I don't like complex setups with PC, cameras etc., so I always want a solution to stream directly from my phone to Twitch, Youtube etc. to make quick analysis of new or older games, like an hour each. Would you be interested in something like this?
I found a little gem of app called Omlet Arcade which lets me stream to Twitch directly from my phone. I would do like bi-weekly streams dissecting a game and explain everything I find - what I usually do for clients. Let me know.
Blog about Free to Play (F2P), Mobile Games, Online Games or the Game Industry in general by Teut Weidemann.
Showing posts with label free to play. Show all posts
Showing posts with label free to play. Show all posts
2019/10/28
2018/11/11
Up close & Personal
The chance to ask me anything:
https://www.medianet-bb.de/en/event/gamesnet-breakfast-with-teut-weidemann-monetization-money-makes-the-game-go-round-2/
My Poznan GiC slides were downloaded over 1000 times. So if anyone plans to develop this let me know, I would love to give additional input.
https://www.medianet-bb.de/en/event/gamesnet-breakfast-with-teut-weidemann-monetization-money-makes-the-game-go-round-2/
My Poznan GiC slides were downloaded over 1000 times. So if anyone plans to develop this let me know, I would love to give additional input.
Labels:
f2p,
free to play,
monetization,
talk,
teut
2018/09/16
Next Conference Visits
Casual Connect Serbia, October 1st to 3rd
Doing my Lootbox talk, maybe they tape it so I can post the video. I am also hosting a fireside chat with Patryk from Vivid, details see link above. Looking forward to this one, as I love Casual Connects.
GiC Poland
A week later I am in Poznan, Poland, to visit GiC. It is an awesome conference with high-quality talks, come to get some and see my talk where I try to design an f2p game in 45 minutes on stage.
Doing my Lootbox talk, maybe they tape it so I can post the video. I am also hosting a fireside chat with Patryk from Vivid, details see link above. Looking forward to this one, as I love Casual Connects.
GiC Poland
A week later I am in Poznan, Poland, to visit GiC. It is an awesome conference with high-quality talks, come to get some and see my talk where I try to design an f2p game in 45 minutes on stage.
Labels:
casual connect,
free to play,
Game Industry,
games industry,
GiC,
Poland,
Serbia,
talk,
teut
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
2018/07/11
My Digital Dragon Talk as video
If you missed this talk at Digital Dragons in Krakow, Poland, or didn't attend (which you should next year, awesome conference!), here it is:
Labels:
f2p,
free to play,
Game Industry,
talk,
teut
2018/05/17
GaaS
If you never heard of GaaS maybe you should invest some time to learn. Game as a Service, or GaaS, is the latest craze on mobile and they are all hurrying to learn what it takes.
Some games implemented GaaS and made a mediocre launch a huge success. Like Rainbow Six Siege, which meanwhile is called the best tactical team shooter of the planet having over 30m players. OR GTA V, which, despite its age, is closing on selling 100m.
Maybe you don't know the fun part of GaaS. The lessons you need were defined over 20 years ago, by a game called Ultima Online. And the developers spread the knowledge of their experience on GDC. Just check Raph Kosters talks and articles here.
So sometimes I feel walking in the past when advising clients on what GaaS means to their development and company.
Some games implemented GaaS and made a mediocre launch a huge success. Like Rainbow Six Siege, which meanwhile is called the best tactical team shooter of the planet having over 30m players. OR GTA V, which, despite its age, is closing on selling 100m.
Maybe you don't know the fun part of GaaS. The lessons you need were defined over 20 years ago, by a game called Ultima Online. And the developers spread the knowledge of their experience on GDC. Just check Raph Kosters talks and articles here.
So sometimes I feel walking in the past when advising clients on what GaaS means to their development and company.
2018/04/21
My next talks & conferences
April/May is crazy. Too many conferences - all inviting me for f2p talks. So here is my schedule for now:
Week April 23rd: Quo Vadis, a talk about "Meta Games" and moderating a fireside chat with Lord British. See https://qvconf.com/
Week May 8th: Oulu, Finnland, there is half a day a public workshop about the Crazy App Store and More, organized by Fingersoft.
Week May 21st: Digital Dragons, talking about Product Strategy and how it decides your chances of success. See http://digitaldragons.pl/
Week May 23rd, GDD Frankfurt, talking about raising ARPPU/Conversion, the complete version: https://www.germandevdays.com/
Week May 29th, Casual Connect London, again raising APPU/Conversion, see http://europe.casualconnect.org/
and finally Develop in Brighton, talking about Lootboxes: https://www.developconference.com/
Phew. A lot, and I guess the next will be Devcom/Gamescom, but my talk isn't confirmed yet.
