breaking old rulesa social games company codex - bitspiration, cracow 2012
DESCRIPTION
Breaking old rulesa social games company codex by Ziemowit Poniewierski, Can't Stop GamesTRANSCRIPT
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Ziemowit Poniewierski (COO at Can’t Stop Games)
Breaking old rulesa social games company codex
Bitspiration - Kraków 2012
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| Leading social games developer in Poland| 40+ employees| Operates since 2008| Social and mobile games| 3 released products| 3 projects in production
CAN’T STOP GAMES
All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
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| COO at Can’t Stop Games| 13 years of experience in game industry| Projects on various platforms (PC, Xbox, Xbox 360, browser, mobile)
Ziemowit Poniewierski
All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
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BREAKING OLD RULESA SOCIAL GAMES COMPANY CODEX
All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
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IS THERE A DIFFERENCE BETWEEN SOCIAL AND CONSOLE GAMES DEVELOPMENT
COMPANIES?
IF SO – WHAT DOES IT TAKE TO BE SUCCESSFUL SOCIAL GAMES COMPANY?
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| Facebook – 300 ml users play every month| 68% of them play daily| U.S. social gamers are 55% female | 2% - 5% users pay | 5$ - 10$ ARPPU| 1,5 – 3 bn $ gross revenue on Facebook
SOCIAL GAMES MARKET
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| Playfish acquired by EA – 300 mln USD| Playdom acquired by Disney – 760 mln USD| PopCap Games acquired by EA – 1,3 bn USD
SOCIAL GAMES MARKET
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Social Games Company
MYTHSSource: http://www.redbubble.com/people/patmonty/works/1020937-dense-fog
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| Production is cheap | Technology is not important
| Anybody can do it (Social games are not games) | Mindless cloning is sufficient
| Marketing is free – viral
MYTHS
Source: http://www.redbubble.com/people/patmonty/works/1020937-dense-fog
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| Production is cheap | Technology is not important
| Anybody can do it (Social games are not games) | Mindless cloning is sufficient
| Marketing is free – viral
MYTHS
Source: http://www.redbubble.com/people/patmonty/works/1020937-dense-fog
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YOU AIM FOR THE LEADING POSITION?
YOUR SOCIAL GAMES DEVELOPMENT COMPANY DEMANDS THE SAME
RESOURCES LIKE ANY OTHER PROFESSIONAL GAMES DEVELOPMENT STUDIO
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| Quality of talent| Creative skills| Management skills| Technology skills| Team size| Money
SIMILARITIES
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| Approach to product| Approach to client
DIFFERENCES
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EVERY SUCCESSFUL DEVELOPMENT COMPANY ANSWERS THE DEMANDS OF THE
MARKET IT OPERATES ON AND FOLLOWS THE RULES IT IMPOSES
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| Business model – one time purchase| Long time of development| Big risk| Demand for hi-tech products| Hardcore gamers| Hype is a part of the product
OLD RULES
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I CREATE AND YOU ADMIRE IT OR NOT
OLD RULES COMPANY
Source: http://ctdiamondguide.com/style-trends/what-looks-great-with-red-carpet-platinum-jewelry
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| Business model – freemium| Strong competition| User is a non-gamer| Service is more important than product| Numerous platforms and portals| Rapid expansion of mobiles
NEW RULES
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NEW RULES COMPANY
I CREATE, THEN OBSERVE WHAT YOU DO, THEN ADJUST FOR BETTER PERFORMANCE
Source: http://www.bobgolds.com/TerryMontlick/CheyenneMountain/CheyenneMountain.htm
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HOW NEW RULES DEFINE THE SOCIAL GAMES COMPANY?
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| Friction kills retention| Friction leads to monetization| Certain gameplays simply don’t monetize
FREEMIUM BUSINESS MODEL
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Source: http://www.film.queensu.ca/cj3b/factory/FactoryDesign.html
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| Thousands games equally accessible| High production values| Cloning is an industry standard
STRONG COMPETITION
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All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
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NEW AUDIENCE
All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
| User is a non-gamer| Old design tricks don’t work| Or they work against you| Routine vs Excitement – Routine wins
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| Stability is more important than creativity| 80% of expenses after release| Users demand quality and updates| Users demand attention; constantly| Communities – it pays
SERVICE OVER PRODUCT
All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
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All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
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All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
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| Forums and polls – biased data (very)| Users cannot verbalize their problems| Behavior is everything you should care
BEHAVIOR OVER DECLARATION
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All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
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MANY PLATFORMS
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All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
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| Market worth in 2011 - $8 bn| Expectations for 2014 - $11.4 bn| 50% revenues (iOS) from in-app purchases
[Source: DigitalBuzz, Mobile Games Statistics 2011]
MOBILE GROWS RAPIDLY
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MOBILE GROWS RAPIDLY
[Source: Flurry Analytics, May 2011]
All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
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MOBILE GROWS RAPIDLY
All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
| Simultaneous multi-platform development| Smart resource management (assets, talent)| Tools: Stage 3D, Unity, HTML5
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| Platform independent, synchronous games| Openess for global niche games| Expertise in advanced technologies (3D)
FUTURE
All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.
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SOCIAL AND MOBILE GAMING IS THE FASTEST GROWING BRANCH OF GAME
INDUSTRY
RUNNING A COMPANY THAT OPERATES ON THIS MARKET REQUIRE NOT ONLY FULL PROFESIONALIZM TODAY, BUT MORE
IMPORTANTLY - READINESS TO GROW, CHANGE AND ADAPT FAST
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Thank you for your attention
All rights reserved. 2012, Can’t Stop Games, Sp. z o.o.