big bucks for bits and bytes: a holistic approach to selling virtual goods

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BITS AND BYTES Big Bucks for A holistic approach to F2P monetization

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Post on 07-Jul-2015

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The Free to Play (Freemium) model has gained more and more widespread acceptance in the marketplace during the course of last years. Now even retail developers and publishers are trying to get into the market and a lot of "classical" game designers are trying to figure out how (or what) to best sell virtual products, be they items, unlockable content or comfort features. Naturally most designers approach this challenge by taking a look at the traditional domain of game design: The features. This usually ends with them directly focusing on the design of the virtual goods themselves. This talk presents a more holistic alternative by looking at the entire chain of events and actions that a user undergoes on his way from player to payer. Through this lens it will point out some important factors that influence a game's monetization. Generate Awareness: The first step to selling a product is to have your users know of it. In the real world this is mostly done through ads, but advertisement for micropayments isn't something that's done yet. Instead there are other ways to show off virtual goods. This talk will present the attendees with ways to increase the in-game visibility of an item: Example methods for this are to highlight it's use through other players and to properly design your shop to affect a player's knowledge of your items. Generate Desirability: Once the player is aware of your product he needs to be motivated to buy it. Examining all the different elements that raise or hinder an item's valence, the lecture provides some insight into how to make your products more desirable. This will be done through examining different types of players and their wishes and presenting various categories of goods that speak to them. The talk also delves into the pricing of virtual items and give a set of tricks and techniques to further increase the perceived value of a virtual product. So in short, this lecture will give you a look at the entire player experience in regards to micropayments and tell you how you can shape it to the advantage of your game's virtual goods.

TRANSCRIPT

  • BITS AND BYTESBig Bucks forBITS AND BYTES

    A holistic approach to F2P monetization

  • OVERVIEWLecture

  • Speaker Details

    Martin NerurkarMartin Nerurkar

    Dipl.-Ing. Architecture

    Lead of Game Design

    Gameforge Productions

  • What to Expect

    Monetization in F2P GamesMonetization in F2P Games

    A few current approaches

    A look at the user experience

    A bag of tips and advice

  • Presentation Goals

    My goals are ToolboxMy goals are

    Designers: Ideas and approaches

    Companies: Increased revenue

    Users: Better experience

    Toolbox

  • MODELSCurrent

  • Lifetime Overview

    Visitor User Payer

  • Lifetime Overview

    Visitor User Payer

  • The Simple Approach

    User Payer

  • The Simple Approach

    User PayerProduct

  • USER STORYWorst Case

  • Game Login

  • Game Login

    Mary Johnson

  • Game Login

    Big Mick

  • Game Login

    ShadowBlade666

  • Holistic Model

    Extended approachExtended approach

    Be aware of entire process

    The steps every user goes through

    Make it as easy for players as possible

  • 5-Steps

    Aware-SaleDesireness Sale

    Ability

    Desire

    Under-standing

  • Why use this model?Why use this model?

    Small changes can have large effects

    Effects multiply with product design

    Can help reduce frustration for user

  • METHODSAdvice and

  • ?

  • Make product visible

    Player needs to be aware of existence

    Danger of being too intrusive

    Awareness

  • Awareness methods

    ShopShop

    Advertising

    Embedded products

    Other players

  • Shop

  • Mixing premium with non-premium

    Non-payer sees products

    Products are comparable

    Makes premium transparentMakes premium transparent

  • Increase visibility of shop

    Dont hide the option

    Lead player into it

    Highlight to attract attentionHighlight to attract attention

    +30%

  • Advertisment

  • Ads can be used in many locations

    Loading screen, launcher, website

    Can be obnoxious

    Can break immersionCan break immersion

  • Ad space needs to remain interesting

    Mix in regular game infos

    Refresh content frequently

    Can be personalized with special offersCan be personalized with special offers

  • Awareness recap:

    Advertising

    !

    Shop

  • ?

  • UnderstandingExplain product functionality

    Makes benefit to player clear

    Some items are more intuitive than others

  • Understanding methodsUnderstanding methods

    Tutorial

    Demo products

    Help text

  • Tutorial

  • Can explain complex context

    Requires significant work

    Useful for very desireable items

  • Demo Products

  • Is very effective

    Player is aware of existence

    Using item makes its value well understood

    High desire items can give a tasteHigh desire items can give a taste

  • But has some dangers

    Frustrating if used at the wrong time

    Annoying if special status was unclear

  • Understanding recap:

    Tutorial

    !

    Demo products

  • ?

  • DesireIncrease value of product

    Value only perceived

    Mostly based on functionality

    and artificial scarcityand artificial scarcity

  • Desire methods

    EventsEvents

    Price

    Virtual physicality (items)

    Duration

  • Events

    Christmas TreeChristmas Tree

  • Types of limitation

    Limited number

    Limited sale duration

    Limited availabilityLimited availability

  • Very effective

    Limited special/unique items

    Limited payment bonuses

    Limited ingame discountsLimited ingame discounts

  • Advantages of artificial scarcity

    Increased perceived value

    Reduced time for judgement

    Feeling of missing outFeeling of missing out

  • Pricing

  • Price is closely linked to value

    Free products are seen as worthless

    High prices create a feeling of quality

    High prices reduce availabiltyHigh prices reduce availabilty

  • Prices are relative

    Products are bargain only compared to others

    Keep in mind the prices of all products

    Look at the prices of your competitorsLook at the prices of your competitors

  • Adjusting prices later on is difficult

    Start with high prices (careful!)

    Test your prices as soon as possible

    Add new, better items and remove oldAdd new, better items and remove old

  • Desire recap:

    Events

    !

    Price

  • ?

  • AbilityEasy access to product

    Step 1: Payment

    Step 2: Shopping

    Relevant for first payersRelevant for first payers

  • Ability methodsAbility methods

    Payment Options

    Starting Bonus

    Shop Design

  • Payment Options

  • Provide variety

    Countries favor different methods

    Weigh options based on revenue

  • Starting Bonus

  • Starting coupon

    Not using coupon would be a loss

    Player sees payment system

  • Starting hard currency

    Player will take a look at products

    Wrong spending can be frustrating

  • Ability recap:

    Payment Options

    !

    Starting Bonus

  • TAKEAWAYLecture

  • Wrapup

    Five steps to

    Under-standing

    Aware-ness Desire SaleAbility

    Five steps to

    improve

    be more profitable

    create a smoother experience

  • ENDThe

  • Questions?Available for hire or contract

    Contact infoContact info

    [email protected]

    www.martin.nerurkar.de

    www.gamearch.com

    Graphics by