Increasing the chance of a commercial hit

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Increasing the chance of a commercial hit Paweł Weder CPO, Ganymede

description

Social casino games are one of the fastest growing markets ever. This market evolves so fast that changes, new trends and new products can be found on a daily basis. It is very hard to stand out in the crowd and, more importantly, make money with your product. This talk is about actual trends and opportunities (ideas) on how to raise your revenue, retain your customers, and increase your chances to have a hit.

Transcript of Increasing the chance of a commercial hit

Page 1: Increasing the chance of a commercial hit

Increasing  the  chance  of  a  commercial  hit  

Paweł  Weder  CPO,  Ganymede  

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Focused  on  synchronous  mul3player  games  for  most  of  our  existence  

Office in Kraków city center

Online gaming company

60+  people  and  growing  

Social  casino,  arcade  and  skill  games  

Online gaming company

About  Us  

Founded  10+  years  ago  

Office  in  Kraków  city  center  

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Social casino

Casual Multiplayer

•  Social casino

•  Casual multiplayer

•  Multiple platforms •  Web

•  Social networks

•  Mobile

Our  Products  

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To  have  a  Product  that  is  a  HIT    you  will  definitely  need:  

Experience   Funds  A  Vision   Motivated & Awesome Employees

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But  the  Key  to  having  a  Hit  Product  and  finally  making  money  with  it  is  your…  

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They  will  be  the  main  tool  for  making  Your  GAME  a  HIT  So  lets  focus  on  them  ☺  

USER!  

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Agenda  

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Keep  your  User  

Get  your  User  

Define  User  

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Define  User  

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Gender  

Country/  Language  

Age  

Lets  start  with  the  very  basics    What  do  you  know    about  them?!  

?  

?  ?  

?  Game  Preferences  

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Define  User  

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Family  situaHon  

Even  Religion!  

Ethnicity  

Depending  on  the  genre  you  are  developing  for    It  would  be  helpful    to  have:  

?  

?  ?  

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A  User  from  the  business  perspec3ve?  

Wealth  factor  

Available  PlaNorms  

How  “Social”  are  they?  

CompeHHon  awareness  

Define  User  

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Researching  your  users  will  allow  you    to  understand  what  their  expecta3ons  are  

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Acquiring  your  User  

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Acquiring  your  User  

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Paid  Acquisi3on  The  “simple”  soluHon  

   

The  CPU  (Cost  Per  User)    depends  on  plaNorm/  genre…    Is  it  really  that  “simple”?    

NO    

CPI  (Cost  Per  Install)  Low  ROI  =  High  Risk  

CPE  (Cost  Per  Engagement)  is  the  new  king!  The  acquired  user  is  much  more  expensive  but  the  conversion  rate  is  much  higher  

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Acquiring  your  User  

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X-­‐Sell        Tune  the  X-­‐Sell  capabili3es  for  your  products  that  work  best  together        •  X-­‐Sell  Systems    

Or  do  something  creaHve    

•  Create  Complimentary  products  

•  User  AcquisiHon  Games  

X-­‐Sell    works  great    when  it    

IS  RELEVANT    

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Organic    •  Is  basically  what  the  user  can  find  on  his  own  •  It  covers  Search  Engine  OpHmizaHon  (SEO)  and  Appstore  Search  

OpHmizaHon  (ASO)    

65%  Use  the  search    in  mobile  stores    (iTunes/Google  Play)  

Acquiring  your  User  

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Organic      

•  The  Applica3on  name  is  the  most  powerful  “Key  Word”  for  iTunes    

•  Google  Play  store  works  different!  The  descrip3on  will  be  used  as  a  “keyword  collec3on”  

   

Humans  need  to  see  what  they  are  buying!    Show  them  the  most  catchy  Icons,  Screens…  

Some  hints  how  to  op3mize  

Acquiring  your  User  

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Press  

External  Review  Sites  affect  SEO!  +  these  websites  work  as  an  awesome  promoHon  machine  

In  Google  Play  link-­‐building  works  best  –  so  get    your  App’s  links  on  every  possible  site!  

•  Find  as  much  coverage  as  possible!  •  The  sites  with  the  most  impact  are  generally  free…  •  …of  course  paid  Previews/Reviews  work  as  well  

Acquiring  your  User  

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Virality  

Virality  

+  Virality  

?  

%  

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Yes,  it  s3ll  works    (for  mobile  and  www)  

 Design  the  game  with  

Virality  in  mind!  

Acquiring  your  User  

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Virality  Everything  that  is  worth  “a  click”  

will  be  shared  

Share  Successes    •  Scores  •  New  Stages  •  Achievements  •  Level  Up’s  •  Mastered  GamePlay  elements  

Gamers  are  naturally  compeHHve  –  Lets  give  them  the  chance  to  show  what  they  have  achieved      *ROI  of  Virality  features  is  much  higher  than  buying  Users    

Acquiring  your  User  

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Make  User  “Fails”  also  work  for  you!  

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•  “Nega3ve”  shares  help  as  well!    

•  When  player  dies:    “Damn,  I  can’t  beat  this  game!”  

