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F2P Monetization Secrets & 
Breaking Into China (or Anywhere) 
Charlie Moseley 
Creative Director, Tap4Fun
Who am I and what is Tap4Fun?
About Me 
• 31 years old, from Washington D.C. 
• Gamer since age 5, when I fell in love with 
Mario & Luigi 
• In China since 2005, working on mobile 
games with Tap4Fun since 2010 
• In it for the international hit
About Tap4Fun 
• 3 years old, from Chengdu China (capital 
of Sichuan Province) 
• Focused only on multiplayer strategy 
• The highest grossing mobile developer in 
China (ranked ~30 worldwide) 
• In the words of our CEO Kevin Yang: “An 
international company based in China, not 
just a Chinese company” 
• Also it for the international hit
What This is About 
• Sharing our 3+ years of experience, and 
our rise to notoriety 
• How to create concepts and develop 
products for China, or anywhere 
• How to market your games to 
international audiences 
• Monetization, localization, optimization, 
and experimentation 
• My perspective as an expat in China
Some Quick Numbers on Tap4Fun
Today: 
500k DAU 
30+ Million Users 
300 “Tappers”
Product Overview 
• Build, upgrade, compete with players, and 
expand your power and influence 
• Iterative development cycle, male-skewed 
demographic 
• Common SLG game themes + one or more 
unique elements per product
Our Games 
Island Empire 
2011 
Galaxy Empire 
2011 
Global Threat 
2013 
Galaxy Legend 
2013 
Spartan Wars 
2012 
King’s Empire 
2012
Spartan Wars Imagery
Our Biggest Markets 
• United States 
• France 
• United Kingdom 
• Russia 
• Germany 
• China
So now you know about Tap4Fun and myself. 
How do we decide which games 
will work in China, or anywhere?
Creating Concepts
Concept Creation 
• Simple ideas. “Simplicity is the ultimate 
sophistication” - Davinci (1977 Apple 
slogan, too) 
• Evaluate team ability and determine your 
level of risk tolerance 
• Familiarity + “a hook”
Concept Creation 
Familiar 
New & 
Different 
Sweet 
Spot! 
Danger: 
Clone territory. 
Danger: 
Alienating. 
Balanced
Concepts for International Audiences 
• What ideas are understood and 
appreciated by world cultures? 
• What cultural precedent is there for your 
concept? 
• What cultural bias to you bring to your 
concepts? Examples: China & Sanguo, 
Japan and anime, me and prohibition era 
concept
Liquor Empire 
“Build a 1930’s underground empire and reign as 
Kingpin over your organized criminal network”
What is the Prohibition Era? 
• Believing it was a crime 
against God, in 1920 the 
United States made alcohol 
illegal, causing an 
underground alcohol culture 
to explode 
• At the same time, Mussolini 
expelled thousands of 
members of Italian organized 
crime, who immigrated to 
NYC and Chicago
Visual Inspiration 
• Familiar mafia setting 
• Unique, old school 
Prohibition Era setting 
• Alcohol-driven game 
economy 
• Historical reference
Why didn’t it work? 
Onto a concept that did work...
Spartan Wars 
• Our most popular game was a concept I 
pitched in Feb. 2012: a Spartan-themed 
game of conquest 
• The Spartan theme, with Greek mythology, 
was fresh and suited the SLG gameplay 
aesthetic 
• Do people understand Sparta? They do, 
because of one movie.
That Movie Is...
Finding Roads 
The movie 300 planted “the 
seed” that made this theme 
relatable and familiar. 
! 
It paved the “cultural road” to 
Spartan Wars.
The Secret Ingredient
The Secret Ingredient 
“The only way to do great 
work is to love what you 
do. If you haven’t found it 
yet, keep looking.”
Where Concepts Go to Die 
We kill a lot of concepts. 
Some of them are great. 
Don’t worry about it.
Where Concepts Go to Die 
"We have this culture of celebrating failure," explains 
Paananen. "When a game does well, of course we have a 
party. But when we really screw up, for example when we 
need to kill a product -- and that happens often by the 
way, this year we've launched two products globally, and 
killed three -- when we really screw up, we celebrate with 
champagne. We organize events that are sort of 
postmortems, and we can discuss it very openly with the 
team, asking what went wrong, what went right. What did 
we learn, most importantly, and what are we going to do 
differently next time?" 
