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Christina Hsu
What I’ve learned from
Candy Crush Saga
About Me
• ID: Christina Hsu ( 徐志瀟 )
• HP: 17 Years Old (Since 1996)
• Guilds: UserJoy( 宇峻奧汀 ) 、 Dreamforce ( 次
方 ) 、 Lager ( 雷爵 ) 、 Gamania ( 遊戲橘
子 ) 、 FunTown ( 戲谷 ) 、 Aspect Gaming,
Shanghai
• Attributes: Game Designer (assistant of ADM and
CS ) 、 Marketing Manager 、 Product Manager
、 Biz Dev. Manager 、 Market Intelligence
Researcher 、 Producer
My Strength in Game Industry
 Go through the complete flow
 Pitch ➙ Proposal ➙ Development ➙ QA ➙
Manufacture ➙ Release ➙ Distribution ➙
Marketing ➙ Operation
 Cross-platform, multi-devices
 PC, Console, Mobile (Missing Part: Arcade)
 Set-top-box, Inflight Game
 Cross-culture Experience
 Dozen Version for Ten Territories
 BD, Localization, Support
Agenda
 Success Story of <Candy Crush Saga>
 What We Can Learn from <Candy Crush
Saga>
 Q&A
Success Story of <Candy
Crush Saga>
Developer / Publisher
About King.com
King is a leading interactive
entertainment company for the mobile
world. We have more than 185 fun titles
in over 200 countries & regions; and we
have 364 million average monthly unique
users, as of first quarter 2015, across
web and mobile platforms.
King.com was founded in 2003, now has
game studios in Stockholm, Bucharest,
Malmö, London, Barcelona, Berlin,
Singapore, and Seattle, along with
offices in San Francisco, Malta, Seoul,
Tokyo and Shanghai.
150+ casual games
On Facebook: the
‘Saga'
“Saga Framework”Proven Game
<Candy Crush Saga>
First Released
-April 2012 on Facebook
-November 2012 on iOS & Android
-December 2014 on Windows
Phone
Key Metrics
-Average Daily Installs: 100,000
-DAU: 46 millions
-MAU:
<Candy Crush Saga>
Makes Over $1.3 Billion
revenue in 2014
<Candy Crush Saga>
and <Candy Crush
Soda Saga>, reported
revenue of $546 million
for Q4, 2014.
The Formula of Success = A*
Accessibility: 1st time gamers
Accessibilities: Play
everywhere
Game State
-Progress
Game State
-Progress
?
Accessibilities: Free
75% of those who completed all levels do not pay
Accessibilities: Intuitive
Controls
YouTube: Bullfrog playing Ant Smasher
Mouse
Touch Screen
Joypad
Accessibilities: Bite Size
Short sessions for you to play and kill time
Lots of
Levels
A very long
game
The Formula of Success = A*N
More Never Ending
Against your ideas of casual games, it is
difficult!
19
The Formula of Success =
A*N*C
Campfire Index = How Social It Is
The Formula of Success =
A*N*C
The Aisle
Effect
The True Definition of Social is
FB connected users are MUCH more
valuable
* Retention * Engagement * Likelihood to pay
PRPR Word of mouthWord of mouth
Feature by AppleFeature by AppleFacebook trafficFacebook traffic
AdsAds Cross promotionCross promotion
Saga: Marketing &. Branding
PC: Facebook App discovery
mainly viral
(AppData 2012)
43%
19%
18%
10%
6%
4%
Friend Invite
Advertisement
Don’t Remember
Word of Mouth
Newsfeed
Other
0 0.1 0.2 0.3 0.4 0.5
Column1
Mobile: App discovery driven
by App Stores
(Nielsen Q3 2011)
Over 50% of smart phone users
are connected to Facebook
More than 500m of Facebook’s monthly
users use mobile
Facebook Enable Cross-
platform Viral User Acquisition
Facebook enables
discoverability both on
canvas and mobile
Notifications
News feed
and
Timeline
Bookmark
Ads
What We Can Learn From
<Candy Crush Saga>
1999
Mobile
Games
29
Paradigm Shift
2005 2010
SNS
Games
2009
Browser
Games
2007
F2P Biz
model
Online
Game
1988
Developed
in Taiwan
~1980
Pirate / Localized / Licensed / Outsourced Games
In Short, Innovation Comes
From
What is Viable in the
Marketplace?
http://www.youtube.com/watch?v=Mi7BRsIzBuw
Easy to Pick-up
IF YOU NEED A TUTORIAL TO EXPLAIN YOUR GAME,
THEN PERHAPS IT’S NOT REALLY CASUAL AND
ACCESSIBLE TO THE MASS MARKET.
Think Differently
Jump Out from Comfort Zone
THIS BUSINESS IS ALL ABOUT RESHAPING AND CHALLENGING THE
WAYS WE WORK. NO ONE CAN AFFORD TO STAY IN THEIR COMFORT
ZONE FOR LONG.
Design to Monetize
As More Platforms as
Possible
Thank You! Any Question?

