Game Monetization Summit: Making Games Work For You

Big Fish CEO Paul Thelen spoke at the Digital Game Monetization Summit in San Francisco and noted that his company is making money on a variety of casual games, ranging from free-to-play to $19.99 collector’s editions. He said that one of the keys to stay solvent is to reinvent your business constantly.

“Just because we made money doing this last year doesn’t mean we will make money doing this again next year,” he noted. “You need to match the game mechanic to the business model, and the monetization needs to match the business model of the game. If you have a game that has 6 to 8 hours of linear gameplay and when you finish it, you’re done, there are very limited ways you can monetize that game. What we’ve done is a simple transaction; you buy it, just like you would buy a book. It’s very hard to monetize a book with free-to-play.”

Big Fish will launch dozens of games over the next year, and notes that a big title for them only costs $500,000 to produce, can be ported to the iPad for about $20,000. “Now you have a half-million dollar game on a hyper growth platform, and that game has already returned a profit to the developer,” Thelen said.

“Supercell came from nowhere after a lot of mistakes, and they are now making $300 million on two games on iOS alone.” added Thelen, who noted that free-to-play games reach 1.2 billion PC users, an that 14 million gamers are visiting Big Fish each month.

While there’s success to be had in the mobile and F2P realms, Rumble Entertainment CEO Greg Richardson asserts the importance of core games. “If you look at what people successfully did on Facebook or the early days of mobile, a lot of it was about cheap user acquisition through the spammy virality that Facebook allowed for a while, or manipulations of the terms of service from Apple or Google on the mobile side. That’s gone away,” said Richardson. “Of the $50 billion that was spent worldwide last year on games, less than 10 percent was spent on casual content. These companies were really smart around analytics and monetization and very light in terms of product and content creation. I’m not sure any of those things are particularly sustainable. The future lies in going into the larger part of the market which is people that self-identify as gamers, and where the user acquisition and long-term value creation comes from making great games.”

In talking about stickiness, Hawken creator Mark Long, CEO of Meteor Entertainment, detailed how they changed the beginning of their game. “In our closed beta exit survey, we saw a lot of players play one session and leave, and this concerned us,” said Long. “We came up with the idea of what we call Newbie Island; your first five sessions you’re only playing new players, so there’s a safe place for them to not get their asses handed to them and hopefully get the them to come back after that first session.”

On the subject of real-money gambling for online games, companies like Zynga will find themselves fighting with casino operators over reaching the next generation of gamblers. “They have to. The typical Vegas operator is concerned about their traditional customer base, which ranges between the ages of 50 and 75,” said George Zaloom, CEO of GoPlay. “They see the traditional social gamer as this young mom who’s sophisticated, who’s technology savvy, and likes to play games. If they can migrate that customer from being a free-to-play player and bring them into their real-money space, that’s a new way to save their business.”

Nick Bhardwaj, the VP of monetization for Natural Motion, described his work for CSR Racing and how they helped make in the number one racing app in 75 countries, bringing in $12 million in revenue during its first month. “I was in mobile advertising, I understood user acquisition, I understand all the price points, and the truth is, it’s a shitty industry,” Bhardwaj said. “It really is. The first harsh reality is: CPIs [Cost Per Install] are only going to go up. You think they’re high now? It’s going to be just like gas prices. Right now, average CPIs in the industry on the weekends are over $2, $3. There have been previous weekends where I’ve seen major players bid upwards of $10 per install. This will only go up for two reasons: new entrants, and cash influx from Asia. There are a lot of great companies in Asia who’ve been doing great games in Japan, China, and Korea, who now want entry into the U.S. Next you’re going to see the influx of real-money gambling apps. The LTVs [Life Time Value} of those customers are hundreds and hundreds of dollars, 10x, 20x higher than anything you see in even the greatest mobile games. I would assume by the end of Q2 next year you’re going to see average CPIs above $5.”

In the subject of ads in games, it’s accepted now that it doesn’t work in all titles, but it’s noted that Zynga and King.com will work to generate more revenue from the huge numbers of players. “I do think Zynga will soon start doing pre-roll ads for users who virally don’t invite a lot of new people,” said Greg Mills, VP of marketing for Goko. “If you look at the number of impressions that would generate, it would be huge. It’s going to start with the large companies that have a massive audience, then it will trickle down.”