Week April 23rd: Quo Vadis, a talk about "Meta Games" and moderating a fireside chat with Lord British. See https://qvconf.com/
Week May 8th: Oulu, Finnland, there is half a day a public workshop about the Crazy App Store and More, organized by Fingersoft.
Week May 21st: Digital Dragons, talking about Product Strategy and how it decides your chances of success. See http://digitaldragons.pl/
Week May 23rd, GDD Frankfurt, talking about raising ARPPU/Conversion, the complete version: https://www.germandevdays.com/
Week May 29th, Casual Connect London, again raising APPU/Conversion, see http://europe.casualconnect.org/
and finally Develop in Brighton, talking about Lootboxes: https://www.developconference.com/
Phew. A lot, and I guess the next will be Devcom/Gamescom, but my talk isn't confirmed yet.
2017/11/14
MTX & Loot Boxes - Discussion still going on
As written in my last post the Loot box controversy is still active - and getting worse. It is interesting to follow the press, customers outrage, and publishers answers. Battlefront II and their loot box system even created the most downvoted thread ever on Reddit.
The main reason is that players paying $60+ for an AAA title do not feel eager to be forced to pay via MTX to gain significant important items or unlocks in the game. So EA responded by lowering the needed "grind" to unlock important characters by 75%.
See, that's where the problem lies. Users paid upfront and expect the complete game. They don't want to pay to unlock content (and let's not forget day 1 DLC's). The rule of F2P that content has to be free all the time was violated somewhat. That's one point, that they didn't implement the Loot Boxes right.
My second point is one I said often during my talks when Loot Boxes came up, like here:
It has come so far that AAA publishers contact me to teach them how to implement MTX correctly so the community accept it and it still raises revenue.
So AAA games feverishly try to adapt f2p methods to raise their profits to cover the ever-increasing development costs - and most of these teams never worked in F2p. They need help. Call me if you need to educate your teams. You can add MTX to your AAA title which players actually love to engage in. Loot Boxes aren't the answer. Believe me. Been there, done that.
The main reason is that players paying $60+ for an AAA title do not feel eager to be forced to pay via MTX to gain significant important items or unlocks in the game. So EA responded by lowering the needed "grind" to unlock important characters by 75%.
See, that's where the problem lies. Users paid upfront and expect the complete game. They don't want to pay to unlock content (and let's not forget day 1 DLC's). The rule of F2P that content has to be free all the time was violated somewhat. That's one point, that they didn't implement the Loot Boxes right.
My second point is one I said often during my talks when Loot Boxes came up, like here:
If you add Loot Boxes as MTX you admit your normal monetization system failed - unless your core mechanic of the game is Loot Boxes. Like Hearthstone. Clash Royale. Or Puzzle & Dragons. You will notice that these games never came up during those discussions. Or why do Overwatch Lootboxes do not spawn that controversy? Think about it.
Basically, EA admitted their AAA retail flat fee model of $60 for an AAA game is declining, isn't making enough money to return a sizable profit so they add MTX.
Many games did this but EA of course brutally forced the MTX system on their game going over the top - while other games do it more wisely - as you should do too. Check out GTA V and their online Revenue, or even Assassins Creed IV Black Flag where I was part of the design team of the MTX system. They never had the backlash EA is feeling.
There are signs on the horizon that the old AAA model is dying. PC revenue is rising but most of that us on the F2P or MTX side, the AAA revenue is not growing compared to previous years. Even console $60 sales are stagnant to previous years or growth curves of previous generations.
So AAA games feverishly try to adapt f2p methods to raise their profits to cover the ever-increasing development costs - and most of these teams never worked in F2p. They need help. Call me if you need to educate your teams. You can add MTX to your AAA title which players actually love to engage in. Loot Boxes aren't the answer. Believe me. Been there, done that.
Labels:
f2p,
free to play,
game design,
Game Industry,
games industry,
monetization,
PS4,
teut
2017/09/02
Coming soon ...
My next talk is in creation. I decided not to do any Dissection talks anymore due to many reasons but someone convinced me to do this one - simply as I spend a long time analyzing it (3 years in fact), the longest ever it took to finalize this talk. I will let you know when and where I will hold this talk.