- Supercell CEO Ilkka Paananen
Where Concepts Go to Die 
Try things. Fail. Try again. 
Probably, fail again. This is all a 
part of the process of success.
Monetization 
With stories!
First, a Disclaimer 
• Our ARPU is respectable, but due to strategies like Player Cocktails and 
targeting emerging markets, we aren’t industry leaders in monetization 
• We’re still learning a lot. Along with basically everyone else in the industry. 
• To prevent this from getting number or acronym heavy, I will explain the 
situation with real-life examples
Zynga 
• Revolutionized social gaming 
• Then suffered a calamitous fall. What happened? 
• Focused too heavily on metrics, monetization, and 
“psyching out” players 
• Platform fell out but they failed to adapt to mobile 
• Not fun. And was, in the end, financially ruinous.
Zynga 
Lesson #1: focusing on 
monetization too much 
can really hurt you.
Punch Quest 
• “Pummel your way through dungeons full of 
monsters and branching path choices”. Simple 
side-scroller with brilliant design 
• Critics said...
Punch Quest 
Touch Arcade: 100%. “Punch Quest 
needs to be on every device you own.” 
Gamezebo: 100%. “Fist Place Trophy.”
Punch Quest 
Here’s the problem: it didn’t monetize well.
Punch Quest 
• Time: first 2 months of release 
through Christmas 2012. 
iPhone, United States 
• Lots of great press 
• Phenomenal chart 
performance in “downloads” 
• Looks good, right?
Punch Quest
Punch Quest 
• Punch Quest gave away too much. 
PocketGamer said: “Almost no one 
is paying” 
• Is that even a problem? Rocketcat 
Games is 4 people. 
• Other small F2P teams have won 
every award and still monetized:
Punch Quest 
Lesson #2: design for 
monetization from the 
beginning if revenue 
matters to you.
Data Analysis 
• “Dive into the data” to find out exactly 
what’s happening 
• Tap4Fun’s ocean of lost data & our 
corrected path 
• MathWorks’ MATLAB (Matrix Laboratory) 
• Brian Devlin and our advanced analytics 
• Monetization funnel
Monetization Funnel
Monetization Funnel 
Carefully check each step of the 
funnel, from acquisition to LTV and 
identify and fix problems. Always 
improve each link in the chain. 
Endgame = High LTV
Data Analysis 
Lesson #3: “dive into data” & iterate 
your way to successful monetization. 
Follow the chain and eat the acronym 
soup: CPI, DAU, ARPU, LTV.
Marketing Your App
Why is this necessary? 
Island Empire vs Galaxy Legend
Marketing Island Empire 
• Our first release, after a 4-month 
bootstrapped development cycle 
• Zero marketing or promotion upon release 
• 10k+ organic users within the first week 
alone 
• User acquisition costs incredibly low: Free 
App a Day $10k (20-40k installs) 
Island Empire 
2011
Marketing Galaxy Legend 
• Our sixth release, after a 18-month development 
process 
• Limited marketing and promotion upon release 
• Positive initial conversion rates, high user 
acquisition costs ($1.75/user on Android, $2.75/ 
user on iOS) 
• Tough competition and slow organic growth - 
user acquisition becomes a necessity 
Galaxy Legend 
2013
The Lesson: Marketing is a Necessity 
• Each niche of gaming has varying 
levels of competition and 
opportunity. Our niche is 
crowded. 
• Other crowded niches: card 
games, gambling games 
• Proliferating third-party 
marketing services worldwide 
with different specialities 
• Attention-deficit market 
conditions lead to skyrocketing 
user acquisition costs (up to $20/ 
user in certain conditions of 
region and platform) 
• Would Clash of Clans be Clash of 
Clans without marketing? 
Consider the quality of CoC.
Marketing Spartan Wars 
• Before 2012 public launch we begin 
key marketing tests in over a dozen 
markets and collect data: Retention 
metrics, cost per user, revenue data 
• Identify what works, what fails, and 
optimize 
• Spartan Wars & Russia 
• Seasonal considerations & weekends: 
Christmas and holidays
Developed vs Emerging Economies 
• The highest value users: US, UK, Japan, Korea 
• High revenue but tough competition versus 
lower revenue and weak competition 
• Price differences between Android & iOS 
platforms 
• Cultural differences and finding surprises: 
Island Empire and Arabic-speaking countries 
"Why would you want to go into the US when 
competition is so great and user acquisition 
costs so much? You need an incredible 
product. Most international game developers 
approach emerging markets in some way, 
but you really need somebody on the ground 
or somebody with experience that can make 
sure your translation is 100% accurate, and 
secondly, someone who can identify the 
marketing channels important to that 
region"."In the US market you have major 
companies that will help you market your 
product, at a great cost. In places like the 
Middle East or Southeast Asia, where do you 
go? You either have to know someone with 
that knowledge or learn it through trial and 
error. User acquisition in SE Asia or the 
Middle East might be $.50 where it's $3-5 in 
the US" 
- Eugene Konash, Tap4Fun Marketing
Localizing Your Game 
• Which countries do you localize in? 
• Investment & development costs 
• Experimental campaigns in emerging 
markets: data analysis 
• Tap4Fun & Arabic: Island Empire & 
Spartan Wars 
• How Tap4Fun has localized 
• Our latest localization efforts (moderators) 
• The importance of support
Worldwide Support 
• 11 localizations for Spartan Wars: English, Spanish, 
Russian, German, French, Italian, Portuguese, 
Japanese, Korean, Traditional & Simplified Chinese 
• Up to 3,000+ tickets per day shared among multi-lingual 
support team 
• Constantly hiring language majors for support team 
• Why this is important: the kind of players who 
create support inquiries & supporting “whales”
Player “Cocktails” 
• What we learned from Global Threat: placing players from the same 
regions together for World Chat 
• What we’re doing now: creating cocktails of high and low value 
players from disparate regions speaking the same languages. The 
cost advantage: filling a server with 10k US users is expensive. 
• Examples: UK & India, France & North Africa, Russia & Ukraine, UAE 
& Egypt 
• Creating an ecosystem of “predators and prey”. Non-paying users 
supported by paying users. Balancing revenue & retention.
Video Promotion
Video Promotion Tips 
• Keep it short (60 seconds, in our experience) 
• Assume nothing about your audience: 
describe your game in simple terms (avoid 
using industry acronyms) 
• Highlight the visual “hooks” in your game 
(think about these from the beginning) 
• Accurately represent your game, same as with 
App Store preview images
Game of War Trailer
Breaking Into China 
• The most popular mobile games in China: 
usual suspects 
• Why break into China? Numbers & usage: 
subway example. 
• Cultivating partnerships in China 
• Plug: Tap4Fun Publishing. From 
concepting to design and development to 
localization, optimization, and marketing. 
• Contact us!
Charlie Moseley 
email: charlie@tap4fun.com 
twitter: @justcharlie

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F2P Monetization Secrets & Breaking Into China (or Anywhere)

  • 1. F2P Monetization Secrets & Breaking Into China (or Anywhere) Charlie Moseley Creative Director, Tap4Fun
  • 2. Who am I and what is Tap4Fun?
  • 3. About Me • 31 years old, from Washington D.C. • Gamer since age 5, when I fell in love with Mario & Luigi • In China since 2005, working on mobile games with Tap4Fun since 2010 • In it for the international hit
  • 4. About Tap4Fun • 3 years old, from Chengdu China (capital of Sichuan Province) • Focused only on multiplayer strategy • The highest grossing mobile developer in China (ranked ~30 worldwide) • In the words of our CEO Kevin Yang: “An international company based in China, not just a Chinese company” • Also it for the international hit
  • 5. What This is About • Sharing our 3+ years of experience, and our rise to notoriety • How to create concepts and develop products for China, or anywhere • How to market your games to international audiences • Monetization, localization, optimization, and experimentation • My perspective as an expat in China
  • 6. Some Quick Numbers on Tap4Fun
  • 7. Today: 500k DAU 30+ Million Users 300 “Tappers”
  • 8. Product Overview • Build, upgrade, compete with players, and expand your power and influence • Iterative development cycle, male-skewed demographic • Common SLG game themes + one or more unique elements per product
  • 9. Our Games Island Empire 2011 Galaxy Empire 2011 Global Threat 2013 Galaxy Legend 2013 Spartan Wars 2012 King’s Empire 2012
  • 11. Our Biggest Markets • United States • France • United Kingdom • Russia • Germany • China
  • 12. So now you know about Tap4Fun and myself. How do we decide which games will work in China, or anywhere?
