Plague Inc. - How its business decisions infected the...
Transcript of Plague Inc. - How its business decisions infected the...
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Plague Inc. - How its business decisions infected the world
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James Vaughan CEO & Founder of Ndemic Creations
Developer of Plague Inc.
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I am here to share business insights from Plague Inc. with you
• Key business decisions • Impact of decisions • (Inspiration) • (The future)
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Plague Inc. is a game about infecting and killing everyone…
• Genre : Strategy / Simulation • Released: May 2012 (Oct 2012) • Platforms: iOS, Android • Price: $0.99 (free limited version on Google Play) • IAP: Unlock levels/content without winning • Developer: Ndemic Creations (me) + 3 freelancers • Budget: <$5,000 • Marketing spend: $0
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A pathogen is chosen
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The plague starts slowly
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The plague evolves and spreads
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The world reacts
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Governments try to slow the infection
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The entire world becomes infected
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The pathogen evolves to become deadlier
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Humanity is wiped out – you win (!)
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Plague Inc. has infected 0.143% of the world’s population
Plague Inc. was one of the most significant mobile success stories of 2012
0.143%
99.857%
*Chart not to scale…
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There are 8 reasons why Plague Inc. is successful
• Strong brand • Exploited niche • Engaged community • Localised • Ported • Updates • ‘Outside the app’ thinking • (‘Good’ game)
Downloads
Profit
Virality
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Strong branding countered a silent launch
• Silent Launch = Bad • 4 hours -> 3 days -> 1 week • Branding = name, icon, pitch
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An empty niche provided room to grow
• Intelligent/sophisticated strategy game
• No need to fight • Word of Mouth +10 • The ultimate viral game – ‘ha ha’
*
*actual size of niche not guaranteed
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Community engagement multiplied virality
• Smart online presence • 100% response • Help people share
– ‘Witty’ screenshots – 3rd party sites – Customised ‘status’
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Sharing ‘status’ messages really works
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Plague Inc. was inspired by other games
“[Plague Inc.] is unquestionably the better game. But it is also unquestionably a game that wouldn’t exist were it not for Pandemic.” Simon Parkin – Hookshotinc.com
“At first I resented Plague Inc. for being more successful than Pandemic 2.5. But after considering the situation dispassionately, my opinion on Plague Inc. changed: I now regard the situation as a learning opportunity” Dan Arc - CEO of Dark Realm Studios.
? As the developer of Pandemic 2, how do you view Plague Inc.?
• The game I wanted to play • An evolution of the genre
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May 2012
June July Aug Sept Oct Nov Dec Jan 2013
Feb March April
Localisation was a quick way to increase market and revenue
French, Italian, Spanish, Brazilian Portuguese (1.5) German (1.4) English (1.0)
Chinese, Japanese, Korean,
Russian (TBD)
• Heavily text driven game • Paid for itself in 1 day • English rev: 92% -> 80%
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Localisation had clear impact on downloads and revenue
German added
197 11 Average GermaniPhone paid chart rankings
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May 2012
June July Aug Sept Oct Nov Dec Jan 2013
Feb March April
Porting to Android significantly increased downloads and virality
Amazon App Store release Android launch iOS launch
PC, Mac, console (TBD)
• 3rd party handled porting • Redesigned monetisation
strategy • Benefits > challenges
Won’t pay
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The Android launch had a major impact on iOS
Android
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Updates are vital to the life of the game
• The tail can be long • Players will pay for content • Tweaking is important
May 2012
June July Aug Sept Oct Nov Dec Jan 2013
Feb March April
1.0 1.1 1.2 1.3 1.4 1.5
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Update 1.3 stopped the usual trend
1.3
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Updates have a *crazy* impact on chart positions
May 2012
June July Aug Sept Oct Nov Dec Jan 2013
Feb March
1.3
1.4 1.5
Android
Average US iPhone paid chart rankings
32.9
9.2
29.6
14.7
11.1
1.0
Not to scale
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Updates have successively increased revenue
1.3 (Android)
1.5
1.4
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Thinking “outside the app” generates opportunities
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There is a lot more to do
• More localisation • More updates • More porting • Scale up studio
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[email protected] www.ndemiccreations.com
www.twitter.com/NdemicCreations
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