Microtransactions: A Love Story

  • View
    2.202

  • Download
    2

  • Category

    Business

Preview:

DESCRIPTION

I gave this talk at Unite 11 and will be giving a similar talk at GDC Online 2011. It's an ode to microtransactions. I walk through the history of games monetization on the open web, Facebook, and later mobile. I arrive at microtransactions and how they have quickly become the standard for monetization across all platforms. I also run through best practices when designing a game to maximize revenue through microtransactions.

Citation preview

Microtransactions: A Love Story

2 U nite te m plate09/15/11

How do Games Monetize?

3 U nite te m plate09/15/11

Paid Download

• Pay once, and that’s it• Try and buy (reduces friction only slightly)

• Max revenue per customer is the cost of the download

4 U nite te m plate09/15/11

5

Is this Free-to-Play?

(hint: NO!)

U nite te m plate09/15/11

6 U nite te m plate09/15/11

7 U nite te m plate09/15/11

Play or play not. There is no try.

8 U nite te m plate09/15/11

9 U nite te m plate09/15/11

1 0 U nite te m plate09/15/11

1 1 U nite te m plate09/15/11

Advertising

• Game is almost always free• Ads appear as banners, during interstitial

moments• Developer is paid per 1,000 views (CPM)• Revenue potential is small

1 2 U nite te m plate09/15/11

1 3 U nite te m plate09/15/11

Subscriptions

• Great for MMOs with months/years of content

• Not so great otherwise• Max revenue is defined by length of

customer engagement

1 4 U nite te m plate09/15/11

1 5 U nite te m plate09/15/11

Microtransactions (MTX)

• Customers buy in-game currency and spend it on...• weapons• upgrades• skills• Expansions• avatar customization• faster service• anything you care to offer

1 6 U nite te m plate09/15/11

1 7 U nite te m plate09/15/11

MetalStorm

1 8 U nite te m plate09/15/11

How Do Games Monetize?

• Paid Download• Advertising• Subscriptions• Microtransactions

1 9 U nite te m plate09/15/11

Revenue

Lack of Friction

20 U nite te m plate09/15/11

Revenue

Lack of Friction

Paid Download

21 U nite te m plate09/15/11

Revenue

Lack of Friction

Advertising

Paid Download

22 U nite te m plate09/15/11

Revenue

Lack of Friction

Advertising

Paid Download

S u b s c r i p t i o n s

23 U nite te m plate09/15/11

Revenue

Lack of Friction

Advertising

M i c r o t r a n s a c t i o n s

Paid Download

S u b s c r i p t i o n s

24 U nite te m plate09/15/11

F2P vs. MTX

• F2P removes barrier to entry• MTX removes cap on revenue/customer

25 U nite te m plate09/15/11

Revenue

Lack of Friction

Advertising

M i c r o t r a n s a c t i o n s

Paid Download

S u b s c r i p t i o n s

26 U nite te m plate09/15/11

Revenue

Lack of Friction

Advertising

M i c r o t r a n s a c t i o n s

Paid Download

S u b s c r i p t i o n s

F2P MTX

27 U nite te m plate09/15/11

Why MTX?

28 U nite te m plate09/15/11

Why MTX?1. Revenue

29 U nite te m plate09/15/11

Why MTX?1. Revenue2. Revenue!

30 U nite te m plate09/15/11

Why MTX?1. Revenue2. Revenue!3. REVENUE!!!

31 U nite te m plate09/15/11

Some Stats

32 U nite te m plate09/15/11

33 U nite te m plate09/15/11

Top 10 iOS Grossing

1. 7 of 10 are F2P

34 U nite te m plate09/15/11

Top 10 iOS Grossing

1. 7 of 10 are F2P2. 9 of 10 have MTX

35 U nite te m plate09/15/11

Top 10 iOS Grossing

1. 7 of 10 are F2P2. 9 of 10 have MTX3. 10 of 10 are games

36 U nite te m plate09/15/11

Top 10 iOS Grossing

1. 7 of 10 are F2P2. 9 of 10 have MTX3. 10 of 10 are games4. No. 1 slot earns $100K+/day

37 U nite te m plate09/15/11

38 U nite te m plate09/15/11

>40% of revenue from IAP (paid download is $6.99)

39 U nite te m plate09/15/11

Whales and Long Tails

40 U nite te m plate09/15/11

41 U nite te m plate09/15/11

Long Tail: 20% of Customers 80% of Revenue

42 U nite te m plate09/15/11

43 U nite te m plate09/15/11

Designing for MTX

44 U nite te m plate09/15/11

Designing for MTX

1. Scalable game play2. Don’t break the game3. Don’t give away the farm4. Server-side when possible5. Hire an analyst6. Leave the building

45 U nite te m plate09/15/11

Scalable game play

1. Time = $$$2. Engagement loops3. Solve this in pre-production!

46 U nite te m plate09/15/11

Don’t Break the Game?

47 U nite te m plate09/15/11

Don’t Sell the “I Win” Sword

48 U nite te m plate09/15/11

Don’t Give Away The Farm

1. Price high on day 12. Caviar items3. Apply some menu science 4. Manage the content furnace

49 U nite te m plate09/15/11

Hire an Analyst?

50 U nite te m plate09/15/11

Tiny Zoo

Tap Zoo

Zoo Story

Tap Pet Hotel

Tap Petshop

Restaurant Story

Tiny Chef

World of Fashion

Fashion Story

51 U nite te m plate09/15/11

52 U nite te m plate09/15/11

Clone & Quant

53 U nite te m plate09/15/11

Clone & Quant

54 U nite te m plate09/15/11

Clone & Quant

55 U nite te m plate09/15/11

Hire an Analyst

1. Get metrics a. What metrics? Google AARRR from Dave McClure b. Where do I get metrics? Talk to Kontagent. Have your analyst query your DBs.

2. Experiment!3. Don’t get lost in data

56 U nite te m plate09/15/11

Server-side When Possible

1. Optimizing requires constant change in assets and values2. Client updates in iOS = ~1 week3. Server updates = immediate4. Bonus: Configure from the web

57 U nite te m plate09/15/11

Leave The Building

1. Get the “Why”2. Customer development3. Cater to your whales

58 U nite te m plate09/15/11

The Magic Recipe

Great Game Designs + Great Technology (Unity!) + MTX =

Great Businesses

59 U nite te m plate09/15/11

Q&A