from new entrants, while some | |
traditional publishers have struggled to | |
gain traction. Why do you think this is? | |
For traditional publishers and developers, it’s been a slow start. This is largely | |
because free-to-play mobile game development is an entirely dierent beast | |
that draws on both art and science to build mass market global hits. It is fair to | |
say the traditional game developers are beginning to figure out this exciting new | |
medium of gaming, but that their progress is still rate limited by the best | |
practices that made them successful in the first place. | |
4) What is the formula for a successful | |
free-to-play title? | |
Excellent teams, great product vision and a deep understanding of how to | |
balance the art and science of free-to-play game development. Hard work helps | |
too. | |
Chris DeWolfe | |
Chris DeWolfe is the CEO of SGN (Social Gaming Network), a top cross-platform | |
developer and publisher of games on Facebook, iOS, and Android. To date well | |
over 300 Million SGN games have been installed on leading mobile and social | |
platforms, making SGN one of the largest cross-platform gaming companies in | |
the world. | |
1) What is the biggest opportunity in | |
mobile gaming today? | |
A massive number of people are playing games today, and as a result, the | |
market has become much larger than it was several years ago. It will continue to | |
get larger as people continue purchasing multiple devices. | |
The fact that there are now multiple platforms on which to play games expands | |
the market even more. Currently there is a big opportunity for developers to | |
build their games for all platforms, both social and mobile. The opportunity lies | |
in developing games for people to play at work, perhaps on a PC or laptop, and | |
for users that are travelling home from work, so they can continue to play the | |
same game seamlessly on a mobile device. | |
Free-to-play in-game purchasing has become frictionless, especially in the iOS | |
operating system. Apple has over a billion credit cards on file, so all you have to | |
do is type in your password to make a purchase. This makes it very easy to | |
purchase and provides a huge potential audience. On top of that, barriers to | |
entry have been substantially reduced, so that the cost and time it takes to | |
create a great game in the mobile space has decreased as the tools available | |
have matured. This has allowed smaller companies to make the biggest mobile | |
games. | |
The other significant opportunity is leveraging the sheer amount of data that | |
exists. If done right, you have the ability to look at the fail rates of a user at a | |
granular level, almost down to the exact feature of a particular stage that caused | |
them to lose. With connected devices you have the ability to refine these | |
components so that you can prevent users from becoming frustrated and | |
leaving the game, and at the same time, ensure that there are enough | |
challenges to keep them playing. | |
2) Discoverability is a huge issue and the | |
mobile marketplace is extremely crowded, | |
what steps can developers and publishers | |
take to get their games into the hands of | |
more players? | |
It starts with the design of the game. If you have a broad market it is important | |
to ensure that your game has a proven mechanic and that the game is fun to | |
play. Starting very early with a playable prototype of the game is necessary to | |
determine if the game will have fun gameplay mechanics and if it will stand out | |
from the crowd. If it does not meet those requirements, then you either have to | |
go back to the drawing board or fail quickly and pivot. It is not the best idea to | |
spend a year and a half developing a game that is never going to gain traction. | |
You also want to ensure that there are certain viral elements in the game. From | |
our perspective, Facebook remains the social glue in the mobile web and apps | |
space. It is helpful to encourage your users to log into Facebook to invite their | |
friends into the game, and reward them for doing so. There are many ways to do | |
that from the way you set up the game, to notifying users when one of their | |
friends joins. For example, in our game Panda Pop, anytime your friend joins, | |
you are sent a notification so that you can share progress with each other. We | |
encourage users to return to the game and compete on the levels where their | |
friends have beaten them. | |
It is always helpful if you can build a game that is interesting enough from an | |
editorial perspective that Apple, Google Play, Amazon and/or Facebook will | |
feature it. This featured placement will get you hundreds of thousands if not | |
millions of downloads. From a discoverability perspective, this can be a great | |
boon to the launch of your game, but it is not something you can rely on. | |
For us, we have a very specific focus on our games. We make puzzle games that | |
have a deep narrative, great animations and fun gameplay. Most of our entire | |
back catalogue appeals to a similar type of demographic. We do that because | |
when we get a hit with game A, we can cross-promote games B, C and D to | |
those users. From a success perspective, we are looking at the lifetime value of a | |
user rather than the lifetime value of a single game. | |
Some companies will make a game specifically targeted at men, then attempt a | |
casino game targeted at women and then a puzzle game targeted to everyone, | |
and try to cross-promote all of the games. However, it is unlikely that there is | |
interest by that demographic in the new games, so this strategy may not be | |
suitable. | |
With advertising, the picture was quite dierent a year ago. In the early days, | |
companies would target across the board and hope that the average lifetime | |
value of a user would come out to more than the cost per user to acquire. Now | |
– at least for the companies that are doing it right – you have to get much more | |
granular with how and where you spend your advertising dollars or you may lose | |
a significant amount of money with very little gain. | |
3) Some of the biggest success stories | |
have come from new entrants, while some | |
traditional publishers have struggled to | |
gain traction. Why do you think this is? | |
The secret is agility. If you look at companies like Supercell, who make Clash of | |
Clans, and King, who of course developed Candy Crush Saga, they do not have | |
massive, bloated teams. They quickly make games and quickly iterate. | |
Mobile games are not software like they were in the past. We are creating a | |
game as a service. A game can last an extremely long time rather than a boxed | |
product that has a finite lifespan. You can release a game, collect great data, and | |
continue to improve the game with regular changes and new content. | |
There is a new way of thinking when developing games for mobile and social. It | |
is the notion of developing a prototype and failing fast – by that I mean using | |
data to decide very early on if your prototype is a viable game. At the same time | |
the concept now is to build a game as a service – optimizing the revenue and | |
user retention for years to come by continuously injecting new content. | |
It is a very dierent way of thinking compared to the earlier days, where some | |
companies set a budget and development time for a game and then began | |
work. Every company that has a big hit game, has also had failed games that | |
they killed after a month or two. If you spoke with the teams at Supercell or | |
Kabam, it is very likely that they have had game ideas that they thought would be | |
interesting, but ultimately did not succeed. Games are unique in that way. | |
If you take TV for example – it costs possibly a million dollars to create a pilot, | |
with the hope that you will get picked up for maybe six episodes and the goal is | |
to not get cancelled. With mobile game development, the investment is far | |
lower before the point at which you start to get feedback, so you can tell much | |
earlier on if a project is not working or how to steer it so that it begins to work | |
for you. This kind of thinking is naturally ingrained into newer companies. | |
4) What is the formula for a successful | |
free-to-play title? | |
As a company we are super focused on one genre of games. We have dabbled | |
in other areas, but we settled on this space because – like the issue you brought | |
up with discoverability – we start to solve the discoverability issue ourselves | |
simply by creating new products that cross-promote very well with each other. | |
The notion that you create a game with a proven game mechanic is also very | |
important. We have a website called mindjolt.com, which has hundreds of very | |
simple games that cover almost every game mechanic you can think of. Those | |
games are not advanced enough and do not have enough polish to be hits in | |
their own right, but what we can do is determine which games people are | |
playing and which mechanics people are enjoying. From there we can build a | |
prototype with a bigger narrative around that initial idea. If that prototype is a | |
success we can move along to formally assign a team to the game and head | |
into full development. From that point, we will continually iterate on the game | |
through a soft launch and then a full release. | |
Additionally, we set KPIs and stick to them. For example, for a particular title, we | |
might set a day-one retention target of 55%, which is quite a healthy number. | |
Our seven-day retention target might be 26%. If those numbers are not where | |
we need them to be we will take prescriptive measures – and analyze our data – | |
to determine where players are dropping o and what is causing the retention | |
to be lower than what we want it to be. This is just one indicator among many | |
that we use to measure success and figure out how to make the most | |
successful product. | |
Finally, investing in your team is crucial. To make the best games, you must hire | |
the most creative people you can aord. This year we invested heavily in our | |
artists, animators, game designers and engineering teams to ensure we have the | |
imagination and the talent to make the best products. Unfortunately that is not | |
enough, you must also have the analytics infrastructure to back it all up. All of | |
these elements are crucial to creating a successful games business. | |
Unlocking the Formula to | |
Mobile Success | |
Mobile Gaming USA | |
May 5-6, 2014 | San Francisco | |
All the contributors to this | |
whitepaper will be speaking at | |
Mobile Gaming USA. Visit: | |
http://www.videogamesintelligen | |
ce.com/mobile-gaming-usa | |
for more details on this landmark | |
event. | |
Introduction | |
The mobile games industry is a multi-billion dollar industry - mobile gaming is | |
big business and is set to continue growing at an alarming rate. Smart phone | |
and tablet market penetration is increasing exponentially, with over one billion | |
units sold worldwide in 2013 alone. The power of mobile gaming devices is | |
increasing just as fast: mobile processing power has developed to the extent | |
that smartphones and tablets can produce near console-quality graphics. | |
At the same time, digital marketplaces have become crowded, and the cost of | |
raising your head above the parapet through user acquisition has never been | |
higher. The mobile games industry is under increasing pressure to perform, | |
targeted at a market with more choice, and lower barriers to entry than ever | |
before. | |
The ability to innovate and to learn from each other’s creative thinking will set | |
the successful apart as the mobile sector continues to grow. Three industry | |
experts, representing some of the most innovative minds from across the | |
industry from investment house Initial Capital and developer/publishers Kabam | |
and SGN oer their insights into the mobile games industry in this report. These | |
industry leaders, along with a number of their peers, will also be giving their | |
insights at Mobile Gaming USA, hosted in San Francisco, 5-6, May 2014. | |
Kristian Segerstrale | |
Kristian Segerstrale is an entrepreneur and investor in games, consumer internet | |
and technology companies. He was also the CEO and co-founder of Playfish, | |
who were acquired by EA for $400 million in 2009. Kristian invests with Initial | |
Capital. To find out more visit www.initialcapital.com | |
1) What is the biggest opportunity in | |
mobile gaming today? | |
I actually don’t think there’s been a time in mobile games where you’ve had an | |
almost guaranteed growth over the next five years. You have a set of | |
technologies in iOS and Android that are here to stay. You have a set of stores | |
that are getting increasingly better at recommending the right content for users. | |
You also have a set of marketing technologies in advertising networks and | |
acquisition technologies that makes it increasingly better to reach consumers. | |
Most importantly you have consumers that are buying more smartphones all the | |
time. More than a billion smartphones were bought in 2013 alone. | |
The markets are getting far more international and consolidated. Previously for a | |
western developer and publishers it was extremely dicult to get into markets | |
like Japan, China and Korea because of diering technologies and marketplaces | |
– diering approaches to everything. Now, although the markets are still unique, | |
the technologies – in terms of Android and iOS in particular – are becoming | |
these giant equalisers between markets. So if you have a great product, as has | |
been amply demonstrated by King, Rovio and Supercell, you can actually create | |
global hits. | |
For all those reasons, I think the next three to five years present an incredible | |
opportunity for game developers. | |
In terms of specific opportunities within that industry growth, which is extremely | |
promising, is innovation. We continue to have a massive amount of | |
under-served categories in mobile in particular. If you look at genres like Sports | |
games, MOBAs (Massively Online Battle Arenas), RPGs (Role Playing Games) – | |
they all feel like under-served segments on mobile right now. Also there are | |
segments within those genres where you struggle to find quality games. Many | |
developers are lured by the success of specific titles and create derivative works | |
or games that are heavily influenced by those successful products. The biggest | |
opportunity out there is to serve unmet needs and to innovate rather than | |
imitate. | |
2) Discoverability is a huge issue and the | |
mobile marketplace is extremely crowded, | |
what steps can developers and publishers | |
take to get their games into the hands of | |
more players? | |
The product is by far the most important form of marketing, but especially in a | |
marketplace with as low friction, with as low barriers to entry, as mobile gaming. | |
So the most important thing is to not only create a product that is wonderful | |
and great to play – a great experience – but also one that has great character | |
and is memorable. Most developers today would still say that the majority of | |
their distribution is still word of mouth. | |
I can’t emphasise enough how important it is to create memorable experiences | |
to begin with. It is true that the marketplace is crowded, but the majority of that | |
crowd are actually forgettable experiences. | |
There are also fairly well understood mechanisms to test out what segment and | |
type of consumer you product appeals to. Once you have a good sense of who | |
your product is for, it is actually fairly straightforward to augment your user | |
acquisition eorts with channel marketing that reaches the right communities. I | |
think the marketplace is not nearly as sophisticated at doing this as it should be. | |
So today it’s entirely possible to quite accurately understand who your | |
consumer is and at the same time the ability to target using tools is increasing. | |
You can also advertise with much richer content, like video, that can be more | |
compelling – I think channels like YouTube are actually quite underused today. | |
Right now we’re going through this shift of marketing for apps which for the | |
past few years has been developed as this quantitative discipline of acquiring | |
users through ad networks almost like a trading desk – where one company | |
might be willing to sell a user for a price. I think we’ve entered an era where you | |
have to be far more sophisticated about building brands and creating a closer, | |
more emotional relationship with consumers. | |
3) Some of the biggest success stories | |
have come from new entrants, while some | |
traditional publishers have struggled to | |
gain traction. Why do you think this is? | |
From my experience games are really all about talent. The top 1% of talent will | |
have by far the best chance of creating the top 0.1% of games that are out there. | |
Putting anything less than the best development team on a game will have a | |
devastating impact on its ability to have the potential to break out. Part of that is | |
the innovation the team is capable of, part of it is the quality of the execution. At | |
the end of the day these are crafted experiences and as a consumer you can see | |
all of that – whether it’s a game you can clearly see that someone really cares | |
about or not. | |
Part of the challenge with the existing companies is that their focus – where | |
they’re placing their very best talent – is where their existing dollars are coming | |
from. So if you think about an EA or an Activision, the dilemma is that they’re | |
making billions of dollars from existing franchises. It would take an incredibly | |
brave company to move their talent from these massive franchises and put them | |
onto a new platform. | |
The other thing is that the development methodologies that smaller teams | |
employ are more suited to mobile. Big companies tend to employ heavy | |
approval processes to protect them from big mistakes. That type of process | |
doesn't lend itself well to creative risk or creating games in a fast moving | |
environment . You need to be able to trust top talent to make gut decisions. | |
Companies like Supercell are very vocal about the fact that they don’t have a | |
green light process of any kind, and I think that’s something that has hamstrung | |
some of the bigger companies when it comes to mobile development. | |
4) What is the formula for a successful | |
free-to-play title? | |
Games are fundamentally an art, and I don’t know that there’s a formula for art. | |
There are approaches that tend to be more successful than others. One that I | |
would advocate would be to firstly make something that you love to play | |
yourself. Don’t try make something because you think the market is big and | |
there are a lot of consumers that want something in that area. Start with what | |
you love to play and how you make something that you would love to play. You | |
can tell when you play a game whether it has been made by someone that | |
genuinely loves it. Obviously it needs to be something that you think the market | |
will also love to play, but if you don’t love it, the chances are that nobody else | |
will love it also. | |
You also need to understand who you’re making the game for and profoundly | |
respecting the player. There are a lot of games being made right now that either | |
simply imitate existing games. There is also still a "San Francisco school" of game | |
design out there that advocate "design by the numbers' - create games to get | |
people to pay as quickly as possible, as many times as possible, in as many | |
dierent ways as possible to maximise the funnel of people paying. I think that’s | |
a dangerous route of design. I can see that today the most successful games are | |
the ones that respect the players for what they are and creating an engaging | |
experience. Design for engagement. Design for fun. Design for the emotional | |
attachment to the game. Then build in reasonable monetisation that comes in | |
way down the road. | |
My own gold standard of design of engagement is League of Legends. For the | |
first 20 or 30 hours you can’t understand what you would ever pay money for. | |
The cool thing about it is that the game is incredibly successful o the back of | |
almost trying not to monetise players. They’ve built a phenomenon o the back | |
of an incredible game and not worrying too much about monetisation at all. I | |
think that’s a great design principle that developers need to work towards as | |
consumers get smarter. Are they leaving money on the table? Likely yes - but | |
they are building an incredibly successful, long lasting and valuable franchise. | |
Andrew Sheppard | |
Andrew Sheppard is the President of Kabam Studios, a developer and publisher | |