  • 14. Concept Creation • Simple ideas. “Simplicity is the ultimate sophistication” - Davinci (1977 Apple slogan, too) • Evaluate team ability and determine your level of risk tolerance • Familiarity + “a hook”
  • 15. Concept Creation Familiar New & Different Sweet Spot! Danger: Clone territory. Danger: Alienating. Balanced
  • 16. Concepts for International Audiences • What ideas are understood and appreciated by world cultures? • What cultural precedent is there for your concept? • What cultural bias to you bring to your concepts? Examples: China & Sanguo, Japan and anime, me and prohibition era concept
  • 17. Liquor Empire “Build a 1930’s underground empire and reign as Kingpin over your organized criminal network”
  • 18. What is the Prohibition Era? • Believing it was a crime against God, in 1920 the United States made alcohol illegal, causing an underground alcohol culture to explode • At the same time, Mussolini expelled thousands of members of Italian organized crime, who immigrated to NYC and Chicago
  • 19. Visual Inspiration • Familiar mafia setting • Unique, old school Prohibition Era setting • Alcohol-driven game economy • Historical reference
  • 20. Why didn’t it work? Onto a concept that did work...
  • 21. Spartan Wars • Our most popular game was a concept I pitched in Feb. 2012: a Spartan-themed game of conquest • The Spartan theme, with Greek mythology, was fresh and suited the SLG gameplay aesthetic • Do people understand Sparta? They do, because of one movie.
  • 23. Finding Roads The movie 300 planted “the seed” that made this theme relatable and familiar. ! It paved the “cultural road” to Spartan Wars.
  • 25.
  • 26. The Secret Ingredient “The only way to do great work is to love what you do. If you haven’t found it yet, keep looking.”
  • 27. Where Concepts Go to Die We kill a lot of concepts. Some of them are great. Don’t worry about it.
  • 28. Where Concepts Go to Die "We have this culture of celebrating failure," explains Paananen. "When a game does well, of course we have a party. But when we really screw up, for example when we need to kill a product -- and that happens often by the way, this year we've launched two products globally, and killed three -- when we really screw up, we celebrate with champagne. We organize events that are sort of postmortems, and we can discuss it very openly with the team, asking what went wrong, what went right. What did we learn, most importantly, and what are we going to do differently next time?" - Supercell CEO Ilkka Paananen
  • 29. Where Concepts Go to Die Try things. Fail. Try again. Probably, fail again. This is all a part of the process of success.
  • 31. First, a Disclaimer • Our ARPU is respectable, but due to strategies like Player Cocktails and targeting emerging markets, we aren’t industry leaders in monetization • We’re still learning a lot. Along with basically everyone else in the industry. • To prevent this from getting number or acronym heavy, I will explain the situation with real-life examples
  • 32. Zynga • Revolutionized social gaming • Then suffered a calamitous fall. What happened? • Focused too heavily on metrics, monetization, and “psyching out” players • Platform fell out but they failed to adapt to mobile • Not fun. And was, in the end, financially ruinous.
  • 33. Zynga Lesson #1: focusing on monetization too much can really hurt you.
  • 34. Punch Quest • “Pummel your way through dungeons full of monsters and branching path choices”. Simple side-scroller with brilliant design • Critics said...
  • 35. Punch Quest Touch Arcade: 100%. “Punch Quest needs to be on every device you own.” Gamezebo: 100%. “Fist Place Trophy.”
  • 36. Punch Quest Here’s the problem: it didn’t monetize well.
  • 37. Punch Quest • Time: first 2 months of release through Christmas 2012. iPhone, United States • Lots of great press • Phenomenal chart performance in “downloads” • Looks good, right?
  • 39. Punch Quest • Punch Quest gave away too much. PocketGamer said: “Almost no one is paying” • Is that even a problem? Rocketcat Games is 4 people. • Other small F2P teams have won every award and still monetized:
  • 40. Punch Quest Lesson #2: design for monetization from the beginning if revenue matters to you.