Labels:
Android,
Apple,
f2p,
free to play,
game design,
metrics,
MMO,
mobile,
talk,
teut
2017/08/25
App Stores rip off Developers?
So this made the rounds:
http://www.gamesindustry.biz/articles/2017-08-22-tim-sweeney-app-stores-are-pocketing-a-huge-amount-of-profit-at-developers-expense
30%. Seems a lot. Rip off right? The problem is that most people saying this, including Tim Sweeney, never operated an F2P game outside an app store and have not the faintest about the operational cost.
So let's see what Apple (Google is similar but slightly worse) does for you if you sell through their store - all included in the 30%:
Payment Systems & Cost
The App Store offers payment systems and an easy way to pay, much easier than any other payment systems found online, increasing conversion immensely. This alone is worth a lot.
Everyone who worked on payment system integration knows how much work goes into this besides systems, UI, flow, optimizing etc. It is a lot of work and usually, you need 3-4 people just working on this - permanently.
Payment providers charge various single digit % of your revenue usually. So this is worth that percentage plus the bonus of ease of use.
In Store Payment System & Promotions
Apple offers iTunes cards in stores in most countries. Including promotions and sales of these. Remember if Apple does a sale on iTunes cards Apple pays for it, your margin is unaffected by it.
For free. This is an effective payment system for people without access to credit cards or bank accounts. Remember stores selling these also take a share - so this one is included as well.
VAT Handling
If you ever ran into accounting in F2P companies their biggest headache is VAT handling worldwide. Every country has different VAT rates, laws and handling of virtual goods. It is a huge problem and usually, accounting is busy fixing things and keeping track of changing laws - in every single country. With Apple, you get a single invoice per month. VAT is virtually gone here. So yes you would easily need an accounting department for handling payments yourself - with Apple you need none. Zero.
Returns, Cancellations, Fraud
The second biggest headache of handling payments yourself is fraud & returns. Apple does this for you.
Available World Wide
Yes, world wide. No issues with integrating how many payment systems so everyone in any country can pay? I remember that one company I worked for had 120+ payment systems online and integrated 2-3 per week (!). Want to do this yourself? Good luck.
Download Cost & Updates
You don't pay for traffic, hosting, and more important for updating your app. The app store and iOS do this for you, usually automatic for the users. And you don't even pay for the traffic or hosting.
In other words, if App Stores wouldn't do all this you, as a small to a medium sized developer, would need at least 5-10 more people handling all of this if you launch world wide.
Is this worth 30%? Easily. And btw Tim Sweeney charges 30% as well in their Unreal market place ;)
Did I forget another advantage? Let me know.
http://www.gamesindustry.biz/articles/2017-08-22-tim-sweeney-app-stores-are-pocketing-a-huge-amount-of-profit-at-developers-expense
30%. Seems a lot. Rip off right? The problem is that most people saying this, including Tim Sweeney, never operated an F2P game outside an app store and have not the faintest about the operational cost.
So let's see what Apple (Google is similar but slightly worse) does for you if you sell through their store - all included in the 30%:
Payment Systems & Cost
The App Store offers payment systems and an easy way to pay, much easier than any other payment systems found online, increasing conversion immensely. This alone is worth a lot.
Everyone who worked on payment system integration knows how much work goes into this besides systems, UI, flow, optimizing etc. It is a lot of work and usually, you need 3-4 people just working on this - permanently.
Payment providers charge various single digit % of your revenue usually. So this is worth that percentage plus the bonus of ease of use.
In Store Payment System & Promotions
Apple offers iTunes cards in stores in most countries. Including promotions and sales of these. Remember if Apple does a sale on iTunes cards Apple pays for it, your margin is unaffected by it.
For free. This is an effective payment system for people without access to credit cards or bank accounts. Remember stores selling these also take a share - so this one is included as well.
VAT Handling
If you ever ran into accounting in F2P companies their biggest headache is VAT handling worldwide. Every country has different VAT rates, laws and handling of virtual goods. It is a huge problem and usually, accounting is busy fixing things and keeping track of changing laws - in every single country. With Apple, you get a single invoice per month. VAT is virtually gone here. So yes you would easily need an accounting department for handling payments yourself - with Apple you need none. Zero.
Returns, Cancellations, Fraud
The second biggest headache of handling payments yourself is fraud & returns. Apple does this for you.