of social games. In each of the last two years Kabam revenues have grown by 80 | |
percent or more and will total more than $325 million in 2013 | |
1) What is the biggest opportunity in | |
mobile gaming today? | |
As consumer demand for gameplay experiences at little to no cost increases, | |
more publishers will come to recognize the value of the free-to-play business | |
model. In this context the onus is on all publishers (both existing and new) to | |
deliver high quality gameplay experiences that players value and ultimately are | |
willing to purchase. Thanks to the growing device market and constantly | |
improving device capabilities, publishers’ ability to deliver compelling gameplay | |
experiences has never been greater. | |
2) Discoverability is a huge issue and the | |
mobile marketplace is extremely crowded, | |
what steps can developers and publishers | |
take to get their games into the hands of | |
more players? | |
First, make a great game that is innovative, engaging and fun. This is required to | |
unlock tremendous organic opportunity. Then pull on all the strategic levers of | |
traditional marketing and distribution: business development, brand marketing, | |
public relations, performance advertising, consumer events, etc. Nail the | |
execution on both fronts, than get ready to watch your game soar up the charts! | |
3) Some of the biggest success stories | |
have come from new entrants, while some | |
traditional publishers have struggled to | |
gain traction. Why do you think this is? | |
For traditional publishers and developers, it’s been a slow start. This is largely | |
because free-to-play mobile game development is an entirely dierent beast | |
that draws on both art and science to build mass market global hits. It is fair to | |
say the traditional game developers are beginning to figure out this exciting new | |
medium of gaming, but that their progress is still rate limited by the best | |
practices that made them successful in the first place. | |
4) What is the formula for a successful | |
free-to-play title? | |
Excellent teams, great product vision and a deep understanding of how to | |
balance the art and science of free-to-play game development. Hard work helps | |
too. | |
Chris DeWolfe | |
Chris DeWolfe is the CEO of SGN (Social Gaming Network), a top cross-platform | |
developer and publisher of games on Facebook, iOS, and Android. To date well | |
over 300 Million SGN games have been installed on leading mobile and social | |
platforms, making SGN one of the largest cross-platform gaming companies in | |
the world. | |
1) What is the biggest opportunity in | |
mobile gaming today? | |
A massive number of people are playing games today, and as a result, the | |
market has become much larger than it was several years ago. It will continue to | |
get larger as people continue purchasing multiple devices. | |
The fact that there are now multiple platforms on which to play games expands | |
the market even more. Currently there is a big opportunity for developers to | |
build their games for all platforms, both social and mobile. The opportunity lies | |
in developing games for people to play at work, perhaps on a PC or laptop, and | |
for users that are travelling home from work, so they can continue to play the | |
same game seamlessly on a mobile device. | |
Free-to-play in-game purchasing has become frictionless, especially in the iOS | |
operating system. Apple has over a billion credit cards on file, so all you have to | |
do is type in your password to make a purchase. This makes it very easy to | |
purchase and provides a huge potential audience. On top of that, barriers to | |
entry have been substantially reduced, so that the cost and time it takes to | |
create a great game in the mobile space has decreased as the tools available | |
have matured. This has allowed smaller companies to make the biggest mobile | |
games. | |
The other significant opportunity is leveraging the sheer amount of data that | |
exists. If done right, you have the ability to look at the fail rates of a user at a | |
granular level, almost down to the exact feature of a particular stage that caused | |
them to lose. With connected devices you have the ability to refine these | |
components so that you can prevent users from becoming frustrated and | |
leaving the game, and at the same time, ensure that there are enough | |
challenges to keep them playing. | |
2) Discoverability is a huge issue and the | |
mobile marketplace is extremely crowded, | |
what steps can developers and publishers | |
take to get their games into the hands of | |
more players? | |
It starts with the design of the game. If you have a broad market it is important | |
to ensure that your game has a proven mechanic and that the game is fun to | |
play. Starting very early with a playable prototype of the game is necessary to | |
determine if the game will have fun gameplay mechanics and if it will stand out | |
from the crowd. If it does not meet those requirements, then you either have to | |
go back to the drawing board or fail quickly and pivot. It is not the best idea to | |
spend a year and a half developing a game that is never going to gain traction. | |
You also want to ensure that there are certain viral elements in the game. From | |
our perspective, Facebook remains the social glue in the mobile web and apps | |
space. It is helpful to encourage your users to log into Facebook to invite their | |
friends into the game, and reward them for doing so. There are many ways to do | |
that from the way you set up the game, to notifying users when one of their | |
friends joins. For example, in our game Panda Pop, anytime your friend joins, | |
you are sent a notification so that you can share progress with each other. We | |
encourage users to return to the game and compete on the levels where their | |
friends have beaten them. | |
It is always helpful if you can build a game that is interesting enough from an | |
editorial perspective that Apple, Google Play, Amazon and/or Facebook will | |
feature it. This featured placement will get you hundreds of thousands if not | |
millions of downloads. From a discoverability perspective, this can be a great | |
boon to the launch of your game, but it is not something you can rely on. | |
For us, we have a very specific focus on our games. We make puzzle games that | |
have a deep narrative, great animations and fun gameplay. Most of our entire | |
back catalogue appeals to a similar type of demographic. We do that because | |
when we get a hit with game A, we can cross-promote games B, C and D to | |
those users. From a success perspective, we are looking at the lifetime value of a | |
user rather than the lifetime value of a single game. | |
Some companies will make a game specifically targeted at men, then attempt a | |
casino game targeted at women and then a puzzle game targeted to everyone, | |
and try to cross-promote all of the games. However, it is unlikely that there is | |
interest by that demographic in the new games, so this strategy may not be | |
suitable. | |
With advertising, the picture was quite dierent a year ago. In the early days, | |
companies would target across the board and hope that the average lifetime | |
value of a user would come out to more than the cost per user to acquire. Now | |
– at least for the companies that are doing it right – you have to get much more | |
granular with how and where you spend your advertising dollars or you may lose | |
a significant amount of money with very little gain. | |
3) Some of the biggest success stories | |
have come from new entrants, while some | |
traditional publishers have struggled to | |
gain traction. Why do you think this is? | |
The secret is agility. If you look at companies like Supercell, who make Clash of | |
Clans, and King, who of course developed Candy Crush Saga, they do not have | |
massive, bloated teams. They quickly make games and quickly iterate. | |
Mobile games are not software like they were in the past. We are creating a | |
game as a service. A game can last an extremely long time rather than a boxed | |
product that has a finite lifespan. You can release a game, collect great data, and | |
continue to improve the game with regular changes and new content. | |
There is a new way of thinking when developing games for mobile and social. It | |
is the notion of developing a prototype and failing fast – by that I mean using | |
data to decide very early on if your prototype is a viable game. At the same time | |
the concept now is to build a game as a service – optimizing the revenue and | |
user retention for years to come by continuously injecting new content. | |
It is a very dierent way of thinking compared to the earlier days, where some | |
companies set a budget and development time for a game and then began | |
work. Every company that has a big hit game, has also had failed games that | |
they killed after a month or two. If you spoke with the teams at Supercell or | |
Kabam, it is very likely that they have had game ideas that they thought would be | |
interesting, but ultimately did not succeed. Games are unique in that way. | |
If you take TV for example – it costs possibly a million dollars to create a pilot, | |
with the hope that you will get picked up for maybe six episodes and the goal is | |
to not get cancelled. With mobile game development, the investment is far | |
lower before the point at which you start to get feedback, so you can tell much | |
earlier on if a project is not working or how to steer it so that it begins to work | |
for you. This kind of thinking is naturally ingrained into newer companies. | |
4) What is the formula for a successful | |
free-to-play title? | |
As a company we are super focused on one genre of games. We have dabbled | |
in other areas, but we settled on this space because – like the issue you brought | |
up with discoverability – we start to solve the discoverability issue ourselves | |
simply by creating new products that cross-promote very well with each other. | |
The notion that you create a game with a proven game mechanic is also very | |
important. We have a website called mindjolt.com, which has hundreds of very | |
simple games that cover almost every game mechanic you can think of. Those | |
games are not advanced enough and do not have enough polish to be hits in | |
their own right, but what we can do is determine which games people are | |
playing and which mechanics people are enjoying. From there we can build a | |
prototype with a bigger narrative around that initial idea. If that prototype is a | |
success we can move along to formally assign a team to the game and head | |
into full development. From that point, we will continually iterate on the game | |
through a soft launch and then a full release. | |
Additionally, we set KPIs and stick to them. For example, for a particular title, we | |
might set a day-one retention target of 55%, which is quite a healthy number. | |
Our seven-day retention target might be 26%. If those numbers are not where | |
we need them to be we will take prescriptive measures – and analyze our data – | |
to determine where players are dropping o and what is causing the retention | |
to be lower than what we want it to be. This is just one indicator among many | |
that we use to measure success and figure out how to make the most | |
successful product. | |
Finally, investing in your team is crucial. To make the best games, you must hire | |
the most creative people you can aord. This year we invested heavily in our | |
artists, animators, game designers and engineering teams to ensure we have the | |
imagination and the talent to make the best products. Unfortunately that is not | |
enough, you must also have the analytics infrastructure to back it all up. All of | |
these elements are crucial to creating a successful games business. | |
Unlocking the Formula to | |
Mobile Success | |
Mobile Gaming USA | |
May 5-6, 2014 | San Francisco | |
All the contributors to this | |
whitepaper will be speaking at | |
Mobile Gaming USA. Visit: | |
http://www.videogamesintelligen | |
ce.com/mobile-gaming-usa | |
for more details on this landmark | |
event. | |
Introduction | |
The mobile games industry is a multi-billion dollar industry - mobile gaming is | |
big business and is set to continue growing at an alarming rate. Smart phone | |
and tablet market penetration is increasing exponentially, with over one billion | |
units sold worldwide in 2013 alone. The power of mobile gaming devices is | |
increasing just as fast: mobile processing power has developed to the extent | |
that smartphones and tablets can produce near console-quality graphics. | |
At the same time, digital marketplaces have become crowded, and the cost of | |
raising your head above the parapet through user acquisition has never been | |
higher. The mobile games industry is under increasing pressure to perform, | |
targeted at a market with more choice, and lower barriers to entry than ever | |
before. | |
The ability to innovate and to learn from each other’s creative thinking will set | |
the successful apart as the mobile sector continues to grow. Three industry | |
experts, representing some of the most innovative minds from across the | |
industry from investment house Initial Capital and developer/publishers Kabam | |
and SGN oer their insights into the mobile games industry in this report. These | |
industry leaders, along with a number of their peers, will also be giving their | |
insights at Mobile Gaming USA, hosted in San Francisco, 5-6, May 2014. | |
Kristian Segerstrale | |
Kristian Segerstrale is an entrepreneur and investor in games, consumer internet | |
and technology companies. He was also the CEO and co-founder of Playfish, | |
who were acquired by EA for $400 million in 2009. Kristian invests with Initial | |
Capital. To find out more visit www.initialcapital.com | |
1) What is the biggest opportunity in | |
mobile gaming today? | |
I actually don’t think there’s been a time in mobile games where you’ve had an | |
almost guaranteed growth over the next five years. You have a set of | |
technologies in iOS and Android that are here to stay. You have a set of stores | |
that are getting increasingly better at recommending the right content for users. | |
You also have a set of marketing technologies in advertising networks and | |
acquisition technologies that makes it increasingly better to reach consumers. | |
Most importantly you have consumers that are buying more smartphones all the | |
time. More than a billion smartphones were bought in 2013 alone. | |
The markets are getting far more international and consolidated. Previously for a | |
western developer and publishers it was extremely dicult to get into markets | |
like Japan, China and Korea because of diering technologies and marketplaces | |
– diering approaches to everything. Now, although the markets are still unique, | |
the technologies – in terms of Android and iOS in particular – are becoming | |
these giant equalisers between markets. So if you have a great product, as has | |
been amply demonstrated by King, Rovio and Supercell, you can actually create | |
global hits. | |
For all those reasons, I think the next three to five years present an incredible | |
opportunity for game developers. | |
In terms of specific opportunities within that industry growth, which is extremely | |
promising, is innovation. We continue to have a massive amount of | |
under-served categories in mobile in particular. If you look at genres like Sports | |
games, MOBAs (Massively Online Battle Arenas), RPGs (Role Playing Games) – | |
they all feel like under-served segments on mobile right now. Also there are | |
segments within those genres where you struggle to find quality games. Many | |
developers are lured by the success of specific titles and create derivative works | |
or games that are heavily influenced by those successful products. The biggest | |
opportunity out there is to serve unmet needs and to innovate rather than | |
imitate. | |
2) Discoverability is a huge issue and the | |
mobile marketplace is extremely crowded, | |
what steps can developers and publishers | |
take to get their games into the hands of | |
more players? | |
The product is by far the most important form of marketing, but especially in a | |
marketplace with as low friction, with as low barriers to entry, as mobile gaming. | |
So the most important thing is to not only create a product that is wonderful | |
and great to play – a great experience – but also one that has great character | |
and is memorable. Most developers today would still say that the majority of | |
their distribution is still word of mouth. | |
I can’t emphasise enough how important it is to create memorable experiences | |
to begin with. It is true that the marketplace is crowded, but the majority of that | |
crowd are actually forgettable experiences. | |
There are also fairly well understood mechanisms to test out what segment and | |
type of consumer you product appeals to. Once you have a good sense of who | |
your product is for, it is actually fairly straightforward to augment your user | |
acquisition eorts with channel marketing that reaches the right communities. I | |
think the marketplace is not nearly as sophisticated at doing this as it should be. | |
So today it’s entirely possible to quite accurately understand who your | |
consumer is and at the same time the ability to target using tools is increasing. | |
You can also advertise with much richer content, like video, that can be more | |
compelling – I think channels like YouTube are actually quite underused today. | |
Right now we’re going through this shift of marketing for apps which for the | |
past few years has been developed as this quantitative discipline of acquiring | |
users through ad networks almost like a trading desk – where one company | |
might be willing to sell a user for a price. I think we’ve entered an era where you | |
have to be far more sophisticated about building brands and creating a closer, | |
more emotional relationship with consumers. | |
3) Some of the biggest success stories | |
have come from new entrants, while some | |
traditional publishers have struggled to | |
gain traction. Why do you think this is? | |
From my experience games are really all about talent. The top 1% of talent will | |
have by far the best chance of creating the top 0.1% of games that are out there. | |
Putting anything less than the best development team on a game will have a | |
devastating impact on its ability to have the potential to break out. Part of that is | |
the innovation the team is capable of, part of it is the quality of the execution. At | |
the end of the day these are crafted experiences and as a consumer you can see | |
all of that – whether it’s a game you can clearly see that someone really cares | |
about or not. | |
Part of the challenge with the existing companies is that their focus – where | |
they’re placing their very best talent – is where their existing dollars are coming | |
from. So if you think about an EA or an Activision, the dilemma is that they’re | |
making billions of dollars from existing franchises. It would take an incredibly | |
brave company to move their talent from these massive franchises and put them | |
onto a new platform. | |
The other thing is that the development methodologies that smaller teams | |
employ are more suited to mobile. Big companies tend to employ heavy | |
approval processes to protect them from big mistakes. That type of process | |
doesn't lend itself well to creative risk or creating games in a fast moving | |
environment . You need to be able to trust top talent to make gut decisions. | |
Companies like Supercell are very vocal about the fact that they don’t have a | |
green light process of any kind, and I think that’s something that has hamstrung | |
some of the bigger companies when it comes to mobile development. | |
4) What is the formula for a successful | |
free-to-play title? | |
Games are fundamentally an art, and I don’t know that there’s a formula for art. | |
There are approaches that tend to be more successful than others. One that I | |
would advocate would be to firstly make something that you love to play | |
yourself. Don’t try make something because you think the market is big and | |
there are a lot of consumers that want something in that area. Start with what | |
you love to play and how you make something that you would love to play. You | |
can tell when you play a game whether it has been made by someone that | |
genuinely loves it. Obviously it needs to be something that you think the market | |
will also love to play, but if you don’t love it, the chances are that nobody else | |
will love it also. | |
You also need to understand who you’re making the game for and profoundly | |
