Blog about Free to Play (F2P), Mobile Games, Online Games or the Game Industry in general by Teut Weidemann.
Showing posts with label facebook. Show all posts
Showing posts with label facebook. Show all posts
2018/08/14
My Casual Connect Europe 2018 talk as video
Enjoy, raising ARPPU & Conversion:
Labels:
f2p,
facebook,
free to play,
ios,
ipad,
iphone,
MMO,
mobile,
monetization,
social games,
talk,
teut
2014/01/28
Good F2p games clones and what it means for you
Well guess what: most successful f2p games are all clones of existing games. Or at least close adaptions.
Lets check some out.
Clash of Clans (iOS)
The best monetizing f2p game from the west does 2 million US$ a day, but the team did a close to identical game called Galaxy Life in their former company Digital Chocolate, which again is an adaption of a Facebook Game called Edgeworld by Kabam.
HayDay
By the same developer Supercell this is basically a Farmville variant. A good one yes, but still a lot of mechanics were taken from that old Facebook game by Zynga (which in turn cloned it from an Asian game)
League of Legends
Yes, even they adapted the grandfather of Moba, a Mod for Warcraft III called Dota. And yes, Dota2 is the sequel. Of course the setting and graphics changed, but the fundamental principle of the game remained the same (and yes, I know the guy is one of the original Dota mod creators)
Puzzle Dragons
A match three game with RPG elements and monster fusion meets Pokemon. The most successful mobile game from Asia even dwarfing Clash of Clans in revenue. Variations were available before (like Puzzle Quest) but not the mix like they did. Clones are appearing daily.
Candy Crush Saga
Well take Bejeweled, attach a meta game and progress, voila you have a game which does 30m a month. Many tried but King.com Saga recipe seems to work for casual games. Only after Candy Crush moved to iOS it bat their former revenue king Bubble Witch Saga which doesn't work on mobile as well due to interface issues. Clones have been tried, the more successful ones are even from the same publisher King.com. None can reach the success (and if you wonder there is a reason for it).
World of Tanks
Counterstrike with tanks. Nothing special right? Attach a progression system and monetization and voilá you have a hit. I might be too simplistic but under the hood WoT is nothing else.
So what did those games above do to actually be that successful? The numbers are extreme. Millions of users, millions of revenue even daily. The above games dominate the f2p online space. No wonder companies try to clone those games - some even 1:1- all those images are from a different Clash of Clans clone.
It seems there is enough potential in old successful game loops that you simply take these, attach a meta game with progression and monetization strategy and you might have a million seller. It seemed to work for the companies above right?
What really happens is that f2p is still young and exploring new areas, so expect more mature games (or more core as you would say) to expand into f2p space soon, so that the two leaders LoL and WoT can be challenged.
Also expect any game loop you know to be misused as a f2p game at some point. Some already have been tested like Black Jack, Golf, Poker, Asteroids, Mahjong etc. It is a formula and simple (core gamne loop + Meta game & progression) and will be exploited as such. It is so simple that I wonder why the huge wave of these games hasn't arrived yet.
Lets check some out.
Clash of Clans (iOS)
The best monetizing f2p game from the west does 2 million US$ a day, but the team did a close to identical game called Galaxy Life in their former company Digital Chocolate, which again is an adaption of a Facebook Game called Edgeworld by Kabam.
HayDay
By the same developer Supercell this is basically a Farmville variant. A good one yes, but still a lot of mechanics were taken from that old Facebook game by Zynga (which in turn cloned it from an Asian game)
League of Legends
Yes, even they adapted the grandfather of Moba, a Mod for Warcraft III called Dota. And yes, Dota2 is the sequel. Of course the setting and graphics changed, but the fundamental principle of the game remained the same (and yes, I know the guy is one of the original Dota mod creators)
Puzzle Dragons
A match three game with RPG elements and monster fusion meets Pokemon. The most successful mobile game from Asia even dwarfing Clash of Clans in revenue. Variations were available before (like Puzzle Quest) but not the mix like they did. Clones are appearing daily.
