The digital revolution has deeply transformed the video game industry by allowing many studios to self-publish their games. But the reality and the difficulty of building a profitable "free-to-play" game is hitting a lot of studios. I will share with you some best practices that I learned while building Kobojo, one of the French leader in social gaming, and EVERYDAYiPLAY, a leading Mid-Core gaming company based in Krakow, Poland
Intended audience & prerequisites: Game Designers & Marketing team to understand how distribution & game design are tightly coupled in the world of Free 2 Play
Session takeaways: Practical insights to better prioritize the tasks to do before and after your launch and optimize the chance of success of your game
3. Co-Founder & Former CEO
5.3M€ Serie A in april 2011
Founder & CEO
Self-financed Game Studio
4. Survival Guide – 2014 Edition
• Goal: help indie developers become
sustainable studios in a cash
constrained environment.
• Non Goal: Talk about creative process,
passion & talent. You already have it
8. Some Numbers
• Casual Game DARPU = $0.01 up to $0.04
• Segmented Game DARPU = $0.07 up to $1!
DARPU = Daily Average Revenue Per User
9. How do you pick your game?
• Get Revenue Data from Competition
• Understand who is your *paying* audience
• Is the market saturated?
• Which platforms (iOS, Android, Facebook)?
11. Iterate more than innovate
• DO
– Add a meta gameplay
– Change few elements of the core gameplay
– Add social features
• DO NOT
– Reinvent User Interface Interactions
12. Step 3 - Avoid the $1 mobile App
(Go free or go expensive)
13. $1 Apps are bad because
• They prevent a large audience to download
your game
• They require a lot of PR to create “Social
Proofing”
• You need a lot of traffic to make it profitable
• It is not a sustainable revenue source
15. Distribution is not magic
• Being in a store = free traffic
• You need to find traffic
– Platforms featuring
– Banner Exchange Programs
– Publisher
– Ads
• Don’t wait the last moment to figure this out!
17. Lean Development Rules
• Define your Minimum Viable Product
• Keep your first deliverable < 6 months
• Define a soft launch & hard launch date
• Stick to it
• Observe & Iterate
18. PyramidVille at Launch
• 4 months of
development
• Visit but no
interactions
• Content for only 2
months
• No Collections
• No Achievements
• But Pixel Perfect
19. And it was enough!
Even without all these “Key” features
the game took off organically
20. But most of the time
it doesn’t go as planned
Good example of content adjustment
21. Adapt / Pivot to survive
Kexeye understood after launch that it was a
male audience who was sticking
32. We then made sure to have PyramidVille
loading in less than 10 seconds.
33. Other Retention Points To Monitor
- Tutorial completion
- First missions completion
- D+1 retention
- D+3 & D+7 retention
34. Retention Pro Tip 2
Plan why your players would
come back after they finish your
content
35. Interest Curve for Content Only
100%
90%
80%
70%
60%
50%
40%
30%
20%
10%
0%
Pressure to produce content
is too high, expensive and
stressful for the team
Day 1 Day 7 Day 30 Day 60
41. Why do people buy virtual stuff?
• Social recognition
• Ranking (win as much as possible – be the best)
• Help others (gifting is a powerful tool to make friends)
• Complete (Finish a goal recognized by others)
• Differentiation (ONLY if the community can see it)
• Play longer / faster
• Energy system (15 clicks per sessions)
• Pure time-gating (20min cool-down before next game)
• Economy tensions linked to time (collect enough gold to buy)
• Premium goods (gate with hard currency)