Available World Wide
Yes, world wide. No issues with integrating how many payment systems so everyone in any country can pay? I remember that one company I worked for had 120+ payment systems online and integrated 2-3 per week (!). Want to do this yourself? Good luck.
Download Cost & Updates
You don't pay for traffic, hosting, and more important for updating your app. The app store and iOS do this for you, usually automatic for the users. And you don't even pay for the traffic or hosting.
In other words, if App Stores wouldn't do all this you, as a small to a medium sized developer, would need at least 5-10 more people handling all of this if you launch world wide.
Is this worth 30%? Easily. And btw Tim Sweeney charges 30% as well in their Unreal market place ;)
Did I forget another advantage? Let me know.
Labels:
app store,
Apple,
f2p,
free to play,
Game Industry,
games industry,
ios,
iphone,
marketing,
MMO,
monetization,
talk,
teut
2017/06/19
Common Mistakes in f2p Design - video!
Here is the video of my Casual Connect talk from this February - Common Mistakes in f2p Design.
Enjoy. And if you like it please consider visiting any of the four Casual Connects happening each year all over the globe.
Labels:
f2p,
free to play,
game design,
ios,
ipad,
iphone,
marketing,
metrics,
MMO,
mobile,
monetization,
talk,
teut
2017/04/22
Quo Vadis Conference Berlin
Next week is the Quo Vadis, one of the oldest and largest developer conferences in Germany, close to 2500+ attendees.
I will launch my new talk there - "Player Types and your plan of World Domination".
The title is a little aggressive simply because a real title like "Strategic Positioning to increase your reach" might not attract as much audience.
There will be no video but I bet I will repeat the talk on one of the other conferences who tape it and I will post it here.
I will launch my new talk there - "Player Types and your plan of World Domination".
The title is a little aggressive simply because a real title like "Strategic Positioning to increase your reach" might not attract as much audience.
There will be no video but I bet I will repeat the talk on one of the other conferences who tape it and I will post it here.
Labels:
f2p,
free to play,
game design,
Game Industry,
games industry,
monetization,
talk,
teut
2017/03/31
Videos of my talks
Many developers watch my videos of my talks but are missing one or two here and there. So I created a playlist where I link most of them available - minus the ones on GDC Vault if they aren't public: Enjoy!
https://www.youtube.com/playlist?list=PLVGQLTaJYT6MO7Z4hVHaUyAlyJyZNLG_P
https://www.youtube.com/playlist?list=PLVGQLTaJYT6MO7Z4hVHaUyAlyJyZNLG_P
Labels:
f2p,
free to play,
game design,
Game Industry,
games industry,
marketing,
metrics,
mobile,
monetization,
talk,
teut
2017/03/26
Common f2p mistakes
The video from Casual Connect is online and I also held this talk at Dubai Game Conference past week. If you are interested in the common mistakes most of my clients do you should look at this, it saves you a lot of hassle and consultant fees ;)
And as always, if you think my talks are useful and helped you making good business in f2p think about a donation, simply email me for PayPal or bank information (invoices can be sent as well if you like).
The number of teams thanking me for my talks helping them to success is staggering meanwhile, so someone our there might help me finance the universities of my kids.
And if you missed it, here is my playlist of most of my talks:
https://www.youtube.com/channel/UCuBOOQVWjW9sJSSCSXZ7uOA
And as always, if you think my talks are useful and helped you making good business in f2p think about a donation, simply email me for PayPal or bank information (invoices can be sent as well if you like).
The number of teams thanking me for my talks helping them to success is staggering meanwhile, so someone our there might help me finance the universities of my kids.
And if you missed it, here is my playlist of most of my talks:
https://www.youtube.com/channel/UCuBOOQVWjW9sJSSCSXZ7uOA
Labels:
f2p,
free to play,
game design,
Game Industry,
games industry,
talk,
teut
2016/12/28
What 2017 will bring to the game industry
2016 was harsh. Many studios closed. Some hit games didn't sell. But overall the industry grew as always. Superdata claims we nearly reached $100b in 2016.
Meanwhile China became the largest gaming market of the world thanks to mobile. Talking mobile: it is now the largest segment of our industry. As forecasted by so many.
From my experience and point of view 2017 will be a hard year. In fact it will be more difficult than this year. For various reasons.
First some AAA IP's won't sell as good as they were, as already shown in 2016. The primary reasons are that gamers spend more time in less games and the competition in terms of price. f2p taking over even more market share does further impact the $60 AAA game market.
And of course mobile. Mobile will continue to grow. We will see new games entering the top 10 which do more and more revenue each year. The PC won't suffer, the consoles neither, but their growth will slow down. Nothing major but it will have an impact on studios relying on the old publisher model - meaning more studios will cease to exist.
We also will see a more dramatic impact on the crowded market space. Too many titles, not enough time to play them all. Remember? We will spend more time in less games. So the only way combating this is to bind your fanbase to your game - this means you must update your game and service it beyond its lifecycle. Games as a service. Invented by MMO RPG's now a must have for all games.
Update: read this:
http://steamed.kotaku.com/none-of-2016s-most-played-steam-games-came-out-in-2016-1791048654
We will see an invasion of non gaming IP's to the mobile space as the desperate publishers try to fight high acquisition costs with using foreign IP's. This won't work for most of them as we have so often experienced in the past: the 80's, 90's, 2000's all had those waves and most publishers failed with them unless they can afford the mega IP's - which they can't. If they afford it they won't have enough money left for the game - meaning they ship shitty games on large IP's - failing. We have seen that as well in the past.
VR will continue to be a toy - not a market (yet). So investors will shy away, studios will close. VR will be in a crisis waiting to be revived.
The Switch will ship and sell ok. Nintendo's IPs will be strong, and depending on Nintendos policy to sign up other developers the console will not rival the PS4 or XBox, it will rival Nintendo's old 3DS system, cutting their own market share.
Consoles will drop in price for Christmas 2017 and for the first time go under $199 - embracing new markets. But those new customers won't buy $60+ software, they will buy already discounted or used software - as we have seen in the past when that happens. Still the market will grow and reach its peak - and drop after that staring 2018.
We will see a new creative push from the III side. What is III? Triple Indie, from pro's who left AAA companies and going independent we will see a wave of really good titles created for lower budgets and selling enough to keep those new studios alive.
This means we see a remix of studios. Old ones go, new ones come - and in large numbers. We need to learn all those new studio names otherwise we lose track - so many will be there. All over the world.
Meanwhile China became the largest gaming market of the world thanks to mobile. Talking mobile: it is now the largest segment of our industry. As forecasted by so many.
From my experience and point of view 2017 will be a hard year. In fact it will be more difficult than this year. For various reasons.
First some AAA IP's won't sell as good as they were, as already shown in 2016. The primary reasons are that gamers spend more time in less games and the competition in terms of price. f2p taking over even more market share does further impact the $60 AAA game market.
And of course mobile. Mobile will continue to grow. We will see new games entering the top 10 which do more and more revenue each year. The PC won't suffer, the consoles neither, but their growth will slow down. Nothing major but it will have an impact on studios relying on the old publisher model - meaning more studios will cease to exist.
We also will see a more dramatic impact on the crowded market space. Too many titles, not enough time to play them all. Remember? We will spend more time in less games. So the only way combating this is to bind your fanbase to your game - this means you must update your game and service it beyond its lifecycle. Games as a service. Invented by MMO RPG's now a must have for all games.
Update: read this:
http://steamed.kotaku.com/none-of-2016s-most-played-steam-games-came-out-in-2016-1791048654
We will see an invasion of non gaming IP's to the mobile space as the desperate publishers try to fight high acquisition costs with using foreign IP's. This won't work for most of them as we have so often experienced in the past: the 80's, 90's, 2000's all had those waves and most publishers failed with them unless they can afford the mega IP's - which they can't. If they afford it they won't have enough money left for the game - meaning they ship shitty games on large IP's - failing. We have seen that as well in the past.
VR will continue to be a toy - not a market (yet). So investors will shy away, studios will close. VR will be in a crisis waiting to be revived.
The Switch will ship and sell ok. Nintendo's IPs will be strong, and depending on Nintendos policy to sign up other developers the console will not rival the PS4 or XBox, it will rival Nintendo's old 3DS system, cutting their own market share.
Consoles will drop in price for Christmas 2017 and for the first time go under $199 - embracing new markets. But those new customers won't buy $60+ software, they will buy already discounted or used software - as we have seen in the past when that happens. Still the market will grow and reach its peak - and drop after that staring 2018.
We will see a new creative push from the III side. What is III? Triple Indie, from pro's who left AAA companies and going independent we will see a wave of really good titles created for lower budgets and selling enough to keep those new studios alive.
This means we see a remix of studios. Old ones go, new ones come - and in large numbers. We need to learn all those new studio names otherwise we lose track - so many will be there. All over the world.