respecting the player. There are a lot of games being made right now that either | |
simply imitate existing games. There is also still a "San Francisco school" of game | |
design out there that advocate "design by the numbers' - create games to get | |
people to pay as quickly as possible, as many times as possible, in as many | |
dierent ways as possible to maximise the funnel of people paying. I think that’s | |
a dangerous route of design. I can see that today the most successful games are | |
the ones that respect the players for what they are and creating an engaging | |
experience. Design for engagement. Design for fun. Design for the emotional | |
attachment to the game. Then build in reasonable monetisation that comes in | |
way down the road. | |
My own gold standard of design of engagement is League of Legends. For the | |
first 20 or 30 hours you can’t understand what you would ever pay money for. | |
The cool thing about it is that the game is incredibly successful o the back of | |
almost trying not to monetise players. They’ve built a phenomenon o the back | |
of an incredible game and not worrying too much about monetisation at all. I | |
think that’s a great design principle that developers need to work towards as | |
consumers get smarter. Are they leaving money on the table? Likely yes - but | |
they are building an incredibly successful, long lasting and valuable franchise. | |
Andrew Sheppard | |
Andrew Sheppard is the President of Kabam Studios, a developer and publisher | |
of social games. In each of the last two years Kabam revenues have grown by 80 | |
percent or more and will total more than $325 million in 2013 | |
1) What is the biggest opportunity in | |
mobile gaming today? | |
As consumer demand for gameplay experiences at little to no cost increases, | |
more publishers will come to recognize the value of the free-to-play business | |
model. In this context the onus is on all publishers (both existing and new) to | |
deliver high quality gameplay experiences that players value and ultimately are | |
willing to purchase. Thanks to the growing device market and constantly | |
improving device capabilities, publishers’ ability to deliver compelling gameplay | |
experiences has never been greater. | |
2) Discoverability is a huge issue and the | |
mobile marketplace is extremely crowded, | |
what steps can developers and publishers | |
take to get their games into the hands of | |
more players? | |
First, make a great game that is innovative, engaging and fun. This is required to | |
unlock tremendous organic opportunity. Then pull on all the strategic levers of | |
traditional marketing and distribution: business development, brand marketing, | |
public relations, performance advertising, consumer events, etc. Nail the | |
execution on both fronts, than get ready to watch your game soar up the charts! | |
3) Some of the biggest success stories | |
have come from new entrants, while some | |
traditional publishers have struggled to | |
gain traction. Why do you think this is? | |
For traditional publishers and developers, it’s been a slow start. This is largely | |
because free-to-play mobile game development is an entirely dierent beast | |
that draws on both art and science to build mass market global hits. It is fair to | |
say the traditional game developers are beginning to figure out this exciting new | |
medium of gaming, but that their progress is still rate limited by the best | |
practices that made them successful in the first place. | |
4) What is the formula for a successful | |
free-to-play title? | |
Excellent teams, great product vision and a deep understanding of how to | |
balance the art and science of free-to-play game development. Hard work helps | |
too. | |
Chris DeWolfe | |
Chris DeWolfe is the CEO of SGN (Social Gaming Network), a top cross-platform | |
developer and publisher of games on Facebook, iOS, and Android. To date well | |
over 300 Million SGN games have been installed on leading mobile and social | |
platforms, making SGN one of the largest cross-platform gaming companies in | |
the world. | |
1) What is the biggest opportunity in | |
mobile gaming today? | |
A massive number of people are playing games today, and as a result, the | |
market has become much larger than it was several years ago. It will continue to | |
get larger as people continue purchasing multiple devices. | |
The fact that there are now multiple platforms on which to play games expands | |
the market even more. Currently there is a big opportunity for developers to | |
build their games for all platforms, both social and mobile. The opportunity lies | |
in developing games for people to play at work, perhaps on a PC or laptop, and | |
for users that are travelling home from work, so they can continue to play the | |
same game seamlessly on a mobile device. | |
Free-to-play in-game purchasing has become frictionless, especially in the iOS | |
operating system. Apple has over a billion credit cards on file, so all you have to | |
do is type in your password to make a purchase. This makes it very easy to | |
purchase and provides a huge potential audience. On top of that, barriers to | |
entry have been substantially reduced, so that the cost and time it takes to | |
create a great game in the mobile space has decreased as the tools available | |
have matured. This has allowed smaller companies to make the biggest mobile | |
games. | |
The other significant opportunity is leveraging the sheer amount of data that | |
exists. If done right, you have the ability to look at the fail rates of a user at a | |
granular level, almost down to the exact feature of a particular stage that caused | |
them to lose. With connected devices you have the ability to refine these | |
components so that you can prevent users from becoming frustrated and | |
leaving the game, and at the same time, ensure that there are enough | |
challenges to keep them playing. | |
2) Discoverability is a huge issue and the | |
mobile marketplace is extremely crowded, | |
what steps can developers and publishers | |
take to get their games into the hands of | |
more players? | |
It starts with the design of the game. If you have a broad market it is important | |
to ensure that your game has a proven mechanic and that the game is fun to | |
play. Starting very early with a playable prototype of the game is necessary to | |
determine if the game will have fun gameplay mechanics and if it will stand out | |
from the crowd. If it does not meet those requirements, then you either have to | |
go back to the drawing board or fail quickly and pivot. It is not the best idea to | |
spend a year and a half developing a game that is never going to gain traction. | |
You also want to ensure that there are certain viral elements in the game. From | |
our perspective, Facebook remains the social glue in the mobile web and apps | |
space. It is helpful to encourage your users to log into Facebook to invite their | |
friends into the game, and reward them for doing so. There are many ways to do | |
that from the way you set up the game, to notifying users when one of their | |
friends joins. For example, in our game Panda Pop, anytime your friend joins, | |
you are sent a notification so that you can share progress with each other. We | |
encourage users to return to the game and compete on the levels where their | |
friends have beaten them. | |
It is always helpful if you can build a game that is interesting enough from an | |
editorial perspective that Apple, Google Play, Amazon and/or Facebook will | |
feature it. This featured placement will get you hundreds of thousands if not | |
millions of downloads. From a discoverability perspective, this can be a great | |
boon to the launch of your game, but it is not something you can rely on. | |
For us, we have a very specific focus on our games. We make puzzle games that | |
have a deep narrative, great animations and fun gameplay. Most of our entire | |
back catalogue appeals to a similar type of demographic. We do that because | |
when we get a hit with game A, we can cross-promote games B, C and D to | |
those users. From a success perspective, we are looking at the lifetime value of a | |
user rather than the lifetime value of a single game. | |
Some companies will make a game specifically targeted at men, then attempt a | |
casino game targeted at women and then a puzzle game targeted to everyone, | |
and try to cross-promote all of the games. However, it is unlikely that there is | |
interest by that demographic in the new games, so this strategy may not be | |
suitable. | |
With advertising, the picture was quite dierent a year ago. In the early days, | |
companies would target across the board and hope that the average lifetime | |
value of a user would come out to more than the cost per user to acquire. Now | |
– at least for the companies that are doing it right – you have to get much more | |
granular with how and where you spend your advertising dollars or you may lose | |
a significant amount of money with very little gain. | |
3) Some of the biggest success stories | |
have come from new entrants, while some | |
traditional publishers have struggled to | |
gain traction. Why do you think this is? | |
The secret is agility. If you look at companies like Supercell, who make Clash of | |
Clans, and King, who of course developed Candy Crush Saga, they do not have | |
massive, bloated teams. They quickly make games and quickly iterate. | |
Mobile games are not software like they were in the past. We are creating a | |
game as a service. A game can last an extremely long time rather than a boxed | |
product that has a finite lifespan. You can release a game, collect great data, and | |
continue to improve the game with regular changes and new content. | |
There is a new way of thinking when developing games for mobile and social. It | |
is the notion of developing a prototype and failing fast – by that I mean using | |
data to decide very early on if your prototype is a viable game. At the same time | |
the concept now is to build a game as a service – optimizing the revenue and | |
user retention for years to come by continuously injecting new content. | |
It is a very dierent way of thinking compared to the earlier days, where some | |
companies set a budget and development time for a game and then began | |
work. Every company that has a big hit game, has also had failed games that | |
they killed after a month or two. If you spoke with the teams at Supercell or | |
Kabam, it is very likely that they have had game ideas that they thought would be | |
interesting, but ultimately did not succeed. Games are unique in that way. | |
If you take TV for example – it costs possibly a million dollars to create a pilot, | |
with the hope that you will get picked up for maybe six episodes and the goal is | |
to not get cancelled. With mobile game development, the investment is far | |
lower before the point at which you start to get feedback, so you can tell much | |
earlier on if a project is not working or how to steer it so that it begins to work | |
for you. This kind of thinking is naturally ingrained into newer companies. | |
4) What is the formula for a successful | |
free-to-play title? | |
As a company we are super focused on one genre of games. We have dabbled | |
in other areas, but we settled on this space because – like the issue you brought | |
up with discoverability – we start to solve the discoverability issue ourselves | |
simply by creating new products that cross-promote very well with each other. | |
The notion that you create a game with a proven game mechanic is also very | |
important. We have a website called mindjolt.com, which has hundreds of very | |
simple games that cover almost every game mechanic you can think of. Those | |
games are not advanced enough and do not have enough polish to be hits in | |
their own right, but what we can do is determine which games people are | |
playing and which mechanics people are enjoying. From there we can build a | |
prototype with a bigger narrative around that initial idea. If that prototype is a | |
success we can move along to formally assign a team to the game and head | |
into full development. From that point, we will continually iterate on the game | |
through a soft launch and then a full release. | |
Additionally, we set KPIs and stick to them. For example, for a particular title, we | |
might set a day-one retention target of 55%, which is quite a healthy number. | |
Our seven-day retention target might be 26%. If those numbers are not where | |
we need them to be we will take prescriptive measures – and analyze our data – | |
to determine where players are dropping o and what is causing the retention | |
to be lower than what we want it to be. This is just one indicator among many | |
that we use to measure success and figure out how to make the most | |
successful product. | |
Finally, investing in your team is crucial. To make the best games, you must hire | |
the most creative people you can aord. This year we invested heavily in our | |
artists, animators, game designers and engineering teams to ensure we have the | |
imagination and the talent to make the best products. Unfortunately that is not | |
enough, you must also have the analytics infrastructure to back it all up. All of | |
these elements are crucial to creating a successful games business. | |
Unlocking the Formula to | |
Mobile Success | |
Mobile Gaming USA | |
May 5-6, 2014 | San Francisco | |
All the contributors to this | |
whitepaper will be speaking at | |
Mobile Gaming USA. Visit: | |
http://www.videogamesintelligen | |
ce.com/mobile-gaming-usa | |
for more details on this landmark | |
event. | |
Introduction | |
The mobile games industry is a multi-billion dollar industry - mobile gaming is | |
big business and is set to continue growing at an alarming rate. Smart phone | |
and tablet market penetration is increasing exponentially, with over one billion | |
units sold worldwide in 2013 alone. The power of mobile gaming devices is | |
increasing just as fast: mobile processing power has developed to the extent | |
that smartphones and tablets can produce near console-quality graphics. | |
At the same time, digital marketplaces have become crowded, and the cost of | |
raising your head above the parapet through user acquisition has never been | |
higher. The mobile games industry is under increasing pressure to perform, | |
targeted at a market with more choice, and lower barriers to entry than ever | |
before. | |
The ability to innovate and to learn from each other’s creative thinking will set | |
the successful apart as the mobile sector continues to grow. Three industry | |
experts, representing some of the most innovative minds from across the | |
industry from investment house Initial Capital and developer/publishers Kabam | |
and SGN oer their insights into the mobile games industry in this report. These | |
industry leaders, along with a number of their peers, will also be giving their | |
insights at Mobile Gaming USA, hosted in San Francisco, 5-6, May 2014. | |
Kristian Segerstrale | |
Kristian Segerstrale is an entrepreneur and investor in games, consumer internet | |
and technology companies. He was also the CEO and co-founder of Playfish, | |
who were acquired by EA for $400 million in 2009. Kristian invests with Initial | |
Capital. To find out more visit www.initialcapital.com | |
1) What is the biggest opportunity in | |
mobile gaming today? | |
I actually don’t think there’s been a time in mobile games where you’ve had an | |
almost guaranteed growth over the next five years. You have a set of | |
technologies in iOS and Android that are here to stay. You have a set of stores | |
that are getting increasingly better at recommending the right content for users. | |
You also have a set of marketing technologies in advertising networks and | |
acquisition technologies that makes it increasingly better to reach consumers. | |
Most importantly you have consumers that are buying more smartphones all the | |
time. More than a billion smartphones were bought in 2013 alone. | |
The markets are getting far more international and consolidated. Previously for a | |
western developer and publishers it was extremely dicult to get into markets | |
like Japan, China and Korea because of diering technologies and marketplaces | |
– diering approaches to everything. Now, although the markets are still unique, | |
the technologies – in terms of Android and iOS in particular – are becoming | |
these giant equalisers between markets. So if you have a great product, as has | |
been amply demonstrated by King, Rovio and Supercell, you can actually create | |
global hits. | |
For all those reasons, I think the next three to five years present an incredible | |
opportunity for game developers. | |
In terms of specific opportunities within that industry growth, which is extremely | |
promising, is innovation. We continue to have a massive amount of | |
under-served categories in mobile in particular. If you look at genres like Sports | |
games, MOBAs (Massively Online Battle Arenas), RPGs (Role Playing Games) – | |
they all feel like under-served segments on mobile right now. Also there are | |
segments within those genres where you struggle to find quality games. Many | |
developers are lured by the success of specific titles and create derivative works | |
or games that are heavily influenced by those successful products. The biggest | |
opportunity out there is to serve unmet needs and to innovate rather than | |
imitate. | |
2) Discoverability is a huge issue and the | |
mobile marketplace is extremely crowded, | |
what steps can developers and publishers | |
take to get their games into the hands of | |
more players? | |
The product is by far the most important form of marketing, but especially in a | |
marketplace with as low friction, with as low barriers to entry, as mobile gaming. | |
So the most important thing is to not only create a product that is wonderful | |
and great to play – a great experience – but also one that has great character | |
and is memorable. Most developers today would still say that the majority of | |
their distribution is still word of mouth. | |
I can’t emphasise enough how important it is to create memorable experiences | |
to begin with. It is true that the marketplace is crowded, but the majority of that | |
crowd are actually forgettable experiences. | |
There are also fairly well understood mechanisms to test out what segment and | |
type of consumer you product appeals to. Once you have a good sense of who | |
your product is for, it is actually fairly straightforward to augment your user | |
acquisition eorts with channel marketing that reaches the right communities. I | |
think the marketplace is not nearly as sophisticated at doing this as it should be. | |
So today it’s entirely possible to quite accurately understand who your | |
consumer is and at the same time the ability to target using tools is increasing. | |
You can also advertise with much richer content, like video, that can be more | |
compelling – I think channels like YouTube are actually quite underused today. | |
Right now we’re going through this shift of marketing for apps which for the | |
past few years has been developed as this quantitative discipline of acquiring | |
users through ad networks almost like a trading desk – where one company | |
might be willing to sell a user for a price. I think we’ve entered an era where you | |
have to be far more sophisticated about building brands and creating a closer, | |
more emotional relationship with consumers. | |
3) Some of the biggest success stories | |
have come from new entrants, while some | |
traditional publishers have struggled to | |
gain traction. Why do you think this is? | |
From my experience games are really all about talent. The top 1% of talent will | |
have by far the best chance of creating the top 0.1% of games that are out there. | |
Putting anything less than the best development team on a game will have a | |
devastating impact on its ability to have the potential to break out. Part of that is | |
the innovation the team is capable of, part of it is the quality of the execution. At | |
the end of the day these are crafted experiences and as a consumer you can see | |
all of that – whether it’s a game you can clearly see that someone really cares | |
about or not. | |
Part of the challenge with the existing companies is that their focus – where | |
they’re placing their very best talent – is where their existing dollars are coming | |
from. So if you think about an EA or an Activision, the dilemma is that they’re | |
making billions of dollars from existing franchises. It would take an incredibly | |
brave company to move their talent from these massive franchises and put them | |
onto a new platform. | |
The other thing is that the development methodologies that smaller teams | |
employ are more suited to mobile. Big companies tend to employ heavy | |
approval processes to protect them from big mistakes. That type of process | |
doesn't lend itself well to creative risk or creating games in a fast moving | |
environment . You need to be able to trust top talent to make gut decisions. | |
Companies like Supercell are very vocal about the fact that they don’t have a | |
green light process of any kind, and I think that’s something that has hamstrung | |
some of the bigger companies when it comes to mobile development. | |
4) What is the formula for a successful | |
free-to-play title? | |
Games are fundamentally an art, and I don’t know that there’s a formula for art. | |
There are approaches that tend to be more successful than others. One that I | |
would advocate would be to firstly make something that you love to play | |
yourself. Don’t try make something because you think the market is big and | |
there are a lot of consumers that want something in that area. Start with what | |
you love to play and how you make something that you would love to play. You | |
can tell when you play a game whether it has been made by someone that | |
genuinely loves it. Obviously it needs to be something that you think the market | |
will also love to play, but if you don’t love it, the chances are that nobody else | |
will love it also. | |
You also need to understand who you’re making the game for and profoundly | |
respecting the player. There are a lot of games being made right now that either | |
simply imitate existing games. There is also still a "San Francisco school" of game | |
design out there that advocate "design by the numbers' - create games to get | |
people to pay as quickly as possible, as many times as possible, in as many | |
dierent ways as possible to maximise the funnel of people paying. I think that’s | |
a dangerous route of design. I can see that today the most successful games are | |
the ones that respect the players for what they are and creating an engaging | |
experience. Design for engagement. Design for fun. Design for the emotional | |
attachment to the game. Then build in reasonable monetisation that comes in | |
way down the road. | |
My own gold standard of design of engagement is League of Legends. For the | |
first 20 or 30 hours you can’t understand what you would ever pay money for. | |
The cool thing about it is that the game is incredibly successful o the back of | |
almost trying not to monetise players. They’ve built a phenomenon o the back | |
of an incredible game and not worrying too much about monetisation at all. I | |
think that’s a great design principle that developers need to work towards as | |
consumers get smarter. Are they leaving money on the table? Likely yes - but | |
they are building an incredibly successful, long lasting and valuable franchise. | |
Andrew Sheppard | |
Andrew Sheppard is the President of Kabam Studios, a developer and publisher | |
of social games. In each of the last two years Kabam revenues have grown by 80 | |
percent or more and will total more than $325 million in 2013 | |
1) What is the biggest opportunity in | |
mobile gaming today? | |
As consumer demand for gameplay experiences at little to no cost increases, | |
more publishers will come to recognize the value of the free-to-play business | |
model. In this context the onus is on all publishers (both existing and new) to | |
deliver high quality gameplay experiences that players value and ultimately are | |
willing to purchase. Thanks to the growing device market and constantly | |
improving device capabilities, publishers’ ability to deliver compelling gameplay | |
experiences has never been greater. | |
2) Discoverability is a huge issue and the | |
mobile marketplace is extremely crowded, | |
what steps can developers and publishers | |
take to get their games into the hands of | |
more players? | |
First, make a great game that is innovative, engaging and fun. This is required to | |
unlock tremendous organic opportunity. Then pull on all the strategic levers of | |
traditional marketing and distribution: business development, brand marketing, | |
public relations, performance advertising, consumer events, etc. Nail the | |
execution on both fronts, than get ready to watch your game soar up the charts! | |
3) Some of the biggest success stories | |
have come from new entrants, while some | |
traditional publishers have struggled to | |
gain traction. Why do you think this is? | |
For traditional publishers and developers, it’s been a slow start. This is largely | |
because free-to-play mobile game development is an entirely dierent beast | |
that draws on both art and science to build mass market global hits. It is fair to | |
say the traditional game developers are beginning to figure out this exciting new | |
medium of gaming, but that their progress is still rate limited by the best | |
practices that made them successful in the first place. | |
4) What is the formula for a successful | |
free-to-play title? | |
Excellent teams, great product vision and a deep understanding of how to | |
balance the art and science of free-to-play game development. Hard work helps | |
too. | |
Chris DeWolfe | |
Chris DeWolfe is the CEO of SGN (Social Gaming Network), a top cross-platform | |
developer and publisher of games on Facebook, iOS, and Android. To date well | |
over 300 Million SGN games have been installed on leading mobile and social | |
platforms, making SGN one of the largest cross-platform gaming companies in | |
the world. | |
1) What is the biggest opportunity in | |
mobile gaming today? | |
A massive number of people are playing games today, and as a result, the | |
market has become much larger than it was several years ago. It will continue to | |
get larger as people continue purchasing multiple devices. | |
The fact that there are now multiple platforms on which to play games expands | |
the market even more. Currently there is a big opportunity for developers to | |
build their games for all platforms, both social and mobile. The opportunity lies | |
in developing games for people to play at work, perhaps on a PC or laptop, and | |
for users that are travelling home from work, so they can continue to play the | |
same game seamlessly on a mobile device. | |
Free-to-play in-game purchasing has become frictionless, especially in the iOS | |
operating system. Apple has over a billion credit cards on file, so all you have to | |
do is type in your password to make a purchase. This makes it very easy to | |
purchase and provides a huge potential audience. On top of that, barriers to | |
entry have been substantially reduced, so that the cost and time it takes to | |
create a great game in the mobile space has decreased as the tools available | |
have matured. This has allowed smaller companies to make the biggest mobile | |
games. | |
The other significant opportunity is leveraging the sheer amount of data that | |
exists. If done right, you have the ability to look at the fail rates of a user at a | |
granular level, almost down to the exact feature of a particular stage that caused | |
them to lose. With connected devices you have the ability to refine these | |
components so that you can prevent users from becoming frustrated and | |
leaving the game, and at the same time, ensure that there are enough | |
challenges to keep them playing. | |
2) Discoverability is a huge issue and the | |
mobile marketplace is extremely crowded, | |
what steps can developers and publishers | |
take to get their games into the hands of | |
more players? | |
It starts with the design of the game. If you have a broad market it is important | |
to ensure that your game has a proven mechanic and that the game is fun to | |
play. Starting very early with a playable prototype of the game is necessary to | |
determine if the game will have fun gameplay mechanics and if it will stand out | |
from the crowd. If it does not meet those requirements, then you either have to | |
go back to the drawing board or fail quickly and pivot. It is not the best idea to | |
spend a year and a half developing a game that is never going to gain traction. | |
You also want to ensure that there are certain viral elements in the game. From | |
our perspective, Facebook remains the social glue in the mobile web and apps | |
space. It is helpful to encourage your users to log into Facebook to invite their | |
friends into the game, and reward them for doing so. There are many ways to do | |
that from the way you set up the game, to notifying users when one of their | |
friends joins. For example, in our game Panda Pop, anytime your friend joins, | |
you are sent a notification so that you can share progress with each other. We | |
encourage users to return to the game and compete on the levels where their | |
friends have beaten them. | |
It is always helpful if you can build a game that is interesting enough from an | |
editorial perspective that Apple, Google Play, Amazon and/or Facebook will | |
feature it. This featured placement will get you hundreds of thousands if not | |
millions of downloads. From a discoverability perspective, this can be a great | |
boon to the launch of your game, but it is not something you can rely on. | |
For us, we have a very specific focus on our games. We make puzzle games that | |
have a deep narrative, great animations and fun gameplay. Most of our entire | |
back catalogue appeals to a similar type of demographic. We do that because | |
when we get a hit with game A, we can cross-promote games B, C and D to | |
those users. From a success perspective, we are looking at the lifetime value of a | |
user rather than the lifetime value of a single game. | |
Some companies will make a game specifically targeted at men, then attempt a | |
casino game targeted at women and then a puzzle game targeted to everyone, | |
and try to cross-promote all of the games. However, it is unlikely that there is | |
interest by that demographic in the new games, so this strategy may not be | |
suitable. | |
With advertising, the picture was quite dierent a year ago. In the early days, | |
companies would target across the board and hope that the average lifetime | |
value of a user would come out to more than the cost per user to acquire. Now | |
– at least for the companies that are doing it right – you have to get much more | |
granular with how and where you spend your advertising dollars or you may lose | |
a significant amount of money with very little gain. | |
3) Some of the biggest success stories | |
have come from new entrants, while some | |
traditional publishers have struggled to | |
gain traction. Why do you think this is? | |
The secret is agility. If you look at companies like Supercell, who make Clash of | |
Clans, and King, who of course developed Candy Crush Saga, they do not have | |
massive, bloated teams. They quickly make games and quickly iterate. | |
Mobile games are not software like they were in the past. We are creating a | |
game as a service. A game can last an extremely long time rather than a boxed | |
product that has a finite lifespan. You can release a game, collect great data, and | |
continue to improve the game with regular changes and new content. | |
There is a new way of thinking when developing games for mobile and social. It | |
is the notion of developing a prototype and failing fast – by that I mean using | |
data to decide very early on if your prototype is a viable game. At the same time | |
the concept now is to build a game as a service – optimizing the revenue and | |
user retention for years to come by continuously injecting new content. | |
It is a very dierent way of thinking compared to the earlier days, where some | |
companies set a budget and development time for a game and then began | |
work. Every company that has a big hit game, has also had failed games that | |
they killed after a month or two. If you spoke with the teams at Supercell or | |
Kabam, it is very likely that they have had game ideas that they thought would be | |
interesting, but ultimately did not succeed. Games are unique in that way. | |
If you take TV for example – it costs possibly a million dollars to create a pilot, | |
with the hope that you will get picked up for maybe six episodes and the goal is | |
to not get cancelled. With mobile game development, the investment is far | |
lower before the point at which you start to get feedback, so you can tell much | |
earlier on if a project is not working or how to steer it so that it begins to work | |
for you. This kind of thinking is naturally ingrained into newer companies. | |
4) What is the formula for a successful | |
free-to-play title? | |
As a company we are super focused on one genre of games. We have dabbled | |
in other areas, but we settled on this space because – like the issue you brought | |
up with discoverability – we start to solve the discoverability issue ourselves | |
simply by creating new products that cross-promote very well with each other. | |
The notion that you create a game with a proven game mechanic is also very | |
important. We have a website called mindjolt.com, which has hundreds of very | |
simple games that cover almost every game mechanic you can think of. Those | |
games are not advanced enough and do not have enough polish to be hits in | |
their own right, but what we can do is determine which games people are | |
playing and which mechanics people are enjoying. From there we can build a | |
prototype with a bigger narrative around that initial idea. If that prototype is a | |
success we can move along to formally assign a team to the game and head | |
into full development. From that point, we will continually iterate on the game | |
through a soft launch and then a full release. | |
Additionally, we set KPIs and stick to them. For example, for a particular title, we | |
might set a day-one retention target of 55%, which is quite a healthy number. | |
Our seven-day retention target might be 26%. If those numbers are not where | |
we need them to be we will take prescriptive measures – and analyze our data – | |
to determine where players are dropping o and what is causing the retention | |
to be lower than what we want it to be. This is just one indicator among many | |
that we use to measure success and figure out how to make the most | |
successful product. | |
Finally, investing in your team is crucial. To make the best games, you must hire | |
the most creative people you can aord. This year we invested heavily in our | |
artists, animators, game designers and engineering teams to ensure we have the | |
imagination and the talent to make the best products. Unfortunately that is not | |
enough, you must also have the analytics infrastructure to back it all up. All of | |
these elements are crucial to creating a successful games business. | |
Unlocking the Formula to | |
Mobile Success | |
Mobile Gaming USA | |
May 5-6, 2014 | San Francisco | |
All the contributors to this | |
whitepaper will be speaking at | |
Mobile Gaming USA. Visit: | |
http://www.videogamesintelligen | |
ce.com/mobile-gaming-usa | |
for more details on this landmark | |
event. | |
Introduction | |
The mobile games industry is a multi-billion dollar industry - mobile gaming is | |
big business and is set to continue growing at an alarming rate. Smart phone | |
and tablet market penetration is increasing exponentially, with over one billion | |
units sold worldwide in 2013 alone. The power of mobile gaming devices is | |
increasing just as fast: mobile processing power has developed to the extent | |
that smartphones and tablets can produce near console-quality graphics. | |
At the same time, digital marketplaces have become crowded, and the cost of | |
raising your head above the parapet through user acquisition has never been | |
higher. The mobile games industry is under increasing pressure to perform, | |
targeted at a market with more choice, and lower barriers to entry than ever | |
before. | |
The ability to innovate and to learn from each other’s creative thinking will set | |
the successful apart as the mobile sector continues to grow. Three industry | |
experts, representing some of the most innovative minds from across the | |
industry from investment house Initial Capital and developer/publishers Kabam | |
and SGN oer their insights into the mobile games industry in this report. These | |
industry leaders, along with a number of their peers, will also be giving their | |
insights at Mobile Gaming USA, hosted in San Francisco, 5-6, May 2014. | |
Kristian Segerstrale | |
Kristian Segerstrale is an entrepreneur and investor in games, consumer internet | |
and technology companies. He was also the CEO and co-founder of Playfish, | |
who were acquired by EA for $400 million in 2009. Kristian invests with Initial | |
Capital. To find out more visit www.initialcapital.com | |
1) What is the biggest opportunity in | |
mobile gaming today? | |
I actually don’t think there’s been a time in mobile games where you’ve had an | |
almost guaranteed growth over the next five years. You have a set of | |
technologies in iOS and Android that are here to stay. You have a set of stores | |
that are getting increasingly better at recommending the right content for users. | |
You also have a set of marketing technologies in advertising networks and | |
acquisition technologies that makes it increasingly better to reach consumers. | |
Most importantly you have consumers that are buying more smartphones all the | |
time. More than a billion smartphones were bought in 2013 alone. | |
The markets are getting far more international and consolidated. Previously for a | |
western developer and publishers it was extremely dicult to get into markets | |
like Japan, China and Korea because of diering technologies and marketplaces | |
– diering approaches to everything. Now, although the markets are still unique, | |
the technologies – in terms of Android and iOS in particular – are becoming | |
these giant equalisers between markets. So if you have a great product, as has | |
been amply demonstrated by King, Rovio and Supercell, you can actually create | |
global hits. | |
For all those reasons, I think the next three to five years present an incredible | |
opportunity for game developers. | |
In terms of specific opportunities within that industry growth, which is extremely | |
promising, is innovation. We continue to have a massive amount of | |
under-served categories in mobile in particular. If you look at genres like Sports | |
games, MOBAs (Massively Online Battle Arenas), RPGs (Role Playing Games) – | |
they all feel like under-served segments on mobile right now. Also there are | |
segments within those genres where you struggle to find quality games. Many | |
developers are lured by the success of specific titles and create derivative works | |
or games that are heavily influenced by those successful products. The biggest | |
opportunity out there is to serve unmet needs and to innovate rather than | |
imitate. | |
2) Discoverability is a huge issue and the | |
mobile marketplace is extremely crowded, | |
what steps can developers and publishers | |
take to get their games into the hands of | |
more players? | |
The product is by far the most important form of marketing, but especially in a | |
marketplace with as low friction, with as low barriers to entry, as mobile gaming. | |
So the most important thing is to not only create a product that is wonderful | |
and great to play – a great experience – but also one that has great character | |
and is memorable. Most developers today would still say that the majority of | |
their distribution is still word of mouth. | |
I can’t emphasise enough how important it is to create memorable experiences | |
to begin with. It is true that the marketplace is crowded, but the majority of that | |
crowd are actually forgettable experiences. | |
There are also fairly well understood mechanisms to test out what segment and | |
type of consumer you product appeals to. Once you have a good sense of who | |
your product is for, it is actually fairly straightforward to augment your user | |
acquisition eorts with channel marketing that reaches the right communities. I | |
think the marketplace is not nearly as sophisticated at doing this as it should be. | |
So today it’s entirely possible to quite accurately understand who your | |
consumer is and at the same time the ability to target using tools is increasing. | |
You can also advertise with much richer content, like video, that can be more | |
compelling – I think channels like YouTube are actually quite underused today. | |
Right now we’re going through this shift of marketing for apps which for the | |
past few years has been developed as this quantitative discipline of acquiring | |
users through ad networks almost like a trading desk – where one company | |
might be willing to sell a user for a price. I think we’ve entered an era where you | |
have to be far more sophisticated about building brands and creating a closer, | |
more emotional relationship with consumers. | |
3) Some of the biggest success stories | |
have come from new entrants, while some | |
traditional publishers have struggled to | |
gain traction. Why do you think this is? | |
From my experience games are really all about talent. The top 1% of talent will | |
have by far the best chance of creating the top 0.1% of games that are out there. | |
Putting anything less than the best development team on a game will have a | |
devastating impact on its ability to have the potential to break out. Part of that is | |
the innovation the team is capable of, part of it is the quality of the execution. At | |
the end of the day these are crafted experiences and as a consumer you can see | |
all of that – whether it’s a game you can clearly see that someone really cares | |
about or not. | |
Part of the challenge with the existing companies is that their focus – where | |
they’re placing their very best talent – is where their existing dollars are coming | |
from. So if you think about an EA or an Activision, the dilemma is that they’re | |
making billions of dollars from existing franchises. It would take an incredibly | |
brave company to move their talent from these massive franchises and put them | |
onto a new platform. | |
The other thing is that the development methodologies that smaller teams | |
employ are more suited to mobile. Big companies tend to employ heavy | |
approval processes to protect them from big mistakes. That type of process | |
doesn't lend itself well to creative risk or creating games in a fast moving | |
environment . You need to be able to trust top talent to make gut decisions. | |
Companies like Supercell are very vocal about the fact that they don’t have a | |
green light process of any kind, and I think that’s something that has hamstrung | |
some of the bigger companies when it comes to mobile development. | |
4) What is the formula for a successful | |
free-to-play title? | |
Games are fundamentally an art, and I don’t know that there’s a formula for art. | |
There are approaches that tend to be more successful than others. One that I | |
would advocate would be to firstly make something that you love to play | |
yourself. Don’t try make something because you think the market is big and | |
there are a lot of consumers that want something in that area. Start with what | |
you love to play and how you make something that you would love to play. You | |
can tell when you play a game whether it has been made by someone that | |
genuinely loves it. Obviously it needs to be something that you think the market | |
will also love to play, but if you don’t love it, the chances are that nobody else | |
will love it also. | |
You also need to understand who you’re making the game for and profoundly | |
respecting the player. There are a lot of games being made right now that either | |
simply imitate existing games. There is also still a "San Francisco school" of game | |
design out there that advocate "design by the numbers' - create games to get | |
people to pay as quickly as possible, as many times as possible, in as many | |
dierent ways as possible to maximise the funnel of people paying. I think that’s | |
a dangerous route of design. I can see that today the most successful games are | |
the ones that respect the players for what they are and creating an engaging | |
experience. Design for engagement. Design for fun. Design for the emotional | |
attachment to the game. Then build in reasonable monetisation that comes in | |
way down the road. | |
My own gold standard of design of engagement is League of Legends. For the | |
first 20 or 30 hours you can’t understand what you would ever pay money for. | |
The cool thing about it is that the game is incredibly successful o the back of | |
almost trying not to monetise players. They’ve built a phenomenon o the back | |
of an incredible game and not worrying too much about monetisation at all. I | |
think that’s a great design principle that developers need to work towards as | |
consumers get smarter. Are they leaving money on the table? Likely yes - but | |
they are building an incredibly successful, long lasting and valuable franchise. | |
Andrew Sheppard | |
Andrew Sheppard is the President of Kabam Studios, a developer and publisher | |
of social games. In each of the last two years Kabam revenues have grown by 80 | |
percent or more and will total more than $325 million in 2013 | |
1) What is the biggest opportunity in | |
mobile gaming today? | |
As consumer demand for gameplay experiences at little to no cost increases, | |
more publishers will come to recognize the value of the free-to-play business | |
model. In this context the onus is on all publishers (both existing and new) to | |
deliver high quality gameplay experiences that players value and ultimately are | |
willing to purchase. Thanks to the growing device market and constantly | |
improving device capabilities, publishers’ ability to deliver compelling gameplay | |
experiences has never been greater. | |
2) Discoverability is a huge issue and the | |
mobile marketplace is extremely crowded, | |
what steps can developers and publishers | |
take to get their games into the hands of | |
more players? | |
First, make a great game that is innovative, engaging and fun. This is required to | |
unlock tremendous organic opportunity. Then pull on all the strategic levers of | |
traditional marketing and distribution: business development, brand marketing, | |
public relations, performance advertising, consumer events, etc. Nail the | |
execution on both fronts, than get ready to watch your game soar up the charts! | |
3) Some of the biggest success stories | |
have come from new entrants, while some | |
traditional publishers have struggled to | |
gain traction. Why do you think this is? | |
For traditional publishers and developers, it’s been a slow start. This is largely | |
because free-to-play mobile game development is an entirely dierent beast | |
that draws on both art and science to build mass market global hits. It is fair to | |
say the traditional game developers are beginning to figure out this exciting new | |
medium of gaming, but that their progress is still rate limited by the best | |
practices that made them successful in the first place. | |
4) What is the formula for a successful | |
free-to-play title? | |
Excellent teams, great product vision and a deep understanding of how to | |
balance the art and science of free-to-play game development. Hard work helps | |
too. | |
Chris DeWolfe | |
Chris DeWolfe is the CEO of SGN (Social Gaming Network), a top cross-platform | |
developer and publisher of games on Facebook, iOS, and Android. To date well | |
over 300 Million SGN games have been installed on leading mobile and social | |
platforms, making SGN one of the largest cross-platform gaming companies in | |
the world. | |
1) What is the biggest opportunity in | |
mobile gaming today? | |
A massive number of people are playing games today, and as a result, the | |
market has become much larger than it was several years ago. It will continue to | |
get larger as people continue purchasing multiple devices. | |
The fact that there are now multiple platforms on which to play games expands | |
the market even more. Currently there is a big opportunity for developers to | |
build their games for all platforms, both social and mobile. The opportunity lies | |
in developing games for people to play at work, perhaps on a PC or laptop, and | |
for users that are travelling home from work, so they can continue to play the | |
same game seamlessly on a mobile device. | |
Free-to-play in-game purchasing has become frictionless, especially in the iOS | |
operating system. Apple has over a billion credit cards on file, so all you have to | |
do is type in your password to make a purchase. This makes it very easy to | |
purchase and provides a huge potential audience. On top of that, barriers to | |
entry have been substantially reduced, so that the cost and time it takes to | |
create a great game in the mobile space has decreased as the tools available | |
have matured. This has allowed smaller companies to make the biggest mobile | |
games. | |
The other significant opportunity is leveraging the sheer amount of data that | |
exists. If done right, you have the ability to look at the fail rates of a user at a | |
granular level, almost down to the exact feature of a particular stage that caused | |
them to lose. With connected devices you have the ability to refine these | |
components so that you can prevent users from becoming frustrated and | |
leaving the game, and at the same time, ensure that there are enough | |
challenges to keep them playing. | |
2) Discoverability is a huge issue and the | |
mobile marketplace is extremely crowded, | |
what steps can developers and publishers | |
take to get their games into the hands of | |
more players? | |
It starts with the design of the game. If you have a broad market it is important | |
to ensure that your game has a proven mechanic and that the game is fun to | |
play. Starting very early with a playable prototype of the game is necessary to | |
determine if the game will have fun gameplay mechanics and if it will stand out | |
from the crowd. If it does not meet those requirements, then you either have to | |
go back to the drawing board or fail quickly and pivot. It is not the best idea to | |
spend a year and a half developing a game that is never going to gain traction. | |
You also want to ensure that there are certain viral elements in the game. From | |
our perspective, Facebook remains the social glue in the mobile web and apps | |
space. It is helpful to encourage your users to log into Facebook to invite their | |
friends into the game, and reward them for doing so. There are many ways to do | |
that from the way you set up the game, to notifying users when one of their | |
friends joins. For example, in our game Panda Pop, anytime your friend joins, | |
you are sent a notification so that you can share progress with each other. We | |
encourage users to return to the game and compete on the levels where their | |
friends have beaten them. | |
It is always helpful if you can build a game that is interesting enough from an | |
editorial perspective that Apple, Google Play, Amazon and/or Facebook will | |
feature it. This featured placement will get you hundreds of thousands if not | |
millions of downloads. From a discoverability perspective, this can be a great | |
boon to the launch of your game, but it is not something you can rely on. | |
For us, we have a very specific focus on our games. We make puzzle games that | |
have a deep narrative, great animations and fun gameplay. Most of our entire | |
back catalogue appeals to a similar type of demographic. We do that because | |
when we get a hit with game A, we can cross-promote games B, C and D to | |
those users. From a success perspective, we are looking at the lifetime value of a | |
user rather than the lifetime value of a single game. | |
Some companies will make a game specifically targeted at men, then attempt a | |
casino game targeted at women and then a puzzle game targeted to everyone, | |
and try to cross-promote all of the games. However, it is unlikely that there is | |
interest by that demographic in the new games, so this strategy may not be | |
suitable. | |
With advertising, the picture was quite dierent a year ago. In the early days, | |
companies would target across the board and hope that the average lifetime | |
value of a user would come out to more than the cost per user to acquire. Now | |
– at least for the companies that are doing it right – you have to get much more | |
granular with how and where you spend your advertising dollars or you may lose | |
a significant amount of money with very little gain. | |
3) Some of the biggest success stories | |
have come from new entrants, while some | |
traditional publishers have struggled to | |
gain traction. Why do you think this is? | |
The secret is agility. If you look at companies like Supercell, who make Clash of | |
Clans, and King, who of course developed Candy Crush Saga, they do not have | |
massive, bloated teams. They quickly make games and quickly iterate. | |
Mobile games are not software like they were in the past. We are creating a | |
game as a service. A game can last an extremely long time rather than a boxed | |
product that has a finite lifespan. You can release a game, collect great data, and | |
continue to improve the game with regular changes and new content. | |
There is a new way of thinking when developing games for mobile and social. It | |
is the notion of developing a prototype and failing fast – by that I mean using | |
data to decide very early on if your prototype is a viable game. At the same time | |
the concept now is to build a game as a service – optimizing the revenue and | |
user retention for years to come by continuously injecting new content. | |
It is a very dierent way of thinking compared to the earlier days, where some | |
companies set a budget and development time for a game and then began | |
work. Every company that has a big hit game, has also had failed games that | |
they killed after a month or two. If you spoke with the teams at Supercell or | |
Kabam, it is very likely that they have had game ideas that they thought would be | |
interesting, but ultimately did not succeed. Games are unique in that way. | |
If you take TV for example – it costs possibly a million dollars to create a pilot, | |
with the hope that you will get picked up for maybe six episodes and the goal is | |
to not get cancelled. With mobile game development, the investment is far | |
lower before the point at which you start to get feedback, so you can tell much | |
earlier on if a project is not working or how to steer it so that it begins to work | |
for you. This kind of thinking is naturally ingrained into newer companies. | |
4) What is the formula for a successful | |
free-to-play title? | |
As a company we are super focused on one genre of games. We have dabbled | |
in other areas, but we settled on this space because – like the issue you brought | |
up with discoverability – we start to solve the discoverability issue ourselves | |
simply by creating new products that cross-promote very well with each other. | |
The notion that you create a game with a proven game mechanic is also very | |
important. We have a website called mindjolt.com, which has hundreds of very | |
simple games that cover almost every game mechanic you can think of. Those | |
games are not advanced enough and do not have enough polish to be hits in | |
their own right, but what we can do is determine which games people are | |
playing and which mechanics people are enjoying. From there we can build a | |
prototype with a bigger narrative around that initial idea. If that prototype is a | |
success we can move along to formally assign a team to the game and head | |
into full development. From that point, we will continually iterate on the game | |
through a soft launch and then a full release. | |
Additionally, we set KPIs and stick to them. For example, for a particular title, we | |
might set a day-one retention target of 55%, which is quite a healthy number. | |
Our seven-day retention target might be 26%. If those numbers are not where | |
we need them to be we will take prescriptive measures – and analyze our data – | |
to determine where players are dropping o and what is causing the retention | |
to be lower than what we want it to be. This is just one indicator among many | |
that we use to measure success and figure out how to make the most | |
successful product. | |
Finally, investing in your team is crucial. To make the best games, you must hire | |
the most creative people you can aord. This year we invested heavily in our | |
artists, animators, game designers and engineering teams to ensure we have the | |
imagination and the talent to make the best products. Unfortunately that is not | |
enough, you must also have the analytics infrastructure to back it all up. All of | |
these elements are crucial to creating a successful games business. | |
Unlocking the Formula to | |
Mobile Success | |
Mobile Gaming USA | |
May 5-6, 2014 | San Francisco | |
All the contributors to this | |
whitepaper will be speaking at | |
Mobile Gaming USA. Visit: | |
http://www.videogamesintelligen | |
ce.com/mobile-gaming-usa | |
for more details on this landmark | |
event. | |
Introduction | |
The mobile games industry is a multi-billion dollar industry - mobile gaming is | |
big business and is set to continue growing at an alarming rate. Smart phone | |
and tablet market penetration is increasing exponentially, with over one billion | |
units sold worldwide in 2013 alone. The power of mobile gaming devices is | |
increasing just as fast: mobile processing power has developed to the extent | |
that smartphones and tablets can produce near console-quality graphics. | |
At the same time, digital marketplaces have become crowded, and the cost of | |
raising your head above the parapet through user acquisition has never been | |
higher. The mobile games industry is under increasing pressure to perform, | |
targeted at a market with more choice, and lower barriers to entry than ever | |
before. | |
The ability to innovate and to learn from each other’s creative thinking will set | |
the successful apart as the mobile sector continues to grow. Three industry | |
experts, representing some of the most innovative minds from across the | |
industry from investment house Initial Capital and developer/publishers Kabam | |
and SGN oer their insights into the mobile games industry in this report. These | |
industry leaders, along with a number of their peers, will also be giving their | |
insights at Mobile Gaming USA, hosted in San Francisco, 5-6, May 2014. | |
Kristian Segerstrale | |
Kristian Segerstrale is an entrepreneur and investor in games, consumer internet | |
and technology companies. He was also the CEO and co-founder of Playfish, | |
who were acquired by EA for $400 million in 2009. Kristian invests with Initial | |
Capital. To find out more visit www.initialcapital.com | |
1) What is the biggest opportunity in | |
mobile gaming today? | |
I actually don’t think there’s been a time in mobile games where you’ve had an | |
almost guaranteed growth over the next five years. You have a set of | |
technologies in iOS and Android that are here to stay. You have a set of stores | |
that are getting increasingly better at recommending the right content for users. | |
You also have a set of marketing technologies in advertising networks and | |
acquisition technologies that makes it increasingly better to reach consumers. | |
Most importantly you have consumers that are buying more smartphones all the | |
time. More than a billion smartphones were bought in 2013 alone. | |
The markets are getting far more international and consolidated. Previously for a | |
western developer and publishers it was extremely dicult to get into markets | |
like Japan, China and Korea because of diering technologies and marketplaces | |
– diering approaches to everything. Now, although the markets are still unique, | |
the technologies – in terms of Android and iOS in particular – are becoming | |
these giant equalisers between markets. So if you have a great product, as has | |
been amply demonstrated by King, Rovio and Supercell, you can actually create | |
global hits. | |
For all those reasons, I think the next three to five years present an incredible | |
opportunity for game developers. | |
In terms of specific opportunities within that industry growth, which is extremely | |
promising, is innovation. We continue to have a massive amount of | |
under-served categories in mobile in particular. If you look at genres like Sports | |
games, MOBAs (Massively Online Battle Arenas), RPGs (Role Playing Games) – | |
they all feel like under-served segments on mobile right now. Also there are | |
segments within those genres where you struggle to find quality games. Many | |
developers are lured by the success of specific titles and create derivative works | |
or games that are heavily influenced by those successful products. The biggest | |
opportunity out there is to serve unmet needs and to innovate rather than | |
imitate. | |
2) Discoverability is a huge issue and the | |
mobile marketplace is extremely crowded, | |
what steps can developers and publishers | |
take to get their games into the hands of | |
more players? | |
The product is by far the most important form of marketing, but especially in a | |
marketplace with as low friction, with as low barriers to entry, as mobile gaming. | |
So the most important thing is to not only create a product that is wonderful | |
and great to play – a great experience – but also one that has great character | |
and is memorable. Most developers today would still say that the majority of | |
their distribution is still word of mouth. | |
I can’t emphasise enough how important it is to create memorable experiences | |
to begin with. It is true that the marketplace is crowded, but the majority of that | |
crowd are actually forgettable experiences. | |
There are also fairly well understood mechanisms to test out what segment and | |
type of consumer you product appeals to. Once you have a good sense of who | |
your product is for, it is actually fairly straightforward to augment your user | |
acquisition eorts with channel marketing that reaches the right communities. I | |
think the marketplace is not nearly as sophisticated at doing this as it should be. | |
So today it’s entirely possible to quite accurately understand who your | |
consumer is and at the same time the ability to target using tools is increasing. | |
You can also advertise with much richer content, like video, that can be more | |
compelling – I think channels like YouTube are actually quite underused today. | |
Right now we’re going through this shift of marketing for apps which for the | |
past few years has been developed as this quantitative discipline of acquiring | |
users through ad networks almost like a trading desk – where one company | |
might be willing to sell a user for a price. I think we’ve entered an era where you | |
have to be far more sophisticated about building brands and creating a closer, | |
more emotional relationship with consumers. | |
3) Some of the biggest success stories | |
have come from new entrants, while some | |
traditional publishers have struggled to | |
gain traction. Why do you think this is? | |
From my experience games are really all about talent. The top 1% of talent will | |
have by far the best chance of creating the top 0.1% of games that are out there. | |
Putting anything less than the best development team on a game will have a | |
devastating impact on its ability to have the potential to break out. Part of that is | |
the innovation the team is capable of, part of it is the quality of the execution. At | |
the end of the day these are crafted experiences and as a consumer you can see | |
all of that – whether it’s a game you can clearly see that someone really cares | |
about or not. | |
Part of the challenge with the existing companies is that their focus – where | |
they’re placing their very best talent – is where their existing dollars are coming | |
from. So if you think about an EA or an Activision, the dilemma is that they’re | |
making billions of dollars from existing franchises. It would take an incredibly | |
brave company to move their talent from these massive franchises and put them | |
onto a new platform. | |
The other thing is that the development methodologies that smaller teams | |
employ are more suited to mobile. Big companies tend to employ heavy | |
approval processes to protect them from big mistakes. That type of process | |
doesn't lend itself well to creative risk or creating games in a fast moving | |
environment . You need to be able to trust top talent to make gut decisions. | |
Companies like Supercell are very vocal about the fact that they don’t have a | |
green light process of any kind, and I think that’s something that has hamstrung | |
some of the bigger companies when it comes to mobile development. | |
4) What is the formula for a successful | |
free-to-play title? | |
Games are fundamentally an art, and I don’t know that there’s a formula for art. | |
There are approaches that tend to be more successful than others. One that I | |
would advocate would be to firstly make something that you love to play | |
yourself. Don’t try make something because you think the market is big and | |
there are a lot of consumers that want something in that area. Start with what | |
you love to play and how you make something that you would love to play. You | |
can tell when you play a game whether it has been made by someone that | |
genuinely loves it. Obviously it needs to be something that you think the market | |
will also love to play, but if you don’t love it, the chances are that nobody else | |
will love it also. | |
You also need to understand who you’re making the game for and profoundly | |
respecting the player. There are a lot of games being made right now that either | |
simply imitate existing games. There is also still a "San Francisco school" of game | |
design out there that advocate "design by the numbers' - create games to get | |
people to pay as quickly as possible, as many times as possible, in as many | |
dierent ways as possible to maximise the funnel of people paying. I think that’s | |
a dangerous route of design. I can see that today the most successful games are | |
the ones that respect the players for what they are and creating an engaging | |
experience. Design for engagement. Design for fun. Design for the emotional | |
attachment to the game. Then build in reasonable monetisation that comes in | |
way down the road. | |
My own gold standard of design of engagement is League of Legends. For the | |
first 20 or 30 hours you can’t understand what you would ever pay money for. | |
The cool thing about it is that the game is incredibly successful o the back of | |
almost trying not to monetise players. They’ve built a phenomenon o the back | |
of an incredible game and not worrying too much about monetisation at all. I | |
think that’s a great design principle that developers need to work towards as | |
consumers get smarter. Are they leaving money on the table? Likely yes - but | |
they are building an incredibly successful, long lasting and valuable franchise. | |
Andrew Sheppard | |
Andrew Sheppard is the President of Kabam Studios, a developer and publisher | |
of social games. In each of the last two years Kabam revenues have grown by 80 | |
percent or more and will total more than $325 million in 2013 | |
1) What is the biggest opportunity in | |
mobile gaming today? | |
As consumer demand for gameplay experiences at little to no cost increases, | |
more publishers will come to recognize the value of the free-to-play business | |
model. In this context the onus is on all publishers (both existing and new) to | |
deliver high quality gameplay experiences that players value and ultimately are | |
willing to purchase. Thanks to the growing device market and constantly | |
improving device capabilities, publishers’ ability to deliver compelling gameplay | |
experiences has never been greater. | |
2) Discoverability is a huge issue and the | |
mobile marketplace is extremely crowded, | |
what steps can developers and publishers | |
take to get their games into the hands of | |
more players? | |
First, make a great game that is innovative, engaging and fun. This is required to | |
unlock tremendous organic opportunity. Then pull on all the strategic levers of | |
traditional marketing and distribution: business development, brand marketing, | |
public relations, performance advertising, consumer events, etc. Nail the | |
execution on both fronts, than get ready to watch your game soar up the charts! | |
3) Some of the biggest success stories | |
have come from new entrants, while some | |
traditional publishers have struggled to | |
gain traction. Why do you think this is? | |
For traditional publishers and developers, it’s been a slow start. This is largely | |
because free-to-play mobile game development is an entirely dierent beast | |
that draws on both art and science to build mass market global hits. It is fair to | |
say the traditional game developers are beginning to figure out this exciting new | |
medium of gaming, but that their progress is still rate limited by the best | |
practices that made them successful in the first place. | |
4) What is the formula for a successful | |
free-to-play title? | |
Excellent teams, great product vision and a deep understanding of how to | |
balance the art and science of free-to-play game development. Hard work helps | |
too. | |
Chris DeWolfe | |
Chris DeWolfe is the CEO of SGN (Social Gaming Network), a top cross-platform | |
developer and publisher of games on Facebook, iOS, and Android. To date well | |
over 300 Million SGN games have been installed on leading mobile and social | |
platforms, making SGN one of the largest cross-platform gaming companies in | |
the world. | |
1) What is the biggest opportunity in | |
mobile gaming today? | |
A massive number of people are playing games today, and as a result, the | |
market has become much larger than it was several years ago. It will continue to | |
get larger as people continue purchasing multiple devices. | |
The fact that there are now multiple platforms on which to play games expands | |
the market even more. Currently there is a big opportunity for developers to | |
build their games for all platforms, both social and mobile. The opportunity lies | |
in developing games for people to play at work, perhaps on a PC or laptop, and | |
for users that are travelling home from work, so they can continue to play the | |
same game seamlessly on a mobile device. | |
Free-to-play in-game purchasing has become frictionless, especially in the iOS | |
operating system. Apple has over a billion credit cards on file, so all you have to | |
do is type in your password to make a purchase. This makes it very easy to | |
purchase and provides a huge potential audience. On top of that, barriers to | |
entry have been substantially reduced, so that the cost and time it takes to | |
create a great game in the mobile space has decreased as the tools available | |
have matured. This has allowed smaller companies to make the biggest mobile | |
games. | |
The other significant opportunity is leveraging the sheer amount of data that | |
exists. If done right, you have the ability to look at the fail rates of a user at a | |
granular level, almost down to the exact feature of a particular stage that caused | |
them to lose. With connected devices you have the ability to refine these | |
components so that you can prevent users from becoming frustrated and | |
leaving the game, and at the same time, ensure that there are enough | |
challenges to keep them playing. | |
2) Discoverability is a huge issue and the | |
mobile marketplace is extremely crowded, | |
what steps can developers and publishers | |
take to get their games into the hands of | |
more players? | |
It starts with the design of the game. If you have a broad market it is important | |
to ensure that your game has a proven mechanic and that the game is fun to | |
play. Starting very early with a playable prototype of the game is necessary to | |
determine if the game will have fun gameplay mechanics and if it will stand out | |
from the crowd. If it does not meet those requirements, then you either have to | |
go back to the drawing board or fail quickly and pivot. It is not the best idea to | |
spend a year and a half developing a game that is never going to gain traction. | |
You also want to ensure that there are certain viral elements in the game. From | |
our perspective, Facebook remains the social glue in the mobile web and apps | |
space. It is helpful to encourage your users to log into Facebook to invite their | |
friends into the game, and reward them for doing so. There are many ways to do | |
that from the way you set up the game, to notifying users when one of their | |
friends joins. For example, in our game Panda Pop, anytime your friend joins, | |
you are sent a notification so that you can share progress with each other. We | |
encourage users to return to the game and compete on the levels where their | |
friends have beaten them. | |
It is always helpful if you can build a game that is interesting enough from an | |
editorial perspective that Apple, Google Play, Amazon and/or Facebook will | |
feature it. This featured placement will get you hundreds of thousands if not | |
millions of downloads. From a discoverability perspective, this can be a great | |
boon to the launch of your game, but it is not something you can rely on. | |
For us, we have a very specific focus on our games. We make puzzle games that | |
have a deep narrative, great animations and fun gameplay. Most of our entire | |
back catalogue appeals to a similar type of demographic. We do that because | |
when we get a hit with game A, we can cross-promote games B, C and D to | |
those users. From a success perspective, we are looking at the lifetime value of a | |
user rather than the lifetime value of a single game. | |
Some companies will make a game specifically targeted at men, then attempt a | |
casino game targeted at women and then a puzzle game targeted to everyone, | |
and try to cross-promote all of the games. However, it is unlikely that there is | |
interest by that demographic in the new games, so this strategy may not be | |
suitable. | |
With advertising, the picture was quite dierent a year ago. In the early days, | |
companies would target across the board and hope that the average lifetime | |
value of a user would come out to more than the cost per user to acquire. Now | |
– at least for the companies that are doing it right – you have to get much more | |
granular with how and where you spend your advertising dollars or you may lose | |
a significant amount of money with very little gain. | |
3) Some of the biggest success stories | |
have come from new entrants, while some | |
traditional publishers have struggled to | |
gain traction. Why do you think this is? | |
The secret is agility. If you look at companies like Supercell, who make Clash of | |
Clans, and King, who of course developed Candy Crush Saga, they do not have | |
massive, bloated teams. They quickly make games and quickly iterate. | |
Mobile games are not software like they were in the past. We are creating a | |
game as a service. A game can last an extremely long time rather than a boxed | |
product that has a finite lifespan. You can release a game, collect great data, and | |
continue to improve the game with regular changes and new content. | |
There is a new way of thinking when developing games for mobile and social. It | |
is the notion of developing a prototype and failing fast – by that I mean using | |
data to decide very early on if your prototype is a viable game. At the same time | |
the concept now is to build a game as a service – optimizing the revenue and | |
user retention for years to come by continuously injecting new content. | |
It is a very dierent way of thinking compared to the earlier days, where some | |
companies set a budget and development time for a game and then began | |
work. Every company that has a big hit game, has also had failed games that | |
they killed after a month or two. If you spoke with the teams at Supercell or | |
Kabam, it is very likely that they have had game ideas that they thought would be | |
interesting, but ultimately did not succeed. Games are unique in that way. | |
If you take TV for example – it costs possibly a million dollars to create a pilot, | |
with the hope that you will get picked up for maybe six episodes and the goal is | |
to not get cancelled. With mobile game development, the investment is far | |
lower before the point at which you start to get feedback, so you can tell much | |
earlier on if a project is not working or how to steer it so that it begins to work | |
for you. This kind of thinking is naturally ingrained into newer companies. | |
4) What is the formula for a successful | |
free-to-play title? | |
As a company we are super focused on one genre of games. We have dabbled | |
in other areas, but we settled on this space because – like the issue you brought | |
up with discoverability – we start to solve the discoverability issue ourselves | |
simply by creating new products that cross-promote very well with each other. | |
The notion that you create a game with a proven game mechanic is also very | |
important. We have a website called mindjolt.com, which has hundreds of very | |
simple games that cover almost every game mechanic you can think of. Those | |
games are not advanced enough and do not have enough polish to be hits in | |
their own right, but what we can do is determine which games people are | |
playing and which mechanics people are enjoying. From there we can build a | |
prototype with a bigger narrative around that initial idea. If that prototype is a | |
success we can move along to formally assign a team to the game and head | |
into full development. From that point, we will continually iterate on the game | |
through a soft launch and then a full release. | |
Additionally, we set KPIs and stick to them. For example, for a particular title, we | |
might set a day-one retention target of 55%, which is quite a healthy number. | |
Our seven-day retention target might be 26%. If those numbers are not where | |
we need them to be we will take prescriptive measures – and analyze our data – | |
to determine where players are dropping o and what is causing the retention | |
to be lower than what we want it to be. This is just one indicator among many | |
that we use to measure success and figure out how to make the most | |
successful product. | |
Finally, investing in your team is crucial. To make the best games, you must hire | |
the most creative people you can aord. This year we invested heavily in our | |
artists, animators, game designers and engineering teams to ensure we have the | |
imagination and the talent to make the best products. Unfortunately that is not | |
enough, you must also have the analytics infrastructure to back it all up. All of | |
these elements are crucial to creating a successful games business. | |
Unlocking the Formula to | |
Mobile Success | |
Mobile Gaming USA | |
May 5-6, 2014 | San Francisco | |
All the contributors to this | |
whitepaper will be speaking at | |
Mobile Gaming USA. Visit: | |
http://www.videogamesintelligen | |
ce.com/mobile-gaming-usa | |
for more details on this landmark | |
event. | |
Introduction | |
The mobile games industry is a multi-billion dollar industry - mobile gaming is | |
big business and is set to continue growing at an alarming rate. Smart phone | |
and tablet market penetration is increasing exponentially, with over one billion | |
units sold worldwide in 2013 alone. The power of mobile gaming devices is | |
increasing just as fast: mobile processing power has developed to the extent | |
that smartphones and tablets can produce near console-quality graphics. | |
At the same time, digital marketplaces have become crowded, and the cost of | |
raising your head above the parapet through user acquisition has never been | |
higher. The mobile games industry is under increasing pressure to perform, | |
targeted at a market with more choice, and lower barriers to entry than ever | |
before. | |
The ability to innovate and to learn from each other’s creative thinking will set | |
the successful apart as the mobile sector continues to grow. Three industry | |
experts, representing some of the most innovative minds from across the | |
industry from investment house Initial Capital and developer/publishers Kabam | |
and SGN oer their insights into the mobile games industry in this report. These | |
industry leaders, along with a number of their peers, will also be giving their | |
insights at Mobile Gaming USA, hosted in San Francisco, 5-6, May 2014. | |
Kristian Segerstrale | |
Kristian Segerstrale is an entrepreneur and investor in games, consumer internet | |
and technology companies. He was also the CEO and co-founder of Playfish, | |
who were acquired by EA for $400 million in 2009. Kristian invests with Initial | |
Capital. To find out more visit www.initialcapital.com | |
1) What is the biggest opportunity in | |
mobile gaming today? | |
I actually don’t think there’s been a time in mobile games where you’ve had an | |
almost guaranteed growth over the next five years. You have a set of | |
technologies in iOS and Android that are here to stay. You have a set of stores | |
that are getting increasingly better at recommending the right content for users. | |
You also have a set of marketing technologies in advertising networks and | |
acquisition technologies that makes it increasingly better to reach consumers. | |
Most importantly you have consumers that are buying more smartphones all the | |
time. More than a billion smartphones were bought in 2013 alone. | |
The markets are getting far more international and consolidated. Previously for a | |
western developer and publishers it was extremely dicult to get into markets | |
like Japan, China and Korea because of diering technologies and marketplaces | |
– diering approaches to everything. Now, although the markets are still unique, | |
the technologies – in terms of Android and iOS in particular – are becoming | |
these giant equalisers between markets. So if you have a great product, as has | |
