TO SELF-PUBLISH OR NOT TO SELF-PUBLISH?
AN INDIE SURVIVAL GUIDE TO SELF-PUBLISHING IN THE MOBILE F2P WORLD
David P. ChiuDC Games Consulting LLC
12+ years in games industry
Intel in Gaming Developer Relations & Business Development, US Gaming Marketing & Campaign Strategy
Head of Business Development and Developer Relations at Kongregate
Vice President of R2 Games USA
Worked on hit games such as Clicker Heroes, Politicats, Game of Thrones Ascent
Now at DC Games Consulting LLC
WHO AM I?
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COMPETITIVE LANDSCAPE IN MOBILE GAMES
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F2P is the dominant business model
Usually only 1-2 paid games in the iOS Top 150 Grossing
Incumbents tend to dominate the charts
MOBILE USER ACQUISITION IS EXPENSIVE
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Makes 3rd party publishing model
challenging
Revenue sharing makes UA difficult
Recoupable marketing developer
receives little revenue
Minor feature: 10k to 100k+ installs Medium feature: 100k-300k+ installs Major feature: 300k to 1M+ installs
***For F2P games, not paid
APP STORE FEATURES ARE INCREDIBLY POWERFUL
# of Apps 3.10M
Approx. # of apps each week ~9k
# of Games 780k
Approx. # of games each week ~3k
Promo slots of new games 16
BUT APP STORE FEATURES ARE HARD TO GET
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SELF-PUBLISH VS. PUBLISHER?
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Publishers can help by allowing you to focus on the game development while they handle publishing
Publishers can provide the following:
Marketing creatives (icon, screenshots, ads, videos, keywords and do A/B tests)
User acquisition
App store relations and featuring
PR and media outreach
F2P expertise and analytics
Customer service and community management
Functional QA Testing
Localization and localization QA
Development funding or royalty advances
Marketing guarantees
IP licensing
IS A PUBLISHER RIGHT FOR ME?
DC Games Consulting LLC
Evaluate the publisher:
Are goals and interests aligned?
Putting some skin behind the game?
Potential for long term partnership?
Track record of success?
Repeat deals with developers?
Who will be working on your game?
1st party and 3rd party games?
Audience and portfolio fit?
IS A PUBLISHER RIGHT FOR ME?
DC Games Consulting LLC
Evaluate your game and team:
Goals for the game and studio?
Does your team understand F2P?
Do you have the key talent for a F2P game dev and UA?
Do you have enough capital for dev and UA?
Do you plan on doing UA for your game?
SELF-PUBLISH?
DC Games Consulting LLC
SELF-PUBLISHING VS. PUBLISHER
Self-Publishing Publisher
Pros 100% net revenue and control Complements or augments your capabilities/ resources
Cons Need appropriate team/ resources Revenue share More chefs in the kitchen
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SELF-PUBLISHING BEST PRACTICES
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SOFT LAUNCH
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Choose soft launch countries and roll-out schedule
1. Southeast Asia (Philippines, Indonesia, etc) Cheap CPIs ($0.20-$1) can get large # of installs quickly Stability and compatibility testing Not for A/B testing or estimating metrics
2. Scandinavia (Sweden, Denmark, Finland, Norway, etc) Player resemble US/CA/AUS players Relatively lower CPI A/B test features A/B test marketing/ app store creatives
3. Canada, Australia and New Zealand Resemble US players the most Expensive CPIs
SOFT LAUNCH CHECKLIST
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A/B test and optimize in-game features and tutorial/ FTUE
Test in-game analytics and app attribution platforms
A/B test app store page and marketing creatives
Icon
App Name
Subtitle
Screenshots
Video(s)
Copy
Keywords
BEST PRACTICES FOR IMPROVING RETENTION
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IMPROVING RETENTION
Early retention:
Daily log-in rewards or monthly check-in calendar
Quests system
Mini-game or lucky wheel
Daily Events/ Challenges
Daily Limited Time Events
E.g. Everyday 6-7pm PDT Double XP Power Hour
IMPROVING RETENTION
Mid and Late Stage Retention:
Achievements with rewards
Multiplayer features (PvP, co-op, clans, clan battles, clan
perks, chat)
Leaderboards (single player, PvP, event-based)
Limited Time Events
Seasonal Events
Features and items specifically geared towards elder players
that are unlocked later on
BEST PRACTICES FOR IMPROVING MONETIZATION
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INCREASING MONETIZATION: SHOP UI
Have all items viewable in one screen without scrolling
Easier for comparing packages
Clearly call out bonuses for bigger packages
Call out Most Popular and Best Deal packages
Break up into categories or tabs if needed (heroes, armor, consumables, etc)
INCREASING BUYER CONVERSION AND ARPPU
Drive buyer conversion and spending with:
1. First time buyer packages
2. Additional bundles after the first purchase
3. Targeted offers based on player behavior
4. Time limited offers
5. Bundles for IAP events/holidays
6. Hard currency daily drips/ subscriptions
7. Purchasables specifically for elder players
Perform A/B tests to determine optimal pricing, timing, offers, etc.
MINIMIZE FRICTION INCREASE CONVERSION AND ARPPU
MONETIZATION: SHOP TUTORIAL
Seed players with some hard currency at the
beginning
Lead them to the shop
Guide them thru a free introductory purchase
Player gets a taste of the benefits of buying (like free
samples at Costco)
1) Hard currency unlocked 2) Show players where they can spend them
Almost a Hero
3) Introduce to shop with free introductory purchase
Almost a Hero
HARD CURRENCY SUBSCRIPTIONS/ DAILY DRIPS
Encourages daily login Helps increase retention Provide one-time
reward at purchase for some instant gratification
GAMIFYING THE BUYING EXPERIENCE
With a Chinese MMO-style Buyers VIP system Players earn points for spending within the game Which can unlock tiers with different rewards or perks Modelled after airlines, hotel and casino VIP systems
Risk: may make you look greedy and the game P2W This is more for games with deep, complex economies
NOTIFICATIONS
Dont ask to opt in at app launch
Ask later in the first or second session of the game and offer an incentive to do so Free chest every 4 hours Spin prize wheel every 4 hours
AD MONETIZATION
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Consider adding rewarded video to increase your LTV
Good for high retaining casual games with low monetization
Integrate mediation platform and multiple ad networks
Negotiate superior deal terms
AD MONETIZATION
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Integrate ads into gameplay (core loop or regularly repeating screen)
Prominent surfacing/ placements
Offer meaningful rewards
Incorporate ads into new content or/and limited timed events
Limit video pre-caching to minimize OTA data usage
Avoid long ads or ads that require users to pre-qualify
QUESTIONS?
DC Games Consulting LLC
David P. ChiuDC Games Consulting LLC
david.p.chiu@gmail.com