Free to Play or go Paid? Mobile Game Business Decisions

A writer at Gamasutra decided to ask some mobile game developers about their business models for their respective games. Some of them chose to go free to play and others went the fully-paid route. Their responses to the questions provide some insight into their decisions. However, like most decisions it comes down to the kind of game you’re trying to make.

Here’s one of the many responses:

I still think a F2P puzzle is a lot harder to monetize than other F2P genres, mostly because the content is limited and requires a lot of level design.

Candy Crush is the best example of highly successful F2P puzzle. They have more than 250 levels and are still producing a lot of content and find new gameplay mechanics with every update to keep their current userbase. That’s a lot of content, 2x more than what Angry Birds has.

The other thing that’s hard in general with an F2P game is balance – to monetize you have to create gameplay mechanics which involve timers, and some developers will also play with frustration to push the player to buy bonuses or boosts.

Read more at Gamasutra.

To augment the information gleaned from the Gamasutra article I suggest reading about the challenges of marketing a game. It’s not what it used to be at all.

Overall, ZeptoLab says it will spend around $1 million launching “Cut the Rope: Time Travel,” which traces the adventures of the green monster Om Nom as he meets versions of himself in time periods like the Renaissance and the Middle Ages. On top of that sum, which includes the costs of animation, the company is counting on some free help by promoting the game inside its other titles.

It’s essentially to think about the business plan and the game design concurrently.



April 26th, 2013 by Adam

Mobile OS Alternatives

In preparation for my talk tomorrow night at the MDOT event, I looked at some mobile related notes I haven’t put on here related to alternative mobile operating systems (OS).

Apple and Google have corned the market on mobiles thanks to their early leap into it and the creation of the App Store. Their success came at the expense of previous mobile phone makers and inspired an entire new market of apps. In order to get into the mobile market to the extent they have is a near impossibility (for now) but that hasn’t stopped people from trying.

Tizen

First up there is Tizen which is yet another attempt at creating a fully open source mobile OS to compete against Android (which is less like open source every release) and Apple.

Tizen to me looks very developer focused and personally I don’t find it all that inspiring. Still, I hope that they get some traction so we can see some nifty innovations. They have some big industry players like Intel supporting them.

Tizen is an open source, standards-based software platform supported by leading mobile operators, device manufacturers, and silicon suppliers for multiple device categories, including smartphones, tablets, netbooks, in-vehicle infotainment devices, smart TVs, and more. Tizen offers an innovative operating system, applications, and a user experience that consumers can take from device to device.

Here’s a video going into some details around Tizen:

Jolla

Jolla is young company that has already created a new OS called Sailfish that I do find inspiring. They are taking a very design-centric approach to the OS and really thinking about what the user wants and what the user does.

Mashable recently covered Sailfish and they have a good summation of why Sailfish matters”

Sailfish is designed to acknowledge that most people use their phones for several things at once these days. The phone’s home screen can be filled with up to 9 concurrently running applications. (Contrast that with an iPhone, where, save for things like playing music, applications are paused when a user switches from one to another.) And they can all be controlled without even “opening” them. Rather, each “application cover— which is a large rectangle on the phone’s home screen — has its own interface.

Mashable also points out their strategy of breaking into the mobile market is to go into China first where the competition between carriers operates differently.

Here’s a presentation on their Sailfish OS, you’ll want to fast forward to like the 8 minute mark:



December 5th, 2012 by Adam

AR and Mobile Gaming at the Next Mobile Developers & Designers Of Toronto Event

The Mobile Experience Innovation Centre (MEIC) organizes regular events and I’ve been asked to present on mobile gaming at their next event. I’ve been to their events before and it’s a good combination of talks and networking. The augmented reality talk looks particularly interesting.

You can register for free on Eventbrite.

The Mobile Developers & Designers Of Toronto (MDOT) User Group is dedicated to helping nurture the skills and competencies of mobile developers and designers in Toronto.

MDOT gets mobile professionals together for two hours after work each month to talk tech and creative around mobile media content and platform development. The user group covers a wide range of topics and technologies



November 28th, 2012 by Adam

Mobile Publishers for Your Game (maybe)

Getting a game to market can be very challenging and one of the largest concerns is getting money to actually build a game. Traditionally, game developers would try to secure a publisher for a game they wanted to make and the publisher would front some cash to the developer. In the world of mobile gaming the business case for a publisher has diminished because developers can get to the market faster and easier for a whole variety of reasons that don’t be to repeated here.

The point is there are game developers that, for whatever reason, need some starting capital to get their game made. Unless they tap into savings or another financial source then a publisher could make a lot of sense.

If you do end up going for a publisher check to make sure that they are suitable for your game and that your game is equally suitable for them.

I’ve found a great list of mobile publishers thanks to a kind user at Quora, which I’ve copied below. More information and an informative discussion can be found at the thread on Quora.

www.ngmoco.com
www.ayopagames.com
www.pikpok.com
www.w3i.com / www.rechargestudios.com
www.6waves.com
www.tinyco.com
www.crowdstar.com
www.chillingo.com
www.bulkypix.com
www.bigfishgames.com
www.gamevil.com
www.miniclip.com
www.crescentmoongames.com
www.com2us.com



November 19th, 2012 by Adam

The Business of Mobile Gaming Summer 2012

Mobile games are growing both in popularity and in marketshare (yes those two things are separate) and it looks like that shows no signs of slowing down anytime soon.

The mobile gaming world is growing at such a quick rate that it’s killing Sony and Nintendo’s handheld market.

Richard Firminger, managing director of EMEA territories at metrics firm Flurry Analytics, told a GDC Europe audience today that revenue that is coming from the iOS and Android is killing off the handheld video game market, where dedicated portable game systems like Nintendo’s 3DS and Sony’s PlayStation Vita currently compete.

However, it’s worth noting that marketing is more important than ever in the new moblie gaming space, also from the article linked above:

Given the circumstances, an understanding of the target demographic is vital. Firminger explained issues like male and female spending habits (“Women are thrifty. Men binge.”) and how “generation X pays while generation Y plays.” According to Firminger, these are elements that should be taken into consideration when pursuing a new project.

This growth isn’t new or shocking, back in the spring it was found that free to play business models make sense:

  • Mobile gaming will represent a $7.5 billion worldwide market by 2015E, tripling from $2.7 billion today.
  • Asia currently the largest market for mobile gaming, with revenues forecasted to total $3.2 billion by 2015E.
  • Freemium accounts for 55% of all mobile game revenues, compared to 6% ad revenue.
  • Between 3.5% and 10% of a mobile Free-to-Play game audience will convert to paying users.
  • Most users spend between $8 and $15 per month.

here’s the complete report:

Casual Games Sector Report: Mobile Gaming from SuperData

Similarly, here’s an infographic (when will these lose popularity?) on the mobile gaming business:

Click it to read it.

Click to enlarge

Click to enlarge

Infographic found here.

For me, the key fact is that 64% of mobile users play games daily – a higher percentage than social media, news and music.

To help gain a rudimentary understanding on what games are doing well and those that aren’t quite so successful I’ve found that App Annie is a good starting place. The site tracks both Android and iOS apps.



August 20th, 2012 by Adam
%d bloggers like this: