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Launching a free-to- play game: goals, strategies, and pitfalls Eric Benjamin Seufert June 9, 2015 Israeli Mobile Summit
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Launching a free-to-play game: goals, strategies and pitfalls - Eric Seufert, Rovio

Jul 31, 2015

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Page 1: Launching a free-to-play game: goals, strategies and pitfalls - Eric Seufert, Rovio

Launching a free-to-play game: goals, strategies, and pitfalls

Eric Benjamin SeufertJune 9, 2015

Israeli Mobile Summit

Page 2: Launching a free-to-play game: goals, strategies and pitfalls - Eric Seufert, Rovio

Why is it difficult to launch a Free-to-Play game in 2015?

Page 3: Launching a free-to-play game: goals, strategies and pitfalls - Eric Seufert, Rovio

Why is it difficult to launch a Free-to-Play game in 2015?

• Advertising costs are high

Page 4: Launching a free-to-play game: goals, strategies and pitfalls - Eric Seufert, Rovio

Why is it difficult to launch a Free-to-Play game in 2015?

• Advertising costs are high

Page 5: Launching a free-to-play game: goals, strategies and pitfalls - Eric Seufert, Rovio

Why is it difficult to launch a Free-to-Play game in 2015?

• Succeeding on the App Store is supposed to be hard

Page 6: Launching a free-to-play game: goals, strategies and pitfalls - Eric Seufert, Rovio

App Store Discovery is Not Broken

Page 7: Launching a free-to-play game: goals, strategies and pitfalls - Eric Seufert, Rovio

App Store Discovery is Not Broken

How do they make money?

Selling hardware Selling ads

Page 8: Launching a free-to-play game: goals, strategies and pitfalls - Eric Seufert, Rovio

What kind of apps help them make money?

Apps that showcase their hardware

Apps that collect lots of data

App Store Discovery is Not Broken

How do they make money?

Selling hardware Selling ads

Page 9: Launching a free-to-play game: goals, strategies and pitfalls - Eric Seufert, Rovio

What kind of apps help them make money?

Apps that showcase their hardware

Apps that collect lots of data

What’s the best way for apps to do that?

Build large, self-perpetuating user bases

Build large, self-perpetuating user bases

App Store Discovery is Not Broken

How do they make money?

Selling hardware Selling ads

Page 10: Launching a free-to-play game: goals, strategies and pitfalls - Eric Seufert, Rovio

App Store Discovery is Not Broken

January 2015:

1.43MM apps

1.21MM apps

Page 11: Launching a free-to-play game: goals, strategies and pitfalls - Eric Seufert, Rovio

App Store Discovery is Not Broken

Page 12: Launching a free-to-play game: goals, strategies and pitfalls - Eric Seufert, Rovio

App Store Discovery is Not Broken

Page 13: Launching a free-to-play game: goals, strategies and pitfalls - Eric Seufert, Rovio

App Store Discovery is Not Broken

How many apps can fit here?

Page 14: Launching a free-to-play game: goals, strategies and pitfalls - Eric Seufert, Rovio

Why is it hard to launch a Free-to-Play game in 2015?

• Succeeding on the App Store is supposed to be hard

• You’re using advertising to compete with established networks

Page 15: Launching a free-to-play game: goals, strategies and pitfalls - Eric Seufert, Rovio

Top Downloaded, iPhone / USJune 1, 2015

Page 16: Launching a free-to-play game: goals, strategies and pitfalls - Eric Seufert, Rovio

Top Downloaded, iPhone / USJune 1, 2015

*

*

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X

X

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*

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Existing, pre-mobile network; beneficiary of the “Great Unbundling”

Temporary viral / paid blip

Truly Viral phenomenon

(6)

(2)

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Page 17: Launching a free-to-play game: goals, strategies and pitfalls - Eric Seufert, Rovio

Advertising vs. Networks

• Advertising costs are going up…

Page 18: Launching a free-to-play game: goals, strategies and pitfalls - Eric Seufert, Rovio