Candy Crush Saga
Well take Bejeweled, attach a meta game and progress, voila you have a game which does 30m a month. Many tried but King.com Saga recipe seems to work for casual games. Only after Candy Crush moved to iOS it bat their former revenue king Bubble Witch Saga which doesn't work on mobile as well due to interface issues. Clones have been tried, the more successful ones are even from the same publisher King.com. None can reach the success (and if you wonder there is a reason for it).
World of Tanks
Counterstrike with tanks. Nothing special right? Attach a progression system and monetization and voilá you have a hit. I might be too simplistic but under the hood WoT is nothing else.
So what did those games above do to actually be that successful? The numbers are extreme. Millions of users, millions of revenue even daily. The above games dominate the f2p online space. No wonder companies try to clone those games - some even 1:1- all those images are from a different Clash of Clans clone.
It seems there is enough potential in old successful game loops that you simply take these, attach a meta game with progression and monetization strategy and you might have a million seller. It seemed to work for the companies above right?
What really happens is that f2p is still young and exploring new areas, so expect more mature games (or more core as you would say) to expand into f2p space soon, so that the two leaders LoL and WoT can be challenged.
Also expect any game loop you know to be misused as a f2p game at some point. Some already have been tested like Black Jack, Golf, Poker, Asteroids, Mahjong etc. It is a formula and simple (core gamne loop + Meta game & progression) and will be exploited as such. It is so simple that I wonder why the huge wave of these games hasn't arrived yet.
Labels:
f2p,
facebook,
free to play,
game design,
industry,
League of Legends,
LoL,
monetization,
online,
talk,
teut
2013/05/08
Additional signs of change
EA posted its financial earnings and it disappoints. Without their cash of 1.6b in the bank they would be gone by now. "Don't expect growth on the giants EA and Activision" they say. Ok, so why do others grow like hell. And some new mobile companies have a market cap of 9 billion. Wtf.
Those are all signs of disruption. Its happening and quick. The old games market will change dramatically in the next 2-3 years, so don't moan if your favorite FPS is no longer the #1 topic on the web sites.
Then EA announced they bought the Star Wars license. Oh my. Thanks no, I see what you did to Harry Potter. And fail, major fail: the license excludes online, social and mobile platforms. That deal is like an ancient relic. Fire the guy who did it.
But then its all about small 90 men companies doing more money than the old economy.
So when are you joining?
Those are all signs of disruption. Its happening and quick. The old games market will change dramatically in the next 2-3 years, so don't moan if your favorite FPS is no longer the #1 topic on the web sites.
Then EA announced they bought the Star Wars license. Oh my. Thanks no, I see what you did to Harry Potter. And fail, major fail: the license excludes online, social and mobile platforms. That deal is like an ancient relic. Fire the guy who did it.
But then its all about small 90 men companies doing more money than the old economy.
So when are you joining?
Labels:
Apple,
console,
Development,
f2p,
facebook,
free to play,
Game Industry,
games industry,
industry,
ipad,
iphone,
marketing,
metrics,
MMO,
monetization,
online,
social games
2012/09/08
Angry Birds Friends
Now thats a cool feature of a Facebook Game by Rovio: playable embedded code (click on it)
Labels:
facebook,
free to play
2012/08/04
Facebook - Wild Zone
We are all aware that cloning games, monetization ideas or even whole game mechanics is daily business on Facebook. Now EA didn't like that Zynga did clone their beloved "The Sims Social". It seems Zynga this time stole one of the favourite toys of a publisher and they are not amused.
What is amusing though is the level of detail at which Zynga cloned Sims Social. They even copied textures down to the exact RPG color value.
This doc reads: http://www.scribd.com/doc/101954002/EA-v-Zynga-Complaint-Final
The question is what comes out of this trial. Can they force Zynga to remove the game? And the key question is: does this change how EA's own Playfish "clones" games?
Update: History of Zynga cloning lab
What is amusing though is the level of detail at which Zynga cloned Sims Social. They even copied textures down to the exact RPG color value.
This doc reads: http://www.scribd.com/doc/101954002/EA-v-Zynga-Complaint-Final
The question is what comes out of this trial. Can they force Zynga to remove the game? And the key question is: does this change how EA's own Playfish "clones" games?
Update: History of Zynga cloning lab
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