been amply demonstrated by King, Rovio and Supercell, you can actually create | |
global hits. | |
For all those reasons, I think the next three to five years present an incredible | |
opportunity for game developers. | |
In terms of specific opportunities within that industry growth, which is extremely | |
promising, is innovation. We continue to have a massive amount of | |
under-served categories in mobile in particular. If you look at genres like Sports | |
games, MOBAs (Massively Online Battle Arenas), RPGs (Role Playing Games) – | |
they all feel like under-served segments on mobile right now. Also there are | |
segments within those genres where you struggle to find quality games. Many | |
developers are lured by the success of specific titles and create derivative works | |
or games that are heavily influenced by those successful products. The biggest | |
opportunity out there is to serve unmet needs and to innovate rather than | |
imitate. | |
2) Discoverability is a huge issue and the | |
mobile marketplace is extremely crowded, | |
what steps can developers and publishers | |
take to get their games into the hands of | |
more players? | |
The product is by far the most important form of marketing, but especially in a | |
marketplace with as low friction, with as low barriers to entry, as mobile gaming. | |
So the most important thing is to not only create a product that is wonderful | |
and great to play – a great experience – but also one that has great character | |
and is memorable. Most developers today would still say that the majority of | |
their distribution is still word of mouth. | |
I can’t emphasise enough how important it is to create memorable experiences | |
to begin with. It is true that the marketplace is crowded, but the majority of that | |
crowd are actually forgettable experiences. | |
There are also fairly well understood mechanisms to test out what segment and | |
type of consumer you product appeals to. Once you have a good sense of who | |
your product is for, it is actually fairly straightforward to augment your user | |
acquisition eorts with channel marketing that reaches the right communities. I | |
think the marketplace is not nearly as sophisticated at doing this as it should be. | |
So today it’s entirely possible to quite accurately understand who your | |
consumer is and at the same time the ability to target using tools is increasing. | |
You can also advertise with much richer content, like video, that can be more | |
compelling – I think channels like YouTube are actually quite underused today. | |
Right now we’re going through this shift of marketing for apps which for the | |
past few years has been developed as this quantitative discipline of acquiring | |
users through ad networks almost like a trading desk – where one company | |
might be willing to sell a user for a price. I think we’ve entered an era where you | |
have to be far more sophisticated about building brands and creating a closer, | |
more emotional relationship with consumers. | |
3) Some of the biggest success stories | |
have come from new entrants, while some | |
traditional publishers have struggled to | |
gain traction. Why do you think this is? | |
From my experience games are really all about talent. The top 1% of talent will | |
have by far the best chance of creating the top 0.1% of games that are out there. | |
Putting anything less than the best development team on a game will have a | |
devastating impact on its ability to have the potential to break out. Part of that is | |
the innovation the team is capable of, part of it is the quality of the execution. At | |
the end of the day these are crafted experiences and as a consumer you can see | |
all of that – whether it’s a game you can clearly see that someone really cares | |
about or not. | |
Part of the challenge with the existing companies is that their focus – where | |
they’re placing their very best talent – is where their existing dollars are coming | |
from. So if you think about an EA or an Activision, the dilemma is that they’re | |
making billions of dollars from existing franchises. It would take an incredibly | |
brave company to move their talent from these massive franchises and put them | |
onto a new platform. | |
The other thing is that the development methodologies that smaller teams | |
employ are more suited to mobile. Big companies tend to employ heavy | |
approval processes to protect them from big mistakes. That type of process | |
doesn't lend itself well to creative risk or creating games in a fast moving | |
environment . You need to be able to trust top talent to make gut decisions. | |
Companies like Supercell are very vocal about the fact that they don’t have a | |
green light process of any kind, and I think that’s something that has hamstrung | |
some of the bigger companies when it comes to mobile development. | |
4) What is the formula for a successful | |
free-to-play title? | |
Games are fundamentally an art, and I don’t know that there’s a formula for art. | |
There are approaches that tend to be more successful than others. One that I | |
would advocate would be to firstly make something that you love to play | |
yourself. Don’t try make something because you think the market is big and | |
there are a lot of consumers that want something in that area. Start with what | |
you love to play and how you make something that you would love to play. You | |
can tell when you play a game whether it has been made by someone that | |
genuinely loves it. Obviously it needs to be something that you think the market | |
will also love to play, but if you don’t love it, the chances are that nobody else | |
will love it also. | |
You also need to understand who you’re making the game for and profoundly | |
respecting the player. There are a lot of games being made right now that either | |
simply imitate existing games. There is also still a "San Francisco school" of game | |
design out there that advocate "design by the numbers' - create games to get | |
people to pay as quickly as possible, as many times as possible, in as many | |
dierent ways as possible to maximise the funnel of people paying. I think that’s | |
a dangerous route of design. I can see that today the most successful games are | |
the ones that respect the players for what they are and creating an engaging | |
experience. Design for engagement. Design for fun. Design for the emotional | |
attachment to the game. Then build in reasonable monetisation that comes in | |
way down the road. | |
My own gold standard of design of engagement is League of Legends. For the | |
first 20 or 30 hours you can’t understand what you would ever pay money for. | |
The cool thing about it is that the game is incredibly successful o the back of | |
almost trying not to monetise players. They’ve built a phenomenon o the back | |
of an incredible game and not worrying too much about monetisation at all. I | |
think that’s a great design principle that developers need to work towards as | |
consumers get smarter. Are they leaving money on the table? Likely yes - but | |
they are building an incredibly successful, long lasting and valuable franchise. | |
Andrew Sheppard | |
Andrew Sheppard is the President of Kabam Studios, a developer and publisher | |
of social games. In each of the last two years Kabam revenues have grown by 80 | |
percent or more and will total more than $325 million in 2013 | |
1) What is the biggest opportunity in | |
mobile gaming today? | |
As consumer demand for gameplay experiences at little to no cost increases, | |
more publishers will come to recognize the value of the free-to-play business | |
model. In this context the onus is on all publishers (both existing and new) to | |
deliver high quality gameplay experiences that players value and ultimately are | |
willing to purchase. Thanks to the growing device market and constantly | |
improving device capabilities, publishers’ ability to deliver compelling gameplay | |
experiences has never been greater. | |
2) Discoverability is a huge issue and the | |
mobile marketplace is extremely crowded, | |
what steps can developers and publishers | |
take to get their games into the hands of | |
more players? | |
First, make a great game that is innovative, engaging and fun. This is required to | |
unlock tremendous organic opportunity. Then pull on all the strategic levers of | |
traditional marketing and distribution: business development, brand marketing, | |
public relations, performance advertising, consumer events, etc. Nail the | |
execution on both fronts, than get ready to watch your game soar up the charts! | |
3) Some of the biggest success stories | |
have come from new entrants, while some | |
traditional publishers have struggled to | |
gain traction. Why do you think this is? | |
For traditional publishers and developers, it’s been a slow start. This is largely | |
because free-to-play mobile game development is an entirely dierent beast | |
that draws on both art and science to build mass market global hits. It is fair to | |
say the traditional game developers are beginning to figure out this exciting new | |
medium of gaming, but that their progress is still rate limited by the best | |
practices that made them successful in the first place. | |
4) What is the formula for a successful | |
free-to-play title? | |
Excellent teams, great product vision and a deep understanding of how to | |
balance the art and science of free-to-play game development. Hard work helps | |
too. | |
Chris DeWolfe | |
Chris DeWolfe is the CEO of SGN (Social Gaming Network), a top cross-platform | |
developer and publisher of games on Facebook, iOS, and Android. To date well | |
over 300 Million SGN games have been installed on leading mobile and social | |
platforms, making SGN one of the largest cross-platform gaming companies in | |
the world. | |
1) What is the biggest opportunity in | |
mobile gaming today? | |
A massive number of people are playing games today, and as a result, the | |
market has become much larger than it was several years ago. It will continue to | |
get larger as people continue purchasing multiple devices. | |
The fact that there are now multiple platforms on which to play games expands | |
the market even more. Currently there is a big opportunity for developers to | |
build their games for all platforms, both social and mobile. The opportunity lies | |
in developing games for people to play at work, perhaps on a PC or laptop, and | |
for users that are travelling home from work, so they can continue to play the | |
same game seamlessly on a mobile device. | |
Free-to-play in-game purchasing has become frictionless, especially in the iOS | |
operating system. Apple has over a billion credit cards on file, so all you have to | |
do is type in your password to make a purchase. This makes it very easy to | |
purchase and provides a huge potential audience. On top of that, barriers to | |
entry have been substantially reduced, so that the cost and time it takes to | |
create a great game in the mobile space has decreased as the tools available | |
have matured. This has allowed smaller companies to make the biggest mobile | |
games. | |
The other significant opportunity is leveraging the sheer amount of data that | |
exists. If done right, you have the ability to look at the fail rates of a user at a | |
granular level, almost down to the exact feature of a particular stage that caused | |
them to lose. With connected devices you have the ability to refine these | |
components so that you can prevent users from becoming frustrated and | |
leaving the game, and at the same time, ensure that there are enough | |
challenges to keep them playing. | |
2) Discoverability is a huge issue and the | |
mobile marketplace is extremely crowded, | |
what steps can developers and publishers | |
take to get their games into the hands of | |
more players? | |
It starts with the design of the game. If you have a broad market it is important | |
to ensure that your game has a proven mechanic and that the game is fun to | |
play. Starting very early with a playable prototype of the game is necessary to | |
determine if the game will have fun gameplay mechanics and if it will stand out | |
from the crowd. If it does not meet those requirements, then you either have to | |
go back to the drawing board or fail quickly and pivot. It is not the best idea to | |
spend a year and a half developing a game that is never going to gain traction. | |
You also want to ensure that there are certain viral elements in the game. From | |
our perspective, Facebook remains the social glue in the mobile web and apps | |
space. It is helpful to encourage your users to log into Facebook to invite their | |
friends into the game, and reward them for doing so. There are many ways to do | |
that from the way you set up the game, to notifying users when one of their | |
friends joins. For example, in our game Panda Pop, anytime your friend joins, | |
you are sent a notification so that you can share progress with each other. We | |
encourage users to return to the game and compete on the levels where their | |
friends have beaten them. | |
It is always helpful if you can build a game that is interesting enough from an | |
editorial perspective that Apple, Google Play, Amazon and/or Facebook will | |
feature it. This featured placement will get you hundreds of thousands if not | |
millions of downloads. From a discoverability perspective, this can be a great | |
boon to the launch of your game, but it is not something you can rely on. | |
For us, we have a very specific focus on our games. We make puzzle games that | |
have a deep narrative, great animations and fun gameplay. Most of our entire | |
back catalogue appeals to a similar type of demographic. We do that because | |
when we get a hit with game A, we can cross-promote games B, C and D to | |
those users. From a success perspective, we are looking at the lifetime value of a | |
user rather than the lifetime value of a single game. | |
Some companies will make a game specifically targeted at men, then attempt a | |
casino game targeted at women and then a puzzle game targeted to everyone, | |
and try to cross-promote all of the games. However, it is unlikely that there is | |
interest by that demographic in the new games, so this strategy may not be | |
suitable. | |
With advertising, the picture was quite dierent a year ago. In the early days, | |
companies would target across the board and hope that the average lifetime | |
value of a user would come out to more than the cost per user to acquire. Now | |
– at least for the companies that are doing it right – you have to get much more | |
granular with how and where you spend your advertising dollars or you may lose | |
a significant amount of money with very little gain. | |
3) Some of the biggest success stories | |
have come from new entrants, while some | |
traditional publishers have struggled to | |
gain traction. Why do you think this is? | |
The secret is agility. If you look at companies like Supercell, who make Clash of | |
Clans, and King, who of course developed Candy Crush Saga, they do not have | |
massive, bloated teams. They quickly make games and quickly iterate. | |
Mobile games are not software like they were in the past. We are creating a | |
game as a service. A game can last an extremely long time rather than a boxed | |
product that has a finite lifespan. You can release a game, collect great data, and | |
continue to improve the game with regular changes and new content. | |
There is a new way of thinking when developing games for mobile and social. It | |
is the notion of developing a prototype and failing fast – by that I mean using | |
data to decide very early on if your prototype is a viable game. At the same time | |
the concept now is to build a game as a service – optimizing the revenue and | |
user retention for years to come by continuously injecting new content. | |
It is a very dierent way of thinking compared to the earlier days, where some | |
companies set a budget and development time for a game and then began | |
work. Every company that has a big hit game, has also had failed games that | |
they killed after a month or two. If you spoke with the teams at Supercell or | |
Kabam, it is very likely that they have had game ideas that they thought would be | |
interesting, but ultimately did not succeed. Games are unique in that way. | |
If you take TV for example – it costs possibly a million dollars to create a pilot, | |
with the hope that you will get picked up for maybe six episodes and the goal is | |
to not get cancelled. With mobile game development, the investment is far | |
lower before the point at which you start to get feedback, so you can tell much | |
earlier on if a project is not working or how to steer it so that it begins to work | |
for you. This kind of thinking is naturally ingrained into newer companies. | |
4) What is the formula for a successful | |
free-to-play title? | |
As a company we are super focused on one genre of games. We have dabbled | |
in other areas, but we settled on this space because – like the issue you brought | |
up with discoverability – we start to solve the discoverability issue ourselves | |
simply by creating new products that cross-promote very well with each other. | |
The notion that you create a game with a proven game mechanic is also very | |
important. We have a website called mindjolt.com, which has hundreds of very | |
simple games that cover almost every game mechanic you can think of. Those | |
games are not advanced enough and do not have enough polish to be hits in | |
their own right, but what we can do is determine which games people are | |
playing and which mechanics people are enjoying. From there we can build a | |
prototype with a bigger narrative around that initial idea. If that prototype is a | |
success we can move along to formally assign a team to the game and head | |
into full development. From that point, we will continually iterate on the game | |
through a soft launch and then a full release. | |
Additionally, we set KPIs and stick to them. For example, for a particular title, we | |
might set a day-one retention target of 55%, which is quite a healthy number. | |
Our seven-day retention target might be 26%. If those numbers are not where | |
we need them to be we will take prescriptive measures – and analyze our data – | |
to determine where players are dropping o and what is causing the retention | |
to be lower than what we want it to be. This is just one indicator among many | |
that we use to measure success and figure out how to make the most | |
successful product. | |
Finally, investing in your team is crucial. To make the best games, you must hire | |
the most creative people you can aord. This year we invested heavily in our | |
artists, animators, game designers and engineering teams to ensure we have the | |
imagination and the talent to make the best products. Unfortunately that is not | |
enough, you must also have the analytics infrastructure to back it all up. All of | |
these elements are crucial to creating a successful games business. | |
Unlocking the Formula to | |
Mobile Success | |
Mobile Gaming USA | |
May 5-6, 2014 | San Francisco | |
All the contributors to this | |
whitepaper will be speaking at | |
Mobile Gaming USA. Visit: | |
http://www.videogamesintelligen | |
ce.com/mobile-gaming-usa | |
for more details on this landmark | |
event. | |
Introduction | |
The mobile games industry is a multi-billion dollar industry - mobile gaming is | |
big business and is set to continue growing at an alarming rate. Smart phone | |
and tablet market penetration is increasing exponentially, with over one billion | |
units sold worldwide in 2013 alone. The power of mobile gaming devices is | |
increasing just as fast: mobile processing power has developed to the extent | |
that smartphones and tablets can produce near console-quality graphics. | |
At the same time, digital marketplaces have become crowded, and the cost of | |
raising your head above the parapet through user acquisition has never been | |
higher. The mobile games industry is under increasing pressure to perform, | |
targeted at a market with more choice, and lower barriers to entry than ever | |
before. | |
The ability to innovate and to learn from each other’s creative thinking will set | |
the successful apart as the mobile sector continues to grow. Three industry | |
experts, representing some of the most innovative minds from across the | |
industry from investment house Initial Capital and developer/publishers Kabam | |
and SGN oer their insights into the mobile games industry in this report. These | |
industry leaders, along with a number of their peers, will also be giving their | |
insights at Mobile Gaming USA, hosted in San Francisco, 5-6, May 2014. | |
Kristian Segerstrale | |
Kristian Segerstrale is an entrepreneur and investor in games, consumer internet | |
