top reasons why your mobile game will (likely) fail | chris olson, ethan einhorn
TRANSCRIPT
Top Reasons Your Mobile Game Will (Likely) Fail (and What to Do About It)
Chris Olson/Ethan EinhornEx-COO, SEGA Networks/Director of Marketing, Sidekick VR
Caveats/Assumptions
ME
YOU
We assume a “good” game is being made.
It is fun with enough production values to attract and sustain an audience.
For the purposes of this talk, “failure” equates to not being able to monetize robustly enough to justify significant UA spend.
Most of these items pertain to F2P, though certainly there is some application for any game.
State of the Market
YOU
23% of your players will abandon after one use.
Cost-per-install rates can be as high as $10-$12.(Gamasutra article)
85% of smartphone users’ time is spent in apps, but only 4-5 apps.
* Forrester Research
Stagnation has hit. Many Top Hits have been there for years.
Hits fall into only four genresCasino: 28Builder: 25Match 3/Puzzle: 19CCG/RPG :12Other: 16(based on 07/08/16 App Store Top Grossing Chart)
The 3 Most Common Mistakes
Not Listening to Players
No Updates
No Soft Launch
Cheer SilenceLoseWin Boo
1.No Soft Launch or
Player Testing
Who is the game made for? Test Assumptions
•Can be done easily via FB purchased ads.• Easy to do cheap
user/focus testing.• Test your UI, too!
Test UA
• Test marketing creative early. • Find Initial cohorts
for launch.
Test UA
You can’t afford not to test! Source: Chartboost
2.No Updates
Content is expensive
• Avoid the treadmill – you will never get ahead of it.• Don’t risk getting caught in
fixes and content, with no time for new features. • Budget enough to enable
ongoing support. Launch is just the beginning (especially for F2P).
3.Not Listening to Your Players
Trust community feedback and player analytics, not just your gut.• Do not assume that your
audience wants the same gaming experience that you do. • Do not treat players solely as
data points. • Be empathetic.
The 3 Most Common Problems
1. Retention is in the Gutter
• If you can’t solve this, you are doomed.•You can only expect
to increase in percentages, not orders of magnitude.
2. Nobody is Downloading the
Game
Featuring is meaning less and less
• Apple recently changed featuring cadence. • It’s good to look at
new OS features, see what you can integrate in a meaningful way.•Mega Brands help,
but…
3. Poor Monetization
Consider other avenues to make money
• Ads• Opt-in (show
the value).• Annuity-based
buying – and now subscriptions.
Try VR Development
• Great if your heart is really in premium gaming. •Mobile VR will be the most
common way for consumers to experience the new medium for the foreseeable future. • True enthusiast market, with
customers who are active fans of the category.
Always look on the Bright Side
Reasons for hope:• HUGE addressable
audience.• Top Grossing charts are
not impossible to crack.• Fallout Shelter• Pokemon GO
• Innovative/unknown creators can hit the jackpot.• Flappy Bird• Crossy Road
Case Study 1 – Sonic Dash Sonic Dash worked.• 200M+ downloads.
• Great example of Gameplay matching Brand Pillars.
• Profitable – based on Ads.• Provided network for cross-promotion.
Cons • Could have monetized better out of the
gate.• New characters are most popular =
limited content scope.
Case Study 2 – Rise of KnightsAttempt to culturalize highly successful title from Japan.Killed in soft launch.• Numbers weren’t backing
out.Attempt to leverage assets of Spiral Knights.• Still effectively a new IP
from a mobile-scale perspective.
Recap
1. The addressable audience is massive, but they are expensive and difficult to reach.
2. Be willing to kill projects that don’t work in soft launch.
3. Deeply understand your audience and their needs. Don’t assume that they want to play the same kind of game that you do.
Big Takeaway
If you haven’t already started in mobile F2P, you should probably start somewhere else.
Thanks!
Find Ethan:• [email protected]• @ethan_einhorn• www.gamingunicorn.com
Find Chris:• [email protected]