the art and science of game tuning and revenue - sean clark, big fish games

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Sean Clark, VP & EP, Triton Studios, Big Fish Games The Art & Science of Game Tuning and Revenue Mobile Game Summit, Madrid, 2017

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Page 1: The Art and Science of Game Tuning and Revenue - Sean Clark, Big Fish Games

Sean Clark, VP & EP, Triton Studios, Big Fish Games

The Art & Science of Game Tuning and Revenue

Mobile Game Summit, Madrid, 2017

Page 2: The Art and Science of Game Tuning and Revenue - Sean Clark, Big Fish Games

Who am I?

Introduction (Hello!)

o 27 Years making games

o Programmer, Designer, Producer, Studio Manager, Executive Producer

o LucasArts Entertainment

o Electronic Arts

o Playdom

o Big Fish Games

o Desktop, Web, Console, Social, Handheld, Mobile

o Many genres

Page 3: The Art and Science of Game Tuning and Revenue - Sean Clark, Big Fish Games

Mobile-focused F2P publisher

Big Fish Games

o Distributed over 2.5 billion games since its founding in 2002, focusing first on premium

o Transitioned to mobile free-to-play games:

o Gummy Drop!

o Dungeon Boss

o Big Fish Casino

o Fairway Solitaire

o Cooking Craze

o Currently looking to partner with developers on mid-core and casual free-to-play content!

[email protected]

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Page 4: The Art and Science of Game Tuning and Revenue - Sean Clark, Big Fish Games

Big Fish has been in Mobile Free-to-Play since 2012

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Page 5: The Art and Science of Game Tuning and Revenue - Sean Clark, Big Fish Games

o Step 1: Give the game away for free…

How to Make Money in F2P

Page 6: The Art and Science of Game Tuning and Revenue - Sean Clark, Big Fish Games

o Step 1: Give the game away for free…

o Step 2:

How to Make Money in F2P

Page 7: The Art and Science of Game Tuning and Revenue - Sean Clark, Big Fish Games

o Step 1: Give the game away for free…

o Step 2:

o Step 3: Profit!

How to Make Money in F2P

Page 8: The Art and Science of Game Tuning and Revenue - Sean Clark, Big Fish Games

Categories of Revenue

Multiple Potential Revenue Sources

IAP

Consumable

Non-Consumable

Subscription

Advertisements

Static

Video

Rewarded Ads

Interstitials

Offer Wall

Other

Rewarded Surveys

Incent Loops

Misc.

Page 9: The Art and Science of Game Tuning and Revenue - Sean Clark, Big Fish Games

Who pays for what?

Sources of Cash

Player

IAP

Advertiser

Ads

Other

Misc.

Page 10: The Art and Science of Game Tuning and Revenue - Sean Clark, Big Fish Games

Who pays for what?

Sources of Cash

Player

IAP

Non-Player

Ads

Surveys

Misc.

Page 11: The Art and Science of Game Tuning and Revenue - Sean Clark, Big Fish Games

Categories Compared

Sources of Cash

IAPLow Conversion

High Value Proposition

Increased Commitment

Good Implementation: Hard

AdsHigher Conversion –

Lower Barrier to Entry

Low to Very Low Value Proposition

Increased Engagement

Good Implementation: Easy

Page 12: The Art and Science of Game Tuning and Revenue - Sean Clark, Big Fish Games

Development Investment

o Ads are “easy”

o Drop in placements

Implementation Compared

Page 13: The Art and Science of Game Tuning and Revenue - Sean Clark, Big Fish Games

Development Investment

o Ads are “easy”

o Drop in placements

o IAPs are “hard”

o Depends on good game design and a

strong economy model

Implementation Compared

Page 14: The Art and Science of Game Tuning and Revenue - Sean Clark, Big Fish Games

A few of the considerations…

o Game Balance

o Difficulty, tuning, flow, etc.

o Economy Balance

o Sources, sinks, cost, value, etc.

o How to create aspirational goals that a

typical player would spend money to

achieve?

o What is a good value proposition that would

encourage typical players to spend?

Game Design Is Hard

Page 15: The Art and Science of Game Tuning and Revenue - Sean Clark, Big Fish Games

A few of the considerations…

o Game Balance

o Difficulty, tuning, flow, etc.

o Economy Balance

o Sources, sinks, cost, value, etc.

o How to create aspirational goals that a

typical player would spend money to

achieve?

o What is a good value proposition that would

encourage typical players to spend?

o What is a “typical” player?

Game Design Is Hard

Page 16: The Art and Science of Game Tuning and Revenue - Sean Clark, Big Fish Games

One word:

Leverage

So Why Bother with IAP?

Page 17: The Art and Science of Game Tuning and Revenue - Sean Clark, Big Fish Games

Every $1 in IAP purchases =

~300 Static Ads

Or

~55 Rewarded Videos

IAPs Are The Bigger Lever

Page 18: The Art and Science of Game Tuning and Revenue - Sean Clark, Big Fish Games

Every $1 in IAP purchases =

~300 Static Ads

Or

~55 Rewarded Videos

IAPs Are The Bigger Lever

A single purchase of the $4.99

IAP makes as much money as

1386 Static Ad Impressions

Or

277 Video Views (1 Hour)

Page 19: The Art and Science of Game Tuning and Revenue - Sean Clark, Big Fish Games

It Gets Even More Ridiculous

A single purchase of the $99.99 IAP

would require

~30,000 Static Ad Impressions

or

~5,600 Video Views

(> 15 hours of video)

to yield the same revenue.

IAPs Are The Bigger Lever

Page 20: The Art and Science of Game Tuning and Revenue - Sean Clark, Big Fish Games

A few of the considerations…

o Game Balance

o Difficulty, tuning, flow, etc.

o Economy Balance

o Sources, sinks, cost, value, etc.

o How to create aspirational goals that a

typical player would like to achieve?

o What is a good value proposition that would

encourage typical players to spend?

o What is a “typical” player?

Game Design Is Hard

Page 21: The Art and Science of Game Tuning and Revenue - Sean Clark, Big Fish Games

In Which A Bug Fix Breaks A Game

o A “mature” game

o In market > 2 years

o Very stable, predictable

Case Study

Page 22: The Art and Science of Game Tuning and Revenue - Sean Clark, Big Fish Games

In Which A Bug Fix Breaks A Game

o A “mature” game

o In market > 2 years

o Very stable, predictable

o Game in growth mode

o Revenue, DAU, MAU, ARPDAU all

increasing at a steady rate

o Highly investable game (UA)

Case Study

Page 23: The Art and Science of Game Tuning and Revenue - Sean Clark, Big Fish Games

In Which A Bug Fix Breaks A Game

o A “mature” game

o In market > 2 years

o Very stable, predictable

o Game in growth mode

o Revenue, DAU, MAU, ARPDAU all

increasing at a steady rate

o Highly investable game (UA)

o Suddenly…

Case Study

Page 24: The Art and Science of Game Tuning and Revenue - Sean Clark, Big Fish Games

In Which A Bug Fix Breaks A Game

Case Study

Gross Bookings

Page 25: The Art and Science of Game Tuning and Revenue - Sean Clark, Big Fish Games

In Which A Bug Fix Breaks A Game

Case Study

Gross Bookings

What happened?(obvious question)

Page 26: The Art and Science of Game Tuning and Revenue - Sean Clark, Big Fish Games

Not so obvious answer…

Case Study

Deep in the data, a smoking gun…

Related to a client release…

Found in the data…

Verified with a code diff…

A minor logic bug that was related to the core game mechanic had

been fixed.

But the game had been tuned with the bug in the logic.

Page 27: The Art and Science of Game Tuning and Revenue - Sean Clark, Big Fish Games

Moral of story

o A small design adjustment can have a

profound impact on the game’s economy,

player experience

o Small changes to the game design can have

very high impact on KPIs

o Could be the difference between

investable vs un-investable, growth vs

decline, hit vs also-ran

o Design and tuning matter

o As does world class data collection,

analysis, and cross-team collaboration

Case Study

Page 28: The Art and Science of Game Tuning and Revenue - Sean Clark, Big Fish Games

IAP Revenue IAP 10% Lift RV Revenue

IAP Revenue Vs Rewarded VideoA "typical" real world model

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6 RV

Real Example From A Real Game

Revenue Components

Page 29: The Art and Science of Game Tuning and Revenue - Sean Clark, Big Fish Games

Real Example with Modest 10% Lift in IAP

Revenue Components

IAP Revenue IAP 10% Lift RV Revenue

IAP Revenue Vs Rewarded VideoA "typical" real world model

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6 RV

Page 30: The Art and Science of Game Tuning and Revenue - Sean Clark, Big Fish Games

It’s Additive!

Revenue Components

IAP Revenue IAP 10% Lift RV Revenue

IAP Revenue Vs Rewarded VideoA "typical" real world model

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6 RV

+ = !

Page 31: The Art and Science of Game Tuning and Revenue - Sean Clark, Big Fish Games

When Done Right

o While there is more leverage with IAP, good

implementations of Ad sources can be

accretive.

o Done well, it is a meaningful piece of the

puzzle

o Poorly implemented Ad Units can hurt

revenue

Best of Both Worlds

Page 32: The Art and Science of Game Tuning and Revenue - Sean Clark, Big Fish Games

o IAPs are highest leverage, but require most

expertise

o An unhealthy game will not be saved by Ad

Revenue

o A healthy game can benefit from well

designed Ad Units

o Every game is unique and there is no “ideal”

recipe…

Summary

Page 33: The Art and Science of Game Tuning and Revenue - Sean Clark, Big Fish Games

Path To Success

A Great Publisher-Developer Relationship

o High level of collaboration between Developer and

Publisher

o Balanced use of insightful data, instinct,

experience, and user testing/research

o Publishing with Big Fish is not a transaction

o We don’t evaluate a developer on a specific game

– we ask ourselves whether we can make a hit

game together

o If the answer is yes…

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Page 34: The Art and Science of Game Tuning and Revenue - Sean Clark, Big Fish Games

How you can work with Big Fish?o Be a world-class developer

o Have Mid-Core or Casual content

o Be passionate about games

o Be willing to collaborate

o [email protected]

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