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Creating International Hits from 
China 
Charlie Moseley 
Creative Director, Tap4Fun
Who am I and what is Tap4Fun?
About Me 
• 32 year old, from Washington D.C. 
• Gamer since age 5, when I fell in love 
with Mario and Final Fantasy 
• In China since 2005, working with 
Tap4Fun since 2010 
• In it for the international hit
About Tap4Fun 
• 3 years old, from Chengdu China 
• Focused only on multiplayer strategy 
games 
• Nearly 300 “Tappers” & one of the 
highest grossing mobile developers in 
China 
• 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 
• How to market your games to 
international audiences 
• Localization, optimization, and 
experimentation 
• My perspective as an expat in China 
• Answers to your questions
Some Background Info
Today: 
500k DAU 
25+ Million Users 
320 Employees
At the beginning, in 2008:
Two Products 
Twitbird MobileRSS
Then, in 2011: 
We had a dream.
The Tap4fun Dream: 
Make great online games 
that connect the world. 
(in other words: create international hits)
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
Spartan Wars Video
Ok, so now you know 
about Tap4Fun. 
How do we decide what 
games to develop?
Creating Concepts
Concept Creation 
• Simple ideas. “Simplicity is the 
ultimate sophistication” - Davinci 
(1977 Apple slogan, too) 
• SERIOUSLY: SIMPLE IDEAS! 
• Evaluate team ability and determine 
your level of risk tolerance 
• Familiarity + “a hook”
Concept Creation 
Familiar New & 
Different 
Sweet 
Spot!
Concepts for International Audiences 
• What ideas are understood and 
appreciated by world cultures? 
• What cultural bias to you bring to 
your concepts? Examples: China & 
Sanguo, Japan and anime, me and 
prohibition era concept 
• What cultural precedent is there for 
your 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 Example 
• 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...
Spartan Wars Example 
The movie 300 planted “the 
seed” that made this theme 
relatable and familiar. 
! 
It paved the “cultural road” to 
Spartan Wars.
Spartan Wars Example
The Secret Ingredient
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. 
Many 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 too 
much on monetization 
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 
● Time: first 2 months of 
release through Christmas 
2012. iPhone, US. 
● Lots of great press 
● Phenomenal chart 
performance in downloads 
● Looks good, right?
Punch Quest 
Download Ranks Grossing Ranks
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 that 
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’ MATLAX (Matrix Lab) 
● Brian Devlin and our advanced 
analytics + internal tools 
● 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 of 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 (40k installs) 
Island Empire 
2011
Marketing Galaxy Legend 
● Our sixth release, after an 18-month development 
cycle 
● Limited marketing and promotion upon release 
● Positive initial conversion rates, high user 
acquisition costs ($1.75/user on Android, $2.75 iOS) 
● Tough competition and slow organic growth - user 
acquisition becomes a necessity Galaxy Legend 
2013
Marketing Becomes a Necessity 
● Each niche of gaming has 
varying levels of competition and 
opportunity. Our niche is 
crowded. 
● Other crowded niches: card & 
gambling games 
● Proliferating third-party 
marketing services worldwide 
with different specialities 
● Attention-deficit market 
conditions lead to skyrocketing 
UAC (up to $20/user in certain 
regions and platforms) 
● Would Clash of Clans be Clash 
of Clans without marketing? 
Consider the quality of CoC.
Marketing Spartan Wars 
● Before 2012 public launch we began key 
marketing tests in over a dozen markets 
and collecting data: retention metrics, cost 
per user, revenue data 
● Identify what works, what fails, and 
optimize 
● Spartan Wars & Russia 
● Seasonal considerations & weekends: 
Christmas and holidays
Marketing Spartan Wars 
Download Ranks
Developed vs Emerging Markets 
● Highest value users: US, UK, Japan, Korea 
● High revenue but tough competition versus 
low revenue and weak competition 
● Price difference between iOS and Android 
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: Cultural sensitivity 
with Spartan Wars (Persians) 
● How Tap4Fun has localized, and our 
latest efforts with moderators 
● The importance of support
Worldwide Support 
● 12 localizations for Spartan Wars: 
English, Spanish, German, French, 
Italian, Portuguese, Japanese, Korean, 
Traditional & Simplified Chinese 
● Up to 4,000+ tickets per day shared 
among multi-lingual support team 
● Constantly hiring language majors for 
internal support team 
● Why this is important: the kind of 
players who create support inquiries & 
support whales
“Player Cocktails” 
● What we learned from Global Threat: placing players from the same region 
together for World Chat 
● What we’re doing now: creating cocktails of high and low value players from 
different 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, UAW & Egypt 
● Creating an ecosystem of “predators and prey”. Non-paying users supported 
by paying users. Balancing revenue & retention.
“Player Cocktails”
In Closing 
We love making friends and creating new partnerships. Say hi! 
! 
We also publish games and provide help with concepting, 
design, development, optimization, marketing, and more.
We love making friends and creating new partnerships. Say hi! 
We also publish games and provide help with concepting, 
design, development, optimization, marketing, and more. 
Charlie 
email: charlie@tap4fun.com 
twitter: @justcharlie

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GDC Taipei 2013: Creating International Hits from China

  • 1. Creating International Hits from China Charlie Moseley Creative Director, Tap4Fun
  • 2. Who am I and what is Tap4Fun?
  • 3. About Me • 32 year old, from Washington D.C. • Gamer since age 5, when I fell in love with Mario and Final Fantasy • In China since 2005, working with Tap4Fun since 2010 • In it for the international hit
  • 4. About Tap4Fun • 3 years old, from Chengdu China • Focused only on multiplayer strategy games • Nearly 300 “Tappers” & one of the highest grossing mobile developers in China • 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 • How to market your games to international audiences • Localization, optimization, and experimentation • My perspective as an expat in China • Answers to your questions
  • 7. Today: 500k DAU 25+ Million Users 320 Employees
  • 8. At the beginning, in 2008:
  • 10. Then, in 2011: We had a dream.
  • 11. The Tap4fun Dream: Make great online games that connect the world. (in other words: create international hits)
  • 12. 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
  • 13. Our Games Island Empire 2011 Galaxy Empire 2011 Global Threat 2013 Galaxy Legend 2013 Spartan Wars 2012 King’s Empire 2012
  • 16. Ok, so now you know about Tap4Fun. How do we decide what games to develop?
  • 18. Concept Creation • Simple ideas. “Simplicity is the ultimate sophistication” - Davinci (1977 Apple slogan, too) • SERIOUSLY: SIMPLE IDEAS! • Evaluate team ability and determine your level of risk tolerance • Familiarity + “a hook”
  • 19. Concept Creation Familiar New & Different Sweet Spot!
  • 20. Concepts for International Audiences • What ideas are understood and appreciated by world cultures? • What cultural bias to you bring to your concepts? Examples: China & Sanguo, Japan and anime, me and prohibition era concept • What cultural precedent is there for your concept?
  • 21. Liquor Empire “Build a 1930’s underground empire and reign as! Kingpin over your organized criminal network”
  • 22. 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
  • 23. Visual Inspiration • Familiar mafia setting! • Unique, old school Prohibition Era setting! • Alcohol-driven game economy! • Historical reference
  • 24. Why didn’t it work? Onto a concept that did work...
  • 25. Spartan Wars Example • 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.
  • 27. Spartan Wars Example The movie 300 planted “the seed” that made this theme relatable and familiar. ! It paved the “cultural road” to Spartan Wars.
  • 31. 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.”
  • 32. Where Concepts Go to Die We kill a lot of concepts. Many of them are great. Don’t worry about it.
  • 33. 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
  • 34. Where Concepts Go to Die Try things. Fail. Try again. Probably, fail again. This is all a part of the process of success.
  • 36. 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
  • 37. 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.