Labels:
console,
f2p,
free to play,
Game Industry,
games industry,
mobile,
online,
PS4,
talk,
teut
2016/12/21
"In the next few years all games will be online" (Teut 2006)
When I said in 2006 "In the future all games will be online" I got criticized by a lot of senior devs still working on pure retail games. Today of course it seems obvious this is the case. Even triple AAA games designed to be "single player" have online modes, online accounts, post launch add ons via online, online trophies and more to ensure a higher engagement and online copy protection.
The primary reason why online works so well is you can update the game frequently and further retain your players and fans. This can be done in a way that your game virtually never dies. Many MMO's from the 90's are still alive and despite their ancient technology they are still being played.
So this isn't bad news here:
https://www.asheronscall.com/en/forums/showthread.php?73423-Asheron-s-Call
This is good news as it proves how long these games can live. Nearly two decades. Think about it. For a developer having such a title in your portfolio means you have a revenue stream which can take you through years which shake us up badly - like 2016 where many devs were being closed.
Games like Destiny will live until the console cycle ends. And that is a fps. RPG's of course were the first movers but most genres will or have already moved into the persistent universe.
The problem? If too many players are bound to their online games they won't buy as many games as before. So the industry need to rely on growth instead of reselling titles to existing player bases. But this only lasts so long - until they are overfed like it happens this year.
The lesson? You need to design your game to last. The rules you need to apply are hard to learn and to grasp but have been laid out decades ago by people like Raph Koster or Rich Vogel. Google them, read all their talks. They are well worth it.
And if you need help - ask me. I am consulting in this space since 10 years.
The primary reason why online works so well is you can update the game frequently and further retain your players and fans. This can be done in a way that your game virtually never dies. Many MMO's from the 90's are still alive and despite their ancient technology they are still being played.
So this isn't bad news here:
https://www.asheronscall.com/en/forums/showthread.php?73423-Asheron-s-Call
This is good news as it proves how long these games can live. Nearly two decades. Think about it. For a developer having such a title in your portfolio means you have a revenue stream which can take you through years which shake us up badly - like 2016 where many devs were being closed.
Games like Destiny will live until the console cycle ends. And that is a fps. RPG's of course were the first movers but most genres will or have already moved into the persistent universe.
The problem? If too many players are bound to their online games they won't buy as many games as before. So the industry need to rely on growth instead of reselling titles to existing player bases. But this only lasts so long - until they are overfed like it happens this year.
The lesson? You need to design your game to last. The rules you need to apply are hard to learn and to grasp but have been laid out decades ago by people like Raph Koster or Rich Vogel. Google them, read all their talks. They are well worth it.
And if you need help - ask me. I am consulting in this space since 10 years.
Labels:
free to play,
game design,
Game Industry,
games industry,
guildwars,
gw2,
MMO,
talk,
teut,
Ultima Online
2016/12/17
People hate Mario on iOS - do they?
Mario mobile is upon us, at least the iOS world. And check this out:
https://sensortower.com/ios/us/nintendo-co-ltd/app/super-mario-run/1145275343/#review-history?breakdown
The number of 1 star reviews is staggering. Of course most people are angry about the $9.99 paywall after the first world. So there are two reasons why:
1) The way they build in the paywall is not nice to consumers. f2p managed to find ways way better than this.
2) Users are trained now games are free. 95% of all revenue and sales are f2p games. And as I am telling in many of my talks: most mobile gamers are new to games, so the heck they know they need to pay $10 after three levels. f2p would at least allow you to have fun for free and enhance it by paying what you want, not what Nintendo wants.
Some interesting observations about Mario.
There are many f2p mechanics inside the game, like multiple currency, the way they unlock things etc. Paid apps usually do not have this.
So I think the game was planned at f2p and Nintendo pulled the plug late and removed f2p and implemented the paywall.
Huge mistake in terms of revenue, but hey, its Nintendo and their IP, they might have other plans.
The UI is really bad at places. Their friends list? Linking your game with accounts? Thats not how mobile games look like. In fact many of the bad UI habits are pure Nintendo Wii/WiiU/3DS adaptions. We even have the dreaded friend codes :/
There are better runners in the app store than Mario. But hey its Mario. Revenue wise it was a bad decision to remove f2p. The best selling runner Subway surfer does more revenue each year than Mario will do in a life time.
