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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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