and technology companies. He was also the CEO and co-founder of Playfish, | |
who were acquired by EA for $400 million in 2009. Kristian invests with Initial | |
Capital. To find out more visit www.initialcapital.com | |
1) What is the biggest opportunity in | |
mobile gaming today? | |
I actually don’t think there’s been a time in mobile games where you’ve had an | |
almost guaranteed growth over the next five years. You have a set of | |
technologies in iOS and Android that are here to stay. You have a set of stores | |
that are getting increasingly better at recommending the right content for users. | |
You also have a set of marketing technologies in advertising networks and | |
acquisition technologies that makes it increasingly better to reach consumers. | |
Most importantly you have consumers that are buying more smartphones all the | |
time. More than a billion smartphones were bought in 2013 alone. | |
The markets are getting far more international and consolidated. Previously for a | |
western developer and publishers it was extremely dicult to get into markets | |
like Japan, China and Korea because of diering technologies and marketplaces | |
– diering approaches to everything. Now, although the markets are still unique, | |
the technologies – in terms of Android and iOS in particular – are becoming | |
these giant equalisers between markets. So if you have a great product, as has | |
been amply demonstrated by King, Rovio and Supercell, you can actually create | |
global hits. | |
For all those reasons, I think the next three to five years present an incredible | |
opportunity for game developers. | |
In terms of specific opportunities within that industry growth, which is extremely | |
promising, is innovation. We continue to have a massive amount of | |
under-served categories in mobile in particular. If you look at genres like Sports | |
games, MOBAs (Massively Online Battle Arenas), RPGs (Role Playing Games) – | |
they all feel like under-served segments on mobile right now. Also there are | |
segments within those genres where you struggle to find quality games. Many | |
developers are lured by the success of specific titles and create derivative works | |
or games that are heavily influenced by those successful products. The biggest | |
opportunity out there is to serve unmet needs and to innovate rather than | |
imitate. | |
2) Discoverability is a huge issue and the | |
mobile marketplace is extremely crowded, | |
what steps can developers and publishers | |
take to get their games into the hands of | |
more players? | |
The product is by far the most important form of marketing, but especially in a | |
marketplace with as low friction, with as low barriers to entry, as mobile gaming. | |
So the most important thing is to not only create a product that is wonderful | |
and great to play – a great experience – but also one that has great character | |
and is memorable. Most developers today would still say that the majority of | |
their distribution is still word of mouth. | |
I can’t emphasise enough how important it is to create memorable experiences | |
to begin with. It is true that the marketplace is crowded, but the majority of that | |
crowd are actually forgettable experiences. | |
There are also fairly well understood mechanisms to test out what segment and | |
type of consumer you product appeals to. Once you have a good sense of who | |
your product is for, it is actually fairly straightforward to augment your user | |
acquisition eorts with channel marketing that reaches the right communities. I | |
think the marketplace is not nearly as sophisticated at doing this as it should be. | |
So today it’s entirely possible to quite accurately understand who your | |
consumer is and at the same time the ability to target using tools is increasing. | |
You can also advertise with much richer content, like video, that can be more | |
compelling – I think channels like YouTube are actually quite underused today. | |
Right now we’re going through this shift of marketing for apps which for the | |
past few years has been developed as this quantitative discipline of acquiring | |
users through ad networks almost like a trading desk – where one company | |
might be willing to sell a user for a price. I think we’ve entered an era where you | |
have to be far more sophisticated about building brands and creating a closer, | |
more emotional relationship with consumers. | |
3) Some of the biggest success stories | |
have come from new entrants, while some | |
traditional publishers have struggled to | |
gain traction. Why do you think this is? | |
From my experience games are really all about talent. The top 1% of talent will | |
have by far the best chance of creating the top 0.1% of games that are out there. | |
Putting anything less than the best development team on a game will have a | |
devastating impact on its ability to have the potential to break out. Part of that is | |
the innovation the team is capable of, part of it is the quality of the execution. At | |
the end of the day these are crafted experiences and as a consumer you can see | |
all of that – whether it’s a game you can clearly see that someone really cares | |
about or not. | |
Part of the challenge with the existing companies is that their focus – where | |
they’re placing their very best talent – is where their existing dollars are coming | |
from. So if you think about an EA or an Activision, the dilemma is that they’re | |
making billions of dollars from existing franchises. It would take an incredibly | |
brave company to move their talent from these massive franchises and put them | |
onto a new platform. | |
The other thing is that the development methodologies that smaller teams | |
employ are more suited to mobile. Big companies tend to employ heavy | |
approval processes to protect them from big mistakes. That type of process | |
doesn't lend itself well to creative risk or creating games in a fast moving | |
environment . You need to be able to trust top talent to make gut decisions. | |
Companies like Supercell are very vocal about the fact that they don’t have a | |
green light process of any kind, and I think that’s something that has hamstrung | |
some of the bigger companies when it comes to mobile development. | |
4) What is the formula for a successful | |
free-to-play title? | |
Games are fundamentally an art, and I don’t know that there’s a formula for art. | |
There are approaches that tend to be more successful than others. One that I | |
would advocate would be to firstly make something that you love to play | |
yourself. Don’t try make something because you think the market is big and | |
there are a lot of consumers that want something in that area. Start with what | |
you love to play and how you make something that you would love to play. You | |
can tell when you play a game whether it has been made by someone that | |
genuinely loves it. Obviously it needs to be something that you think the market | |
will also love to play, but if you don’t love it, the chances are that nobody else | |
will love it also. | |
You also need to understand who you’re making the game for and profoundly | |
respecting the player. There are a lot of games being made right now that either | |
simply imitate existing games. There is also still a "San Francisco school" of game | |
design out there that advocate "design by the numbers' - create games to get | |
people to pay as quickly as possible, as many times as possible, in as many | |
dierent ways as possible to maximise the funnel of people paying. I think that’s | |
a dangerous route of design. I can see that today the most successful games are | |
the ones that respect the players for what they are and creating an engaging | |
experience. Design for engagement. Design for fun. Design for the emotional | |
attachment to the game. Then build in reasonable monetisation that comes in | |
way down the road. | |
My own gold standard of design of engagement is League of Legends. For the | |
first 20 or 30 hours you can’t understand what you would ever pay money for. | |
The cool thing about it is that the game is incredibly successful o the back of | |
almost trying not to monetise players. They’ve built a phenomenon o the back | |
of an incredible game and not worrying too much about monetisation at all. I | |
think that’s a great design principle that developers need to work towards as | |
consumers get smarter. Are they leaving money on the table? Likely yes - but | |
they are building an incredibly successful, long lasting and valuable franchise. | |
Andrew Sheppard | |
Andrew Sheppard is the President of Kabam Studios, a developer and publisher | |
of social games. In each of the last two years Kabam revenues have grown by 80 | |
percent or more and will total more than $325 million in 2013 | |
1) What is the biggest opportunity in | |
mobile gaming today? | |
As consumer demand for gameplay experiences at little to no cost increases, | |
more publishers will come to recognize the value of the free-to-play business | |
model. In this context the onus is on all publishers (both existing and new) to | |
deliver high quality gameplay experiences that players value and ultimately are | |
willing to purchase. Thanks to the growing device market and constantly | |
improving device capabilities, publishers’ ability to deliver compelling gameplay | |
experiences has never been greater. | |
2) Discoverability is a huge issue and the | |
mobile marketplace is extremely crowded, | |
what steps can developers and publishers | |
take to get their games into the hands of | |
more players? | |
First, make a great game that is innovative, engaging and fun. This is required to | |
unlock tremendous organic opportunity. Then pull on all the strategic levers of | |
traditional marketing and distribution: business development, brand marketing, | |
public relations, performance advertising, consumer events, etc. Nail the | |
execution on both fronts, than get ready to watch your game soar up the charts! | |
3) Some of the biggest success stories | |
have come from new entrants, while some | |
traditional publishers have struggled to | |
gain traction. Why do you think this is? | |
For traditional publishers and developers, it’s been a slow start. This is largely | |
because free-to-play mobile game development is an entirely dierent beast | |
that draws on both art and science to build mass market global hits. It is fair to | |
say the traditional game developers are beginning to figure out this exciting new | |
medium of gaming, but that their progress is still rate limited by the best | |
practices that made them successful in the first place. | |
4) What is the formula for a successful | |
free-to-play title? | |
Excellent teams, great product vision and a deep understanding of how to | |
balance the art and science of free-to-play game development. Hard work helps | |
too. | |
Chris DeWolfe | |
Chris DeWolfe is the CEO of SGN (Social Gaming Network), a top cross-platform | |
developer and publisher of games on Facebook, iOS, and Android. To date well | |
over 300 Million SGN games have been installed on leading mobile and social | |
platforms, making SGN one of the largest cross-platform gaming companies in | |
the world. | |
1) What is the biggest opportunity in | |
mobile gaming today? | |
A massive number of people are playing games today, and as a result, the | |
market has become much larger than it was several years ago. It will continue to | |
get larger as people continue purchasing multiple devices. | |
The fact that there are now multiple platforms on which to play games expands | |
the market even more. Currently there is a big opportunity for developers to | |
build their games for all platforms, both social and mobile. The opportunity lies | |
in developing games for people to play at work, perhaps on a PC or laptop, and | |
for users that are travelling home from work, so they can continue to play the | |
same game seamlessly on a mobile device. | |
Free-to-play in-game purchasing has become frictionless, especially in the iOS | |
operating system. Apple has over a billion credit cards on file, so all you have to | |
do is type in your password to make a purchase. This makes it very easy to | |
purchase and provides a huge potential audience. On top of that, barriers to | |
entry have been substantially reduced, so that the cost and time it takes to | |
create a great game in the mobile space has decreased as the tools available | |
have matured. This has allowed smaller companies to make the biggest mobile | |
games. | |
The other significant opportunity is leveraging the sheer amount of data that | |
exists. If done right, you have the ability to look at the fail rates of a user at a | |
granular level, almost down to the exact feature of a particular stage that caused | |
them to lose. With connected devices you have the ability to refine these | |
components so that you can prevent users from becoming frustrated and | |
leaving the game, and at the same time, ensure that there are enough | |
challenges to keep them playing. | |
2) Discoverability is a huge issue and the | |
mobile marketplace is extremely crowded, | |
what steps can developers and publishers | |
take to get their games into the hands of | |
more players? | |
It starts with the design of the game. If you have a broad market it is important | |
to ensure that your game has a proven mechanic and that the game is fun to | |
play. Starting very early with a playable prototype of the game is necessary to | |
determine if the game will have fun gameplay mechanics and if it will stand out | |
from the crowd. If it does not meet those requirements, then you either have to | |
go back to the drawing board or fail quickly and pivot. It is not the best idea to | |
spend a year and a half developing a game that is never going to gain traction. | |
You also want to ensure that there are certain viral elements in the game. From | |
our perspective, Facebook remains the social glue in the mobile web and apps | |
space. It is helpful to encourage your users to log into Facebook to invite their | |
friends into the game, and reward them for doing so. There are many ways to do | |
that from the way you set up the game, to notifying users when one of their | |
friends joins. For example, in our game Panda Pop, anytime your friend joins, | |
you are sent a notification so that you can share progress with each other. We | |
encourage users to return to the game and compete on the levels where their | |
friends have beaten them. | |
It is always helpful if you can build a game that is interesting enough from an | |
editorial perspective that Apple, Google Play, Amazon and/or Facebook will | |
feature it. This featured placement will get you hundreds of thousands if not | |
millions of downloads. From a discoverability perspective, this can be a great | |
boon to the launch of your game, but it is not something you can rely on. | |
For us, we have a very specific focus on our games. We make puzzle games that | |
have a deep narrative, great animations and fun gameplay. Most of our entire | |
back catalogue appeals to a similar type of demographic. We do that because | |
when we get a hit with game A, we can cross-promote games B, C and D to | |
those users. From a success perspective, we are looking at the lifetime value of a | |
user rather than the lifetime value of a single game. | |
Some companies will make a game specifically targeted at men, then attempt a | |
casino game targeted at women and then a puzzle game targeted to everyone, | |
and try to cross-promote all of the games. However, it is unlikely that there is | |
interest by that demographic in the new games, so this strategy may not be | |
suitable. | |
With advertising, the picture was quite dierent a year ago. In the early days, | |
companies would target across the board and hope that the average lifetime | |
value of a user would come out to more than the cost per user to acquire. Now | |
– at least for the companies that are doing it right – you have to get much more | |
granular with how and where you spend your advertising dollars or you may lose | |
a significant amount of money with very little gain. | |
3) Some of the biggest success stories | |
have come from new entrants, while some | |
traditional publishers have struggled to | |
gain traction. Why do you think this is? | |
The secret is agility. If you look at companies like Supercell, who make Clash of | |
Clans, and King, who of course developed Candy Crush Saga, they do not have | |
massive, bloated teams. They quickly make games and quickly iterate. | |
Mobile games are not software like they were in the past. We are creating a | |
game as a service. A game can last an extremely long time rather than a boxed | |
product that has a finite lifespan. You can release a game, collect great data, and | |
continue to improve the game with regular changes and new content. | |
There is a new way of thinking when developing games for mobile and social. It | |
is the notion of developing a prototype and failing fast – by that I mean using | |
data to decide very early on if your prototype is a viable game. At the same time | |
the concept now is to build a game as a service – optimizing the revenue and | |
user retention for years to come by continuously injecting new content. | |
It is a very dierent way of thinking compared to the earlier days, where some | |
companies set a budget and development time for a game and then began | |
work. Every company that has a big hit game, has also had failed games that | |
they killed after a month or two. If you spoke with the teams at Supercell or | |
Kabam, it is very likely that they have had game ideas that they thought would be | |
interesting, but ultimately did not succeed. Games are unique in that way. | |
If you take TV for example – it costs possibly a million dollars to create a pilot, | |
with the hope that you will get picked up for maybe six episodes and the goal is | |
to not get cancelled. With mobile game development, the investment is far | |
lower before the point at which you start to get feedback, so you can tell much | |
earlier on if a project is not working or how to steer it so that it begins to work | |
for you. This kind of thinking is naturally ingrained into newer companies. | |
4) What is the formula for a successful | |
free-to-play title? | |
As a company we are super focused on one genre of games. We have dabbled | |
in other areas, but we settled on this space because – like the issue you brought | |
up with discoverability – we start to solve the discoverability issue ourselves | |
simply by creating new products that cross-promote very well with each other. | |
The notion that you create a game with a proven game mechanic is also very | |
important. We have a website called mindjolt.com, which has hundreds of very | |
simple games that cover almost every game mechanic you can think of. Those | |
games are not advanced enough and do not have enough polish to be hits in | |
their own right, but what we can do is determine which games people are | |
playing and which mechanics people are enjoying. From there we can build a | |
prototype with a bigger narrative around that initial idea. If that prototype is a | |
success we can move along to formally assign a team to the game and head | |
into full development. From that point, we will continually iterate on the game | |
through a soft launch and then a full release. | |
Additionally, we set KPIs and stick to them. For example, for a particular title, we | |
might set a day-one retention target of 55%, which is quite a healthy number. | |
Our seven-day retention target might be 26%. If those numbers are not where | |
we need them to be we will take prescriptive measures – and analyze our data – | |
to determine where players are dropping o and what is causing the retention | |
to be lower than what we want it to be. This is just one indicator among many | |
that we use to measure success and figure out how to make the most | |
successful product. | |
Finally, investing in your team is crucial. To make the best games, you must hire | |
the most creative people you can aord. This year we invested heavily in our | |
artists, animators, game designers and engineering teams to ensure we have the | |
imagination and the talent to make the best products. Unfortunately that is not | |
enough, you must also have the analytics infrastructure to back it all up. All of | |
these elements are crucial to creating a successful games business. | |
Unlocking the Formula to | |
Mobile Success | |
Mobile Gaming USA | |
May 5-6, 2014 | San Francisco | |
All the contributors to this | |
whitepaper will be speaking at | |
Mobile Gaming USA. Visit: | |
http://www.videogamesintelligen | |
ce.com/mobile-gaming-usa | |
for more details on this landmark | |
event. |
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