(Link with regards to@ ZhugeEX)
https://sensortower.com/ios/us/nintendo-co-ltd/app/super-mario-run/1145275343/#review-history?breakdown
The number of 1 star reviews is staggering. Of course most people are angry about the $9.99 paywall after the first world. So there are two reasons why:
1) The way they build in the paywall is not nice to consumers. f2p managed to find ways way better than this.
2) Users are trained now games are free. 95% of all revenue and sales are f2p games. And as I am telling in many of my talks: most mobile gamers are new to games, so the heck they know they need to pay $10 after three levels. f2p would at least allow you to have fun for free and enhance it by paying what you want, not what Nintendo wants.
Some interesting observations about Mario.
There are many f2p mechanics inside the game, like multiple currency, the way they unlock things etc. Paid apps usually do not have this.
So I think the game was planned at f2p and Nintendo pulled the plug late and removed f2p and implemented the paywall.
Huge mistake in terms of revenue, but hey, its Nintendo and their IP, they might have other plans.
The UI is really bad at places. Their friends list? Linking your game with accounts? Thats not how mobile games look like. In fact many of the bad UI habits are pure Nintendo Wii/WiiU/3DS adaptions. We even have the dreaded friend codes :/
There are better runners in the app store than Mario. But hey its Mario. Revenue wise it was a bad decision to remove f2p. The best selling runner Subway surfer does more revenue each year than Mario will do in a life time.
(Link with regards to
Labels:
app store,
Apple,
f2p,
free to play,
game design,
games industry,
ios,
iphone,
Mario,
Mario Run,
Nintendo
2016/07/17
WTF Niantic
So the servers of Pokemon Go are unstable.
The game crashes frequently.
The game loses it synch with the server often.
Bugs. Bugs.
Usually if companies release an online game and this happens they put a full stop on acquiring new users, even close down the registration and fix things first. As users are the most important thing you have. They are your customers.
Not so Niantic. Despite servers being overloaded they add country by country putting even more load on the servers - annoying most players.
I asked myself why. Niantic isn't stupid. So the only explanation I have is they want to increase the value of their company before users get bored with the game and numbers stabilize. To explain (easy model): a company's evaluation is usually based on yearly revenue times a multiplier, like 3. So if you do 100 million a year you are worth 300 million.
So Niantic adds countries to raise revenue so their evaluation gets higher and higher. I think there is someone negotiating with them to buy - and they release country by country to put pressure on them to close as otherwise they get more expensive over time. Nintendo surely is interested. Now they can afford it too - easily.
The game crashes frequently.
The game loses it synch with the server often.
Bugs. Bugs.
Usually if companies release an online game and this happens they put a full stop on acquiring new users, even close down the registration and fix things first. As users are the most important thing you have. They are your customers.
Not so Niantic. Despite servers being overloaded they add country by country putting even more load on the servers - annoying most players.
I asked myself why. Niantic isn't stupid. So the only explanation I have is they want to increase the value of their company before users get bored with the game and numbers stabilize. To explain (easy model): a company's evaluation is usually based on yearly revenue times a multiplier, like 3. So if you do 100 million a year you are worth 300 million.
So Niantic adds countries to raise revenue so their evaluation gets higher and higher. I think there is someone negotiating with them to buy - and they release country by country to put pressure on them to close as otherwise they get more expensive over time. Nintendo surely is interested. Now they can afford it too - easily.
2016/06/23
Why do people play Game of War
If you haven't played Game of War you should. It represents a genre which kickstarted f2p in Europe. Among the originators was OGame, Tribal Wars, Travian, Ikariam, Grepolis and more. They all follow the same principles invented by a game called Planetarion - which failed to monetize as f2p wasn't invented back then.
And believe me every single game I mentioned is better than Game of War. So why do people play it and why is it so successful?
Game of War violates pretty much any f2p fair play rules. When you log back in after some days absence you have to close sales pop ups like crazy. Generally this game tries to sell you something at every corner of the UI. And it gets on your nerves, it disturbs game play. It is bad.
But it makes tons of money.
Why? Several reasons.
It was a first mover. Game of War was one of the first games of that successful genre being on mobile in a pretty solid quality.
It is a whale hunting game. The conversion of the game is bad but the ones who pay do so in exorbitant value. From stats I know it is by far the game with the highest average spending per paying user (ARPPU). Note: the value shown in the link is average YEARLY spending. Note 2: Some games excluded like Puzzle & Dragons which features a higher but only in Japan. Lets stick to world wide.
