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Opportunities and Challenges for Developers in the Mobile Game Segment

DWS15 - Game Summit - Mobile Gaming - Sean Kauppinen - IDEA

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Page 1: DWS15 - Game Summit - Mobile Gaming - Sean Kauppinen - IDEA

Opportunities and Challenges for Developers in the Mobile Game Segment

Page 2: DWS15 - Game Summit - Mobile Gaming - Sean Kauppinen - IDEA

Sean Kauppinen

• Founder and CEO of IDEA (International Digital Entertainment Agency)

• 20+ years experience in the games industry• Sony Online, Ubisoft, 3dfx, bleem!, Frogster, PlayFast, others

• Has worked on more than 570 titles

• What I do:• Mentor CEOs

• Strategic Advisor

• Board Member

• Business Development

• Marketing Strategy

• Angel Investor

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A Word About Evolution

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If you don’t constantly adapt, you’re dying!

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Zynga was arrogant and too big to adapt. That’s the biggest reason Supercell is where they are today.

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Challenges

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Mobile F2P is A Falling Knife for Anyone Not Already Successful….Or A Lot of Money!

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Mobile payers now pay in 1.6 games versus 2.4 games a year ago

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Just like World of Warcraft, players don’t have time for as many games

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This is called App Fatigue

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When you wake up in the morning, you have an hour of “Work” in your games

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Players are running out of space on their mobile devices

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Tablet sales are slowing and so are phone sales except for Android devices

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F2P monetization experts are hard to find because or lockups and earn-outs

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The audience is more resistant to F2P than ever (what was the last game you paid in?)

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In fact, the top 10 games on the top grossing list for mobile were all launched more than a year ago

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So the winners of this market opportunity are already set

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If you can survive off of niche games, the opportunity is still there, but the opportunity to become Rovio or Supercell is likely over

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Over the past few years, traditional marketing channels have evolved to meet the needs of CPI – goodbye FreeAppADay

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As platforms look to remove the negative parts of the ecosystem (caustic and aggressive money extraction techniques), traditional

marketing is returning

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More than 45% of mobile installs are bots

More than 90% of online traffic is bots

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The avenue to reach the audience has changed from Games Magazines and top online game sites to authentic channels

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Today, YouTubers, Streamers and sites like Reddit are where

community drives popular opinion

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If you’re not engaging streamers and YouTubers yet, you need to get started

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Facebook mobile has become the best marketing avenue to reach a targeted audience.

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But since everyone knows that, you need to fight to get installs under $1.50 in most cases.

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And you need a minimum Lifetime Value of 30% more than your development costs + acquisition costs just to break even because of the

platform fees

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This model does not work for most studios, yet they still attempt it and fail anyway

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So studios need to focus on Engagement, Retention and getting a higher LTV out of their players, rather than a high rate of installs

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That Sounds Hard!

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{Mobile is not Dying, It’s Getting More Refined}

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Platform holders are looking to install quality controls and curation because the audience doesn’t want to have to crawl through a bunch

of crappy titles to find the gems.

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And curated App stores mean consumers can find the better titles and spend money.

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Obvious Fact:

Platforms really like making money on third-party software!

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There is a flight to the next big thing (VR, PC or digital console) while developers try to ride that wave.

Those that stay, will have a larger install base and less competition to compete with.

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Anyone creating mobile games (and even Apps) in 2016, needs to engage their audience deeply and create experiences that reach the player on whatever device they are on, at all times (not just mobile)

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Let’s Talk about How to Engage This Audience

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First – Make a Fun Game!{Yeah, this is pretty important }

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Social Sharing and Invitations

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Enable K-Factor (virality) by giving players tools where they want them…and need them

(In the game)

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This is not just ability to invite others,

but also to share experiences beyond the game.

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Some examples:

• A Post to Facebook about an accomplishment or experience

• A Tweet with a challenge to others

• An Instagram photo

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GetSocial.im (plug-in to handle this)

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Video Capture and Streaming

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Attention spans are getting shorter, but when players do find something they like, they engage more deeply!

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Enable players to capture their best moments and celebritizethemselves. These players become evangelists and

marketers for your game.

You should promote their gameplay videos on your official social and video channels.

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Some video capture and streaming software to get you started:

• Everyplay

• Kamcord

• ReplayKit (iOS)

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Community Forums and CRM

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Talking about shared history and events is essential to a healthy community.

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In MMO games, you’re already on a PC and there are tools such as Overwolf and Curse that bring online forums into the game, so you

can get help, ask questions, and interact with the community.

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But we’re on mobile devices and we can’t expect players to stay in the game unless there are tools for them in the App.

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Some tools that help with this are:

• HelpShift (CRM and FAQs)

• Fresvii (in-game forums)

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Guild Systems

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Guilds are groups that play games together.

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Sometimes they schedule play sessions, other times tasks are delegated to members with the goal being either the greater good

of the group, or advancement versus other groups.

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Guilds are the strongest tool outside of actual game design and gameplay for retention.

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Guilds are also a mechanism for obligation.

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They require tools for organization and scheduling, but these can be rudimentary.

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Status Systems

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Leaderboards, achievement systems, public walls of honor, whatever you want to call them, they provide a few things:

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A public view of status and possibly skill level (carroting the player to play just a little more)

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The ability to see relative level of achievement - must be perpetual

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A mechanism to drive additional play sessions, larger objectives in gameplay, and eventually the possibility of eSports

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In-Game Reward Systems

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Method for delivering rewards to players for completing tasks such as collections, special achievements or milestones.

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In some MMO games this is a time-based carrot (i.e. Fiesta Online).

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If players can see how long until the next reward, they are more likely to continue playing for just a little bit longer.

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Periodic Rewards

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Today most reward systems are built around players returning daily, with the goal being a 7-day return.

Most reset on day 8 or when the player fails to play on consecutive days.

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This cadence is too slow to hook a player, so rewards need to be on a faster schedule!

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Players need to be incentivized to achieve 4-6 play session on the first day to be truly engaged with a game.

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This magnet system should continue each day at a slower cadence, evening off at every 20 hours.

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Event System

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Games need an event system that is flexible and controllable on the server side.

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Events can be for specific periods (starting and ending on specific days)

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Or, triggered by specific player-driven actions:

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Examples:

1,000 players reach a certain level or point total in an hour

If a certain number of players with a specific item win a fight within a time period

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Loyalty Programs

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A system of rewarding players based on their loyalty to your game.

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There must be a free tier to the loyalty program if the program rewards repeat payers.

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Check out Yvolver

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2016 – New monetization models to match premium content

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Some Examples are:

Pay for Saves

TV Model (this next game segment of time sponsored by BRAND)

Cable Model (subscribe to a game and receive daily in-app currency, power-ups, skins, etc.)

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When we look at sales and merchandising today, we can see some elegant ways of selling the same thing to everyone

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Some companies do special sales based on time in game without a purchase, or starter packs to train the player to pay in game.

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But there’s also volume-based pricing where popular items or packages become less expensive as more people buy them.

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Couponing where players can get a digital discount and apply it to a larger purchase next time, or transfer it to a friend.

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Buy one, get one free and gift codes (Android)

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Targeted gifting - where a gift purchase is given to a friend (driven by analytics and churn modeling)

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Limited items, where only a certain number are available, or the item is retired after a certain window of time

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There is a lot more I would love to talk about but it would take days!