Advertising vs. Networks

Page 19: Launching a free-to-play game: goals, strategies and pitfalls - Eric Seufert, Rovio

Advertising vs. Networks

• Advertising costs are going up……because the largest developers are monetizing their networks…

Page 20: Launching a free-to-play game: goals, strategies and pitfalls - Eric Seufert, Rovio

Advertising vs. Networks

Page 21: Launching a free-to-play game: goals, strategies and pitfalls - Eric Seufert, Rovio

Advertising vs. Networks

• Advertising costs are going up……because the largest developers are monetizing their networks……and retaining them within their portfolio via cross-promotion…

Page 22: Launching a free-to-play game: goals, strategies and pitfalls - Eric Seufert, Rovio

Advertising vs. Networks

Page 23: Launching a free-to-play game: goals, strategies and pitfalls - Eric Seufert, Rovio

Advertising vs. Networks

Page 24: Launching a free-to-play game: goals, strategies and pitfalls - Eric Seufert, Rovio

Advertising vs. Networks

Page 25: Launching a free-to-play game: goals, strategies and pitfalls - Eric Seufert, Rovio

Advertising vs. Networks

Page 26: Launching a free-to-play game: goals, strategies and pitfalls - Eric Seufert, Rovio

Advertising vs. Networks

• Advertising costs are going up……because the largest developers are monetizing their networks……and retaining them within their portfolio via cross-promotion…• With a single title, you’re not competing with

large developers on the basis of LTV > CPI (game quality), you’re competing on the basis of network size. You lose.

Page 27: Launching a free-to-play game: goals, strategies and pitfalls - Eric Seufert, Rovio

Product Marketing for F2P Games

Page 28: Launching a free-to-play game: goals, strategies and pitfalls - Eric Seufert, Rovio

Product Marketing for F2P Games

Old Greenlight Questions:

Page 29: Launching a free-to-play game: goals, strategies and pitfalls - Eric Seufert, Rovio

Product Marketing for F2P Games

Old Greenlight Questions:• “What’s a good LTV for this game?”

Page 30: Launching a free-to-play game: goals, strategies and pitfalls - Eric Seufert, Rovio

Product Marketing for F2P Games

Old Greenlight Questions:• “What’s a good LTV for this game?”• “What kind of CPIs will I pay for this game?”

Page 31: Launching a free-to-play game: goals, strategies and pitfalls - Eric Seufert, Rovio

Product Marketing for F2P Games

Old Greenlight Questions:• “What’s a good LTV for this game?”• “What kind of CPIs will I pay for this game?”• “What’s a good Day 1 / 7 / 30 retention for

this game?”

Page 32: Launching a free-to-play game: goals, strategies and pitfalls - Eric Seufert, Rovio

Product Marketing for F2P Games

Old Greenlight Questions:• “What’s a good LTV for this game?”• “What kind of CPIs will I pay for this game?”• “What’s a good Day 1 / 7 / 30 retention for

this game?”• “What’s a good ARPDAU for this game?”

Page 33: Launching a free-to-play game: goals, strategies and pitfalls - Eric Seufert, Rovio

Product Marketing for F2P Games

• F2P market stratified into a multi-segment model based on marketing tactics

Page 34: Launching a free-to-play game: goals, strategies and pitfalls - Eric Seufert, Rovio

Unpaid Growth Paid Growth

No

Bala

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Shee

t Re

quire

men

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lanc

e Sh

eet

Requ

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ent

F2P Product Marketing Strategy Segments

Page 35: Launching a free-to-play game: goals, strategies and pitfalls - Eric Seufert, Rovio

Unpaid Growth Paid Growth

No

Bala

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t Re

quire

men

tBa

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Which games have been successful?

?

Page 36: Launching a free-to-play game: goals, strategies and pitfalls - Eric Seufert, Rovio

Unpaid Growth Paid Growth

No

Bala

nce

Shee

t Re

quire

men

tBa

lanc

e Sh

eet

Requ

irem

ent

“Gimmick” Games

Fast-follow Clones

IP Co-brands

Second-screen Extension

Full F2P Economy Games

Lightweight graphics-driven experiments

Which games have been successful?