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20150605 what i've learned from candy crush saga

Editor's Notes

  1. At King.com we have an way of removing the guess work: 150 catalogue + 15 new skill games/year on king.com 12 weeks/3devs, sub $100k investment per game 11m unique testing ground surfaces best gameplay winners wrapped into proven “envelopes” for fb/mobile
  2. winners wrapped into proven “envelopes” for fb/mobile
  3. In fact CCS has become so popular that it is now #1 on FB. We celebrated that recently with this infographics. It states trivia like that the game has been played more than 100 K years when adding together the playsessions Or that more then 1 trillion candies have been crushed in the game since launch. But it also reveals one important thing that is a key to the success 69 % of the gamers are women. Not only is that rare but it is also important from a social perspective. I will come back to that.
  4. We also revealed that the game was downloaded 10 M times in December the month after the launch. We are now recruiting heavily to continuing to meet the demand from our fans. [The king model]
  5. Casual Games fits the profile! The same game / accessable on multiple devices. This is what I am referring to when I am talking about cross platform today. Here is a exampel of Seamless play that I will be using as a case study today. BWS.
  6. One of the most difficult aspects of cross platform is changing input device. One general thing that can be said is that; the simpler the control the more easier the adaptation to new platforms Direct control is a super intuitive way of controlling a game. No layer of abstraction! If the controls are simple (like one button etc.) taking the game to another platform with another input method is much easier.
  7. It helps you identify who of your friends that is playing
  8. That is not strange. It is just a lot more fun and meaningful to play together with your friends. So even if we allow people to play offline completely, we try to encourage players to connect and play with others.
  9. This is the top free list for iPhone. You app does not end up here by coincident. It take somewhere around 150 K download per day to get to the Top Free list. The extra downloads you get by being there makes it worth trying to make it there. As with any marketing a broad approach is better. You want to use all channels at once as being on the top list gives a lot of extra downloads. I will talk mostly about Facebook as that comes natural to King
  10. Facebook app discovery is mainly driven by the notification system in Facebook
  11. But on mobile the most important channel is the App Stores. Here it is not either possible to buy visibility.
  12. The FB client on mobile is huge. It is a great tool for mobile App discovery.
  13. 1. Facebook enables discoverability both on canvas and mobile. This is a extremely valuable source for user acquisition.
  14. My talk today is about creating and distributing games to that spans multiple chanels. Such as PC, Tables and smartphones. I will uses both BWS and CCS as examples. This picture here is a example of a marketing picture that we took for our Facebook fan page. I personaly directed these two models here playing the game. And I used to think that making games was difficult.
  15. My talk today is about creating and distributing games to that spans multiple chanels. Such as PC, Tables and smartphones. I will uses both BWS and CCS as examples. This picture here is a example of a marketing picture that we took for our Facebook fan page. I personaly directed these two models here playing the game. And I used to think that making games was difficult.
  16. My talk today is about creating and distributing games to that spans multiple chanels. Such as PC, Tables and smartphones. I will uses both BWS and CCS as examples. This picture here is a example of a marketing picture that we took for our Facebook fan page. I personaly directed these two models here playing the game. And I used to think that making games was difficult.
  17. My talk today is about creating and distributing games to that spans multiple chanels. Such as PC, Tables and smartphones. I will uses both BWS and CCS as examples. This picture here is a example of a marketing picture that we took for our Facebook fan page. I personaly directed these two models here playing the game. And I used to think that making games was difficult.
  18. My talk today is about creating and distributing games to that spans multiple chanels. Such as PC, Tables and smartphones. I will uses both BWS and CCS as examples. This picture here is a example of a marketing picture that we took for our Facebook fan page. I personaly directed these two models here playing the game. And I used to think that making games was difficult.