•  Asking  for  help    “Can  someone  help  me  with  this  puzzle?”  

Using  “Fails”  in  Viral  Marke3ng  is  as  powerful  as  posi3ve  one.  Forbidden  fruit  ohen  tastes  the  sweetest!  

?  ?  

?  !  

Virality  

Acquiring  your  User  

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Remember  that  nobody  likes  spam…    

Give  them  the  op3on  to  share  but  don’t  force  them!  

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Always  care  about  your  User  coming  back!  The  more  o>en  Users  return  the  greater  your  chances  that  they  will  pay  for  your  in  Game  Goods!  

“ ”

Keeping  your  User  

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Keeping  your  User  

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Make  the  Core  Loop  FUN    If  the  core  loop  is  not  fun  –  Virality  and  retenHon  tools  become  obsolete  

Reten3on  is  everything    If  they  don’t  stay  to  play,  they’ll  never  pay  

Gamers  need  to  feel  obligated  to  use  your  product  everyday!  

1!   2!  

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Design  Smart!  

Engagement  supports  all  parts  of  your  product!  Not  only  the  “GamePlay”  

Is  your  core  loop  engaging  and  addic3ve?    That  is  fine!    •  Think  about  making  your  “Menu”  Fun  as  well!  •  Depending  on  your  game  add:  •  Unlockables  •  Achievements  •  CollecHbles  •  Features  

•  Consider  even  Loss  of  Progression  if  User  is  gone  for  too  long!  

Keeping  your  User  

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Expanding  upon  your  core  game  loops  

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Example:    Auto  Daubing  Bingo  that  actually  plays  on  its  own  Engage  users  with  addi3onal  features:  •  Chat  •  Various  Social  features  

•  Sending  stuff  to  friends  •  CongratulaHon  mechanics  for  friends  wins  

•  Vote  Mechanics  •  CollecHng  Coins  •  Mini  Games  (Non  distracHve  minigames)    

•  Flip  the  coin  •  High  /  Low  

Depending  on  Collected  Data  –  Op3mize  this  features!    Don’t  be  afraid  of  removing  them  if  your  analyEcs  show  that  they  are  distracEng!    

Keeping  your  User  

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Focus  on  crea3ng  a  lifestyle  not  just  a  game  –    design  tools  to  do  this!  

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 For  example  –  an  Event  Calendar    •  FuncHonality  of  a  Calendar  is  well  known  

•  Events  can  be  added  automaHcally…  

•  …Or  beger  as  a  User  choice.  

•  Then  NoHfy  him/  her  about  the  event!  (mail/

sms/push  noHficaHons)  

User  WILL  become  emo3onally  connected  to  your  game!  The  same  way  you  think  about  a  doctor  appointment  

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May  2014  

Keeping  your  User  

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Design  Player  Economy  

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•  Integrate  beger  Affiliate  models  for  geing  good  quality  Users  in  your  Game  

•  Give  them  the  opHon  to  Create  Content  and  earn  with  it!  

•  CreaHng  Levels  •  CreaHng  and  Maintaining    

•  Clubs  •  Tournaments    •  etc.  

•  CreaHng  Youtube  Videos  as  Tutorials  etc.  

Make  your  customer  work  for  you!  

 Again:  Be  Smart  

Keeping  your  User  

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Create  to  Engage  

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•  Regular  Content  Updates  are  a  must  have  

•  Gamers  love  new  and  especially  free  stuff  

 

Content  announcements  are  not  treated  as  Spam  when  in  the  Newsleoer!  

Addi3onal  benefits  

•  Keep  the  agenHon  

•  Try  new  mechanics,  themes  &  styles  etc.  

•  Fresh  Stuff  makes  MarkeHng  Happy!      

Keeping  your  User  

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Mul3  Plaporm  is  one  of  THE  BEST  reten3on  tools  

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•  Not  every  one  has  a  tablet  or  a  smartphone!  

•  There  are  people  who  Love  to  play  the  same  game  at  work  then  in  the  bus  etc.  

•  Perfect  Example:  Candy  Crush  

•  Let  them  play  where  and  when  they  want  

Keeping  your  User  

Every  plaporm  should  be  used    as  a  different  Viral/  Reten3on  Tool!    •  Mobile                          Push  NoHficaHon  •  FB                            Posts/  NoHficaHons  •  Twiger                            Tweets  ☺  •  Etc.  

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Measure  the  Reten3on  in  your  game!  

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Keeping  your  User  

•  OpHmizing  your  DAU/MAU  &  D1/7/30  &  LTV  to  jusHfy  high  markeHng  spend  

2.  Collect  data  

1.  A/B  Test   4.  Redesign  

3.  Analyze  

repeat...  

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Iden3fy  &  Know    • Your  users  &  market  

• Your  KPIs  

Find  them  or  let  others  find  them  for  you  

Create  Tools  To  Keep  them!  

KEY  OBJECTIVES  

Care  about  your  User!  They  drive  your  Business  

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THANK  YOU  FOR YOUR ATTENTION

   

[email protected]