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Surviving The Challenge 
Of Self-Publishing 
Online Games 
Vincent Vergonjeanne - EVERYDAYiPLAY
Surviving Your First 
Online Game 
Vincent Vergonjeanne - EVERYDAYiPLAY
Co-Founder & Former CEO 
5.3M€ Serie A in april 2011 
Founder & CEO 
Self-financed Game Studio
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 
Step 1 – Pick carefully your game
Forget “Casual” 
(or find a lot of free traffic)
Do Gender Specific Games 
(higher ROI)
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
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)?
Step 2 - Don’t innovate too much
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
Step 3 - Avoid the $1 mobile App 
(Go free or go expensive)
$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
Step 4 - Find a publisher 
(or get featured)
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!
Step 5 – Keep it short 
(Time = Cash-burn)
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
PyramidVille at Launch 
• 4 months of 
development 
• Visit but no 
interactions 
• Content for only 2 
months 
• No Collections 
• No Achievements 
• But Pixel Perfect
And it was enough! 
Even without all these “Key” features 
the game took off organically
But most of the time 
it doesn’t go as planned 
Good example of content adjustment
Adapt / Pivot to survive 
Kexeye understood after launch that it was a 
male audience who was sticking
Congratulation! 
You just soft launched 
your game
Survival Guide To 
Self-Publishing 
#1 - Maximize retention 
#2 - Maximize monetization 
#3 - Maximize acquisition
Retention 
What is it and why is it so important ?
Ideal retention
Actual retention
Retention Pro Tip 1 
Master your 
“First Time User Experience”
Fact: you will lose more player during 
the first session than any other sessions 
combined! 
You need to understand where and why
Monitor your First Time User Funnel
Does the player even 
reaches the game?
Kobojo’s first Cool 3D Social Game … 
… but awfully 
slow to load
We then made sure to have PyramidVille 
loading in less than 10 seconds.
Other Retention Points To Monitor 
- Tutorial completion 
- First missions completion 
- D+1 retention 
- D+3 & D+7 retention
Retention Pro Tip 2 
Plan why your players would 
come back after they finish your 
content
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
Salsa Class
Interest Curve of 
Content + “Social Recognition” 
100% 
90% 
80% 
70% 
60% 
50% 
40% 
30% 
20% 
10% 
0%
Content is your ice breaker 
Social Recognition is your long term 
retention
Monetization
Why do people buy virtual goods? 
They buy emotions
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)
Don’t sell costumes 
(Unless you are a MMORPG)
Do in-game offers! 
(A lot!)
Questions? 
Vincent Vergonjeanne 
vincent@everydayiplay.com

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Surviving the challenge of self publishing online games vincent vergonjeanne

  • 1. Surviving The Challenge Of Self-Publishing Online Games Vincent Vergonjeanne - EVERYDAYiPLAY
  • 2. Surviving Your First Online Game Vincent Vergonjeanne - EVERYDAYiPLAY
  • 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 
  • 5. Step 1 – Pick carefully your game
  • 6. Forget “Casual” (or find a lot of free traffic)
  • 7. Do Gender Specific Games (higher ROI)
  • 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)?
  • 10. Step 2 - Don’t innovate too much
  • 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
  • 14. Step 4 - Find a publisher (or get featured)
  • 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!
  • 16. Step 5 – Keep it short (Time = Cash-burn)
  • 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
  • 22. Congratulation! You just soft launched your game
  • 23. Survival Guide To Self-Publishing #1 - Maximize retention #2 - Maximize monetization #3 - Maximize acquisition
  • 24. Retention What is it and why is it so important ?
  • 27. Retention Pro Tip 1 Master your “First Time User Experience”
  • 28. Fact: you will lose more player during the first session than any other sessions combined! You need to understand where and why
  • 29. Monitor your First Time User Funnel
  • 30. Does the player even reaches the game?
  • 31. Kobojo’s first Cool 3D Social Game … … but awfully slow to load
  • 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
  • 37. Interest Curve of Content + “Social Recognition” 100% 90% 80% 70% 60% 50% 40% 30% 20% 10% 0%
  • 38. Content is your ice breaker Social Recognition is your long term retention
  • 40. Why do people buy virtual goods? They buy emotions
  • 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)
  • 42. Don’t sell costumes (Unless you are a MMORPG)
  • 43. Do in-game offers! (A lot!)
  • 44. Questions? Vincent Vergonjeanne vincent@everydayiplay.com

Editor's Notes

  1. What is Casual Huge in 2009-2011 Few left very visible Condition : a lot of free traffic
  2. What is Casual Huge in 2009-2011 Few left very visible Condition : a lot of free traffic
  3. Making good games is not enough You need to master your distribution strategy During negotiation, be confident
  4. Making good games is not enough You need to master your distribution strategy
  5. Crucial for this industry
  6. Crucial for this industry