  • 41. Data Analysis • “Dive into the data” to find out exactly what’s happening • Tap4Fun’s ocean of lost data & our corrected path • MathWorks’ MATLAB (Matrix Laboratory) • Brian Devlin and our advanced analytics • Monetization funnel
  • 43. Monetization Funnel Carefully check each step of the funnel, from acquisition to LTV and identify and fix problems. Always improve each link in the chain. Endgame = High LTV
  • 44. Data Analysis Lesson #3: “dive into data” & iterate your way to successful monetization. Follow the chain and eat the acronym soup: CPI, DAU, ARPU, LTV.
  • 46. Why is this necessary? Island Empire vs Galaxy Legend
  • 47. Marketing Island Empire • Our first release, after a 4-month bootstrapped development cycle • Zero marketing or promotion upon release • 10k+ organic users within the first week alone • User acquisition costs incredibly low: Free App a Day $10k (20-40k installs) Island Empire 2011
  • 48. Marketing Galaxy Legend • Our sixth release, after a 18-month development process • Limited marketing and promotion upon release • Positive initial conversion rates, high user acquisition costs ($1.75/user on Android, $2.75/ user on iOS) • Tough competition and slow organic growth - user acquisition becomes a necessity Galaxy Legend 2013
  • 49. The Lesson: Marketing is a Necessity • Each niche of gaming has varying levels of competition and opportunity. Our niche is crowded. • Other crowded niches: card games, gambling games • Proliferating third-party marketing services worldwide with different specialities • Attention-deficit market conditions lead to skyrocketing user acquisition costs (up to $20/ user in certain conditions of region and platform) • Would Clash of Clans be Clash of Clans without marketing? Consider the quality of CoC.
  • 50. Marketing Spartan Wars • Before 2012 public launch we begin key marketing tests in over a dozen markets and collect data: Retention metrics, cost per user, revenue data • Identify what works, what fails, and optimize • Spartan Wars & Russia • Seasonal considerations & weekends: Christmas and holidays
  • 51.
  • 52. Developed vs Emerging Economies • The highest value users: US, UK, Japan, Korea • High revenue but tough competition versus lower revenue and weak competition • Price differences between Android & iOS platforms • Cultural differences and finding surprises: Island Empire and Arabic-speaking countries "Why would you want to go into the US when competition is so great and user acquisition costs so much? You need an incredible product. Most international game developers approach emerging markets in some way, but you really need somebody on the ground or somebody with experience that can make sure your translation is 100% accurate, and secondly, someone who can identify the marketing channels important to that region"."In the US market you have major companies that will help you market your product, at a great cost. In places like the Middle East or Southeast Asia, where do you go? You either have to know someone with that knowledge or learn it through trial and error. User acquisition in SE Asia or the Middle East might be $.50 where it's $3-5 in the US" - Eugene Konash, Tap4Fun Marketing
  • 53. Localizing Your Game • Which countries do you localize in? • Investment & development costs • Experimental campaigns in emerging markets: data analysis • Tap4Fun & Arabic: Island Empire & Spartan Wars • How Tap4Fun has localized • Our latest localization efforts (moderators) • The importance of support
  • 54. Worldwide Support • 11 localizations for Spartan Wars: English, Spanish, Russian, German, French, Italian, Portuguese, Japanese, Korean, Traditional & Simplified Chinese • Up to 3,000+ tickets per day shared among multi-lingual support team • Constantly hiring language majors for support team • Why this is important: the kind of players who create support inquiries & supporting “whales”
  • 55. Player “Cocktails” • What we learned from Global Threat: placing players from the same regions together for World Chat • What we’re doing now: creating cocktails of high and low value players from disparate regions speaking the same languages. The cost advantage: filling a server with 10k US users is expensive. • Examples: UK & India, France & North Africa, Russia & Ukraine, UAE & Egypt • Creating an ecosystem of “predators and prey”. Non-paying users supported by paying users. Balancing revenue & retention.
  • 57. Video Promotion Tips • Keep it short (60 seconds, in our experience) • Assume nothing about your audience: describe your game in simple terms (avoid using industry acronyms) • Highlight the visual “hooks” in your game (think about these from the beginning) • Accurately represent your game, same as with App Store preview images
  • 58. Game of War Trailer
  • 59. Breaking Into China • The most popular mobile games in China: usual suspects • Why break into China? Numbers & usage: subway example. • Cultivating partnerships in China • Plug: Tap4Fun Publishing. From concepting to design and development to localization, optimization, and marketing. • Contact us!
  • 60. Charlie Moseley email: charlie@tap4fun.com twitter: @justcharlie