It is attractive to new gamers who don't know better. Yes. This. This is the prime reason. You should know that most gamers on mobile are new to games. This is a fact. So when they play Gamer of War they simply do not know the better ones. The the competition is either copying the bad style of Age of War or isn't known to them due to less marketing spend.
And the operator of Game of War knows this and puts their marketing where the new gamers are: on TV. TV ads attract a lot of users who aren't experience much in games. And when they are attracted ti strategy games they might try Game of War. The bad things of the game like the push to sales and pop ups are just something they think is normal. They accept this. Experienced gamers wouldn't. But those are the minority compared to the vast size of the mobile market.
There you have it. Game of War is successful as most of their players are new to games but fascinated by this successful genre. Competition is fierce. There are literally hundreds of these games in the App stores. And many of them are better. Some company make their living out of them like Kabam or Plarium.
The sad side story? German f2p publishers established f2p in Europe with this genre pre 2010 but lost the lead 60% market share (!) as they were too slow to move to mobile. Very sad.
And believe me every single game I mentioned is better than Game of War. So why do people play it and why is it so successful?
Game of War violates pretty much any f2p fair play rules. When you log back in after some days absence you have to close sales pop ups like crazy. Generally this game tries to sell you something at every corner of the UI. And it gets on your nerves, it disturbs game play. It is bad.
But it makes tons of money.
Why? Several reasons.
It was a first mover. Game of War was one of the first games of that successful genre being on mobile in a pretty solid quality.
It is a whale hunting game. The conversion of the game is bad but the ones who pay do so in exorbitant value. From stats I know it is by far the game with the highest average spending per paying user (ARPPU). Note: the value shown in the link is average YEARLY spending. Note 2: Some games excluded like Puzzle & Dragons which features a higher but only in Japan. Lets stick to world wide.
It is attractive to new gamers who don't know better. Yes. This. This is the prime reason. You should know that most gamers on mobile are new to games. This is a fact. So when they play Gamer of War they simply do not know the better ones. The the competition is either copying the bad style of Age of War or isn't known to them due to less marketing spend.
And the operator of Game of War knows this and puts their marketing where the new gamers are: on TV. TV ads attract a lot of users who aren't experience much in games. And when they are attracted ti strategy games they might try Game of War. The bad things of the game like the push to sales and pop ups are just something they think is normal. They accept this. Experienced gamers wouldn't. But those are the minority compared to the vast size of the mobile market.
There you have it. Game of War is successful as most of their players are new to games but fascinated by this successful genre. Competition is fierce. There are literally hundreds of these games in the App stores. And many of them are better. Some company make their living out of them like Kabam or Plarium.
The sad side story? German f2p publishers established f2p in Europe with this genre pre 2010 but lost the lead 60% market share (!) as they were too slow to move to mobile. Very sad.
Labels:
f2p,
free to play,
Game Industry,
games industry,
mobile,
teut
2016/06/10
I am wondering .. a f2p Masterclass a good idea?
I play with this idea since some time and wonder how large the interest would be. Assume I do a 2 (or 3?) day Masterclass in f2p design covering all topics from monetization, system design, KPI optimization, Event design etc.
Of course the content would differ from the workshop you can find on youtube. That one was rather basic, this one is a designers in depth thing.
Would that be something you would be interested in? I would book a conference room in a Hotel you can stay and negotiate special deals. The evenings would be spend to mingle and talk about our favorite topics. Timeframe would be sometime mid/end of July. Or maybe the weekend before Gamescom?
The goal of the workshop would be to give you the weapons to properly design f2p games or optimize yours.
If you are interested shoot me an email and how many people would like to attend and what special interests you would have regarding topics and way how the master class would work.
Contact: teut986@gmail.com
Of course the content would differ from the workshop you can find on youtube. That one was rather basic, this one is a designers in depth thing.
Would that be something you would be interested in? I would book a conference room in a Hotel you can stay and negotiate special deals. The evenings would be spend to mingle and talk about our favorite topics. Timeframe would be sometime mid/end of July. Or maybe the weekend before Gamescom?
The goal of the workshop would be to give you the weapons to properly design f2p games or optimize yours.
If you are interested shoot me an email and how many people would like to attend and what special interests you would have regarding topics and way how the master class would work.
Contact: teut986@gmail.com
Labels:
f2p,
free to play,
game design,
mobile,
monetization,
talk,
teut
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