  • 38. Zynga Lesson #1: Focusing too much on monetization can really hurt you.
  • 39. Punch Quest ● “Pummel your way through dungeons full of monsters and branching path choices”. Simple side-scroller with brilliant design. ● Critics said…
  • 40. Punch Quest! Touch Arcade: 100%. “Punch Quest needs to be on every device you own”. ! Gamezebo: 100%. “Fist Place Trophy.”
  • 41. Punch Quest ● Time: first 2 months of release through Christmas 2012. iPhone, US. ● Lots of great press ● Phenomenal chart performance in downloads ● Looks good, right?
  • 42. Punch Quest Download Ranks Grossing Ranks
  • 43. 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:
  • 44. Punch Quest Lesson #2: design for monetization from the beginning if that matters to you.
  • 45. Data Analysis ● “Dive into the data” to find out exactly what’s happening ● Tap4Fun’s ocean of lost data & our corrected path ● MathWorks’ MATLAX (Matrix Lab) ● Brian Devlin and our advanced analytics + internal tools ● Monetization Funnel
  • 47. Monetization Funnel Carefully check each step of the funnel, from acquisition to LTV and identify and fix problems. Always improve each link of the chain. ! Endgame = High LTV
  • 48. 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.
  • 50. Why is this necessary? Island Empire vs Galaxy Legend
  • 51. 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 (40k installs) Island Empire 2011
  • 52. Marketing Galaxy Legend ● Our sixth release, after an 18-month development cycle ● Limited marketing and promotion upon release ● Positive initial conversion rates, high user acquisition costs ($1.75/user on Android, $2.75 iOS) ● Tough competition and slow organic growth - user acquisition becomes a necessity Galaxy Legend 2013
  • 53. Marketing Becomes a Necessity ● Each niche of gaming has varying levels of competition and opportunity. Our niche is crowded. ● Other crowded niches: card & gambling games ● Proliferating third-party marketing services worldwide with different specialities ● Attention-deficit market conditions lead to skyrocketing UAC (up to $20/user in certain regions and platforms) ● Would Clash of Clans be Clash of Clans without marketing? Consider the quality of CoC.
  • 54. Marketing Spartan Wars ● Before 2012 public launch we began key marketing tests in over a dozen markets and collecting data: retention metrics, cost per user, revenue data ● Identify what works, what fails, and optimize ● Spartan Wars & Russia ● Seasonal considerations & weekends: Christmas and holidays
  • 55. Marketing Spartan Wars Download Ranks
  • 56. Developed vs Emerging Markets ● Highest value users: US, UK, Japan, Korea ● High revenue but tough competition versus low revenue and weak competition ● Price difference between iOS and Android 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
  • 57. Localizing Your Game ● Which countries do you localize in? ● Investment & development costs ● Experimental campaigns in emerging markets: data analysis ● Tap4Fun & Arabic: Cultural sensitivity with Spartan Wars (Persians) ● How Tap4Fun has localized, and our latest efforts with moderators ● The importance of support
  • 58. Worldwide Support ● 12 localizations for Spartan Wars: English, Spanish, German, French, Italian, Portuguese, Japanese, Korean, Traditional & Simplified Chinese ● Up to 4,000+ tickets per day shared among multi-lingual support team ● Constantly hiring language majors for internal support team ● Why this is important: the kind of players who create support inquiries & support whales
  • 59. “Player Cocktails” ● What we learned from Global Threat: placing players from the same region together for World Chat ● What we’re doing now: creating cocktails of high and low value players from different 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, UAW & Egypt ● Creating an ecosystem of “predators and prey”. Non-paying users supported by paying users. Balancing revenue & retention.
  • 61. In Closing We love making friends and creating new partnerships. Say hi! ! We also publish games and provide help with concepting, design, development, optimization, marketing, and more.
  • 62. We love making friends and creating new partnerships. Say hi! We also publish games and provide help with concepting, design, development, optimization, marketing, and more. Charlie email: charlie@tap4fun.com twitter: @justcharlie