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Microtransactions: A Love Story

Microtransactions: A Love Story

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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.

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Microtransactions: A Love Story

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How do Games Monetize?

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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

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5

Is this Free-to-Play?

(hint: NO!)

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Play or play not. There is no try.

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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

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Subscriptions

• Great for MMOs with months/years of content

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

customer engagement

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Microtransactions (MTX)

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

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MetalStorm

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How Do Games Monetize?

• Paid Download• Advertising• Subscriptions• Microtransactions

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Revenue

Lack of Friction

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Revenue

Lack of Friction

Paid Download

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Revenue

Lack of Friction

Advertising

Paid Download

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Revenue

Lack of Friction

Advertising

Paid Download

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

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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

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F2P vs. MTX

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

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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

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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

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Why MTX?

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Why MTX?1. Revenue

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Why MTX?1. Revenue2. Revenue!

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

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Some Stats

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Top 10 iOS Grossing

1. 7 of 10 are F2P

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Top 10 iOS Grossing

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

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Top 10 iOS Grossing

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

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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

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

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Whales and Long Tails

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Long Tail: 20% of Customers 80% of Revenue

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Designing for MTX

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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

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Scalable game play

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

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Don’t Break the Game?

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Don’t Sell the “I Win” Sword

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Don’t Give Away The Farm

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

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Hire an Analyst?

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Tiny Zoo

Tap Zoo

Zoo Story

Tap Pet Hotel

Tap Petshop

Restaurant Story

Tiny Chef

World of Fashion

Fashion Story

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Clone & Quant

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Clone & Quant

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Clone & Quant

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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

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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

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Leave The Building

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

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The Magic Recipe

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

Great Businesses

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Q&A