Emily Greer, COO and co-founder of Kongregate, noted that with micro-transactions, permanent items generate more money than consumables. “The other thing that’s really important, besides big spenders, is commitment really matters,” Greer said. “We divide our player base on a game into four categories: Non-repeats, players who come into a game once and bail; repeats who play a game between 2 and 9 times; regulars who play between 10 and 49 times, and the committed players who play 50 or more times. For the top ten games, the 7 percent who are committed are 87 percent of the revenue.”

“When games have problems, they are either not getting players deep enough into the game or they don’t maximize what they can get from players,” said Greer.

Source: GamesIndustry International

Miami Connection Giveaway Bonanza!

Miami Connection has come something of a cult hit, it’s odd combination of ’80s rock and martial arts appealing to people in an ironic sense. Now, Wired and Alamo Drafthouse Films are offering a Miami Connection VHS Starter Kit that includes:

• VCR plus AV cables
• VHS copy of Miami Connection
• Three mystery ’80s action movies on VHS from the personal collection of Drafthouse Films’ Creative Director Evan Husney
• Blu-ray of Miami Connection
• Large Dragon Sound T-shirt
• 7-inch Dragon Sound vinyl soundtrack

To qualify for the giveaway, leave a comment at Wired describing your favorite ’80s action flick and why you love it. Deadline to enter is 12:01 a.m. Pacific on Dec. 18, 2012 and one randomly selected winner will be notified by e-mail or Twitter.

Enter at Wired.com.miami-connection-giveaway!

Street Fighter x Sanrio Controllers And Cases Revealed

To help celebrate the 25th anniversary of Street Fighter, Mad Catz partnered with Capcom and Sanrio to create an exclusive FightStick for the Xbox 360 Console. Also featuring the unique Street Fighter x Sanrio artwork is an Street Fighter x Sanrio Protective iPhone 5 Case and a Street Fighter x Sanrio Protective Case for iPad 2/3.

Source: Madcatz.com

Hawkeye Initiative Fights Against Crazy Superheroine Poses

Comic book heroines have long had issues with both real proportions and contortions, pushing both to the extremes of believability over the decades. That is being challenged by the Hawkeye Initiative, where many of the ridiculous stances of super-heroines are replaced by the bow-wielding Hawkeye doing the same thing.

“It started off as only a bit of fun and I had no idea that it would blow up the way it did,” said webcomic artist Noelle Stevenson who started the project. “I thought that it was a really interesting way to make people pay attention to the way that female superheroes were posed in comparison to male superheroes. But mostly it was just silly. It’s amazing that so many people were inspired to contribute!”

There are many supporters and complainers, but Stevenson remains unfazed by the complaints. “My favorite part is the people who are getting mad and freaking out about it, because we haven’t done anything but take the poses that were already drawn and replace them with a character that already exists, and the only difference is gender.”

Source: Wired.com

Hobbit Frame-Rate Seeing Negative Buzz

There’s a lot of hype leading up to the release of The Hobbit: An Unexpected Journey. However, much of the reaction to the decision to show the movie at 48 frames per second has been decidedly more mixed.

Fizziology says that 60 percent of the conversation on social media platforms about the 48 frames per second version of The Hobbit is negative. By contrast, 30 percent is neutral and only 10 percent is positive.

48 frames per second, defying an 80-year industry standard of 24 FPS, is by far the most common complaint about The Hobbit on social media, making up 45 percent of negative conversations.  The two-hour, 49-minute running time for The Hobbit is number two at 13 percent.

The critical reviews of the “high frame rate” version of The Hobbit have been mixed, with some liking the higher quality of the visuals and others saying that the HD television show look makes some sets look fake. There have also been unverified reports that the high frame rate version made some viewers at the New Zealand premiere nauseated.

Still only about 450 theaters out of 4,000-plus in the U.S. and Canada will have the 48 FPS version of The Hobbit. Most will show the film at the standard 24 frames per second, either in 2-D or 3-D.

Fizziology reports that nearly 40 percent of all sentiment surrounding The Hobbit online is positive, compared with just 7 percent that’s negative.  With “tracking” surveys also being strong, The Hobbit is expected to open to more than $100 million this weekend.