?

Page 37: Launching a free-to-play game: goals, strategies and pitfalls - Eric Seufert, Rovio

Product Marketing for F2P Games

• F2P market stratified into a multi-segment model based on marketing tactics

• “LTV > CPI” questions are only relevant if…

Page 38: Launching a free-to-play game: goals, strategies and pitfalls - Eric Seufert, Rovio

Product Marketing for F2P Games

• F2P market stratified into a multi-segment model based on marketing tactics

• “LTV > CPI” questions are only relevant if…– Your game can only succeed via paid growth (even

if there’s a virality component that reduces acquisition costs!)

Page 39: Launching a free-to-play game: goals, strategies and pitfalls - Eric Seufert, Rovio

Product Marketing for F2P Games

• F2P market stratified into a multi-segment model based on marketing tactics

• “LTV > CPI” questions are only relevant if…– Your game can only succeed via paid growth (even

if there’s a virality component that reduces acquisition costs!)

– You have money!

Page 40: Launching a free-to-play game: goals, strategies and pitfalls - Eric Seufert, Rovio

Two Mistakes

Page 41: Launching a free-to-play game: goals, strategies and pitfalls - Eric Seufert, Rovio

Two Mistakes

• Don’t be fooled by VC-funded start-ups with games in the Top Right quadrant

Page 42: Launching a free-to-play game: goals, strategies and pitfalls - Eric Seufert, Rovio

Two Mistakes

• Don’t be fooled by VC-funded start-ups with games in the Top Right quadrant– They may have actually lost money!

Page 43: Launching a free-to-play game: goals, strategies and pitfalls - Eric Seufert, Rovio

Two Mistakes

• Don’t be fooled by VC-funded start-ups with game in the Top Right quadrant– They may have actually lost money!

• Don’t think that “viral games” don’t spend money on UA

Page 44: Launching a free-to-play game: goals, strategies and pitfalls - Eric Seufert, Rovio

Two Mistakes

• Don’t be fooled by VC-funded start-ups with game in the Top Right quadrant– They may have actually lost money!

• Don’t think that “viral games” don’t spend money on UA– Often UA is at the heart of their growth models!

Page 45: Launching a free-to-play game: goals, strategies and pitfalls - Eric Seufert, Rovio

Product Marketing for F2P Games

Greenlight Questions for the Other Strategies:

Page 46: Launching a free-to-play game: goals, strategies and pitfalls - Eric Seufert, Rovio

Product Marketing for F2P Games

Greenlight Questions for the Other Strategies:• “Does this game have a large potential Total

Addressable Market?”

Page 47: Launching a free-to-play game: goals, strategies and pitfalls - Eric Seufert, Rovio

Product Marketing for F2P Games

Greenlight Questions for the Other Strategies:• “Does this game have a large potential Total

Addressable Market?”• “Can I partner with someone to reach that

market? Who?”

Page 48: Launching a free-to-play game: goals, strategies and pitfalls - Eric Seufert, Rovio

Product Marketing for F2P Games

Greenlight Questions for the Other Strategies:• “Does this game have a large potential Total

Addressable Market?”• “Can I partner with someone to reach that

market? Who?”• “Is this game unique enough to produce viral

growth?”

Page 49: Launching a free-to-play game: goals, strategies and pitfalls - Eric Seufert, Rovio

Product Marketing for F2P Games

Greenlight Questions for the Other Strategies:• “Does this game have a large potential Total

Addressable Market?”• “Can I partner with someone to reach that

market? Who?”• “Is this game unique enough to produce viral

growth?”• “Can the essence of the game be

communicated quickly and clearly?”

Page 50: Launching a free-to-play game: goals, strategies and pitfalls - Eric Seufert, Rovio

Thanks!

[email protected]@eric_seufert