ogdc 2013 monetization experience
TRANSCRIPT
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Đỗ Văn Thành - Lead Game DesignerGame Studio North
MONETIZATION
EXPERIENCE
From Social to MMORPG
Hybrid
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Who are talking?
Game Designer
Lead Game Designer Product Manager
Lead Game Designer
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The two journeys…
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What I talk and talk not about…
How our games WORK How all games WORK
Real historical data of our running games
PR for us
Mental working of Game design
Game development process
Monetization theory & practice
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• Genre: Social Farming
• Platform: Zing Me
• Target Users: 13-16 years old
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Easy Come Easy Go
Easy Come Easy Go
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• Genre: Social -Farming – Fighting based
• Platform: Zing Me
• Target users: 13-16 years old
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• Idea: War fares are always good merchandises.
• Switching core gameplay from social to social - turn base - RPG.
• Monetization switch from decoration to Stats type (MMO Style).
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Events Short-Cut
VIP Items
PvE & PvP Features
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•Users love beautiful items but prefer stronger things.
•Users always want a short-cut.
•Users love-love-LOVE VIP items.
•Users (especially Vietnamese) love competition.
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MMO Part - Good
Paying Users
Social Part - Good NR
Users
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Less Money than
expected
High Churn Rate
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Flexible Selling Point
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Every Penny is valuable.
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VIP - Short Cuts
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Sell Simple & Elegant Stats
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•Triple the revenue by day
•ARPPU 3 times > myFish - 300K+
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•Flexible selling points
•Always have a short-cut
•Value money from tiny to very big Spenders
•Always selling stats, especially the permanent ones
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Summarize
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