Source: LATimes.com

Google Search Topped By Whitney Houston, PSY And Jeremy Lin

Google released their 12th annual list of the top searched for items, also known as the zeitgeist report. The top trending search item was Whitney Houston, due to the tragic death of the famous pop singer.

“On our 2012 Zeitgeist website, you can explore the most popular and hottest trending search terms from around the world,” said Amit Singhal, SVP & Google Fellow. “This year’s site is our most global to date, with a total of 838 lists from 55 countries. We’ve also added a number of new features, including an interactive map that shows where and when some of the hottest terms spiked around the world, and a Google Zeitgeist Android app {link no longer active} coming out later today (with an iOS version coming soon too).”

Jeremy Lin became the top searched for sports figure and Austrian skydiver Felix Baumgartner’s epic free fall jump made him the #6 globally trending person of the year. PSY’s Gangnam Style landed the #1 spot in many countries and making his song the second most trending query of 2012 and the top YouTube video of all time.“People researched a breadth of other topics, too. Web users took a serious interest in threats to the open Internet, with proposals like SOPA and ACTA both finding their way to the top of many countries’ lists. The U.S. elections brought attention to the candidates and issues, not least the presidential campaigns’ most notorious political gaffes. And while it might not be surprising to see that tragic natural disasters like Hurricane Sandy ranked highly (#3 on the global trending list), it is reassuring to find searches like [donate to Sandy] spiking as well,” said Singhal. “We hope you enjoy exploring what people around the world were searching for in 2012. It’s quite a snapshot of what makes us human: a blend of guilty pleasures and higher pursuits.”Source: GoogleBlog.com

Humble THQ Bundle Raises Over $5 Million

The Humble THQ Bundle has concluded, selling a total of 885,285 bundles. The total amount raised from the bundle was over $5 million, or $5,097,376.36 to be exact.

The average price paid for the bundle of Red Faction: Armageddon, Darksiders, Metro 2033, Company of Heroes, Company of Heroes: Opposing Fronts, and Company of Heroes: Tales of Valor was $5.76. Those that paid over that amount received Warhammer 40,000: Dawn of War, Saints Row: The Third, Titan Quest and the Path to War DLC for Red Faction: Armageddon!

Source: HumbleBundle.com

Assassin’s Creed III Sells 7 Million Copies

Ubisoft revealed today that Assassin’s Creed III has sold over 7 million copies worldwide. In solo missions, gamers have played more than 82 centuries of gaming time, performing more than 3 billion in-game assassinations, while in multiplayer over 250 million assassinations have been performed in more than 5 billion multiplayer sessions.

“The reception for Assassin’s Creed III has been exceptional, and this success has positioned the game among the best sellers of the 2012 holiday season,” said Tony Key, senior vice president of sales and marketing, Ubisoft. “We knew we had something special on our hands when Assassin’s Creed III was launched, and we’re really excited and proud to see how much fans are enjoying the latest installment in the franchise.”

Ubisoft has been seeing great success at retail with its holiday slate recently. In the UK, Just Dance 4, Far Cry 3 and Assassin’s Creed III were all in the Chart-Track top 5 for the last week.

“We are delighted with the way these titles are performing in what has been a pretty tough year at retail,” Rob Cooper, U.K. managing director told GamesIndustry International. “This is a fantastic way to move into the all-important Christmas season and I’d like to close the year by thanking all our teams for their hard work in bringing these outstanding games to market.”

Valve Opens Steam Up To A Community Market

Valve has opened up the possibility of users buying and selling virtual goods with money from their Steam accounts, starting out with Team Fortress 2. Players will be able to list their items for up to $200, and Steam will take a 15 percent fee of any sale price.

“With over a half million trades made every week, the trading system has been very successful,” Valve’s Tony Paloma said in a statement. “Extending game economies beyond trades and giving players a way to turn gameplay into funds for new items and games is a key component for moving that success forward.”

Metro 2033 Free With Facebook ‘Like’

THQ launched a promotion today for their Metro Facebook page. Anyone who likes THQ’s Metro page will receive a free copy of Metro 2033.

This is a smart promotion to get people interested in playing Metro 2033 before the sequel Metro: Last Light releases in March 2013, not unlike how Borderlands was given out on PlayStation Plus before the release of Borderlands 2. By using Facebook, it will also inform interested users any updates on the Metro: Last Light, making it an invaluable marketing tool.

Source: Facebook.com  {link content no longer active}