top reasons why your mobile game will (likely) fail | chris olson, ethan einhorn

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Top Reasons Your Mobile Game Will (Likely) Fail (and What to Do About It) Chris Olson/Ethan Einhorn Ex-COO, SEGA Networks/Director of Marketing, Sidekick VR

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Page 1: Top Reasons Why Your Mobile Game Will (Likely) Fail | Chris Olson, Ethan Einhorn

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

Page 2: Top Reasons Why Your Mobile Game Will (Likely) Fail | Chris Olson, Ethan Einhorn

Caveats/Assumptions

ME

YOU

Page 3: Top Reasons Why Your Mobile Game Will (Likely) Fail | Chris Olson, Ethan Einhorn

We assume a “good” game is being made.

It is fun with enough production values to attract and sustain an audience.

Page 4: Top Reasons Why Your Mobile Game Will (Likely) Fail | Chris Olson, Ethan Einhorn

For the purposes of this talk, “failure” equates to not being able to monetize robustly enough to justify significant UA spend.

Page 5: Top Reasons Why Your Mobile Game Will (Likely) Fail | Chris Olson, Ethan Einhorn

Most of these items pertain to F2P, though certainly there is some application for any game.

Page 6: Top Reasons Why Your Mobile Game Will (Likely) Fail | Chris Olson, Ethan Einhorn

State of the Market

YOU

Page 8: Top Reasons Why Your Mobile Game Will (Likely) Fail | Chris Olson, Ethan Einhorn

85% of smartphone users’ time is spent in apps, but only 4-5 apps.

* Forrester Research

Page 9: Top Reasons Why Your Mobile Game Will (Likely) Fail | Chris Olson, Ethan Einhorn

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)

Page 10: Top Reasons Why Your Mobile Game Will (Likely) Fail | Chris Olson, Ethan Einhorn

The 3 Most Common Mistakes

Page 11: Top Reasons Why Your Mobile Game Will (Likely) Fail | Chris Olson, Ethan Einhorn

Not Listening to Players

No Updates

No Soft Launch

Cheer SilenceLoseWin Boo

Page 12: Top Reasons Why Your Mobile Game Will (Likely) Fail | Chris Olson, Ethan Einhorn

1.No Soft Launch or

Player Testing

Page 13: Top Reasons Why Your Mobile Game Will (Likely) Fail | Chris Olson, Ethan Einhorn

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!

Page 14: Top Reasons Why Your Mobile Game Will (Likely) Fail | Chris Olson, Ethan Einhorn
Page 15: Top Reasons Why Your Mobile Game Will (Likely) Fail | Chris Olson, Ethan Einhorn

Test UA

• Test marketing creative early. • Find Initial cohorts

for launch.

Page 16: Top Reasons Why Your Mobile Game Will (Likely) Fail | Chris Olson, Ethan Einhorn

Test UA

You can’t afford not to test! Source: Chartboost

Page 17: Top Reasons Why Your Mobile Game Will (Likely) Fail | Chris Olson, Ethan Einhorn

2.No Updates

Page 18: Top Reasons Why Your Mobile Game Will (Likely) Fail | Chris Olson, Ethan Einhorn

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).

Page 19: Top Reasons Why Your Mobile Game Will (Likely) Fail | Chris Olson, Ethan Einhorn

3.Not Listening to Your Players

Page 20: Top Reasons Why Your Mobile Game Will (Likely) Fail | Chris Olson, Ethan Einhorn

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.

Page 21: Top Reasons Why Your Mobile Game Will (Likely) Fail | Chris Olson, Ethan Einhorn
Page 22: Top Reasons Why Your Mobile Game Will (Likely) Fail | Chris Olson, Ethan Einhorn

The 3 Most Common Problems

Page 23: Top Reasons Why Your Mobile Game Will (Likely) Fail | Chris Olson, Ethan Einhorn

1. Retention is in the Gutter

Page 24: Top Reasons Why Your Mobile Game Will (Likely) Fail | Chris Olson, Ethan Einhorn

• If you can’t solve this, you are doomed.•You can only expect

to increase in percentages, not orders of magnitude.

Page 25: Top Reasons Why Your Mobile Game Will (Likely) Fail | Chris Olson, Ethan Einhorn
Page 26: Top Reasons Why Your Mobile Game Will (Likely) Fail | Chris Olson, Ethan Einhorn

2. Nobody is Downloading the

Game

Page 27: Top Reasons Why Your Mobile Game Will (Likely) Fail | Chris Olson, Ethan Einhorn

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…

Page 28: Top Reasons Why Your Mobile Game Will (Likely) Fail | Chris Olson, Ethan Einhorn

3. Poor Monetization

Page 29: Top Reasons Why Your Mobile Game Will (Likely) Fail | Chris Olson, Ethan Einhorn

Consider other avenues to make money

• Ads• Opt-in (show

the value).• Annuity-based

buying – and now subscriptions.

Page 30: Top Reasons Why Your Mobile Game Will (Likely) Fail | Chris Olson, Ethan Einhorn

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.

Page 31: Top Reasons Why Your Mobile Game Will (Likely) Fail | Chris Olson, Ethan Einhorn

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

Page 32: Top Reasons Why Your Mobile Game Will (Likely) Fail | Chris Olson, Ethan Einhorn

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.

Page 33: Top Reasons Why Your Mobile Game Will (Likely) Fail | Chris Olson, Ethan Einhorn

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.

Page 34: Top Reasons Why Your Mobile Game Will (Likely) Fail | Chris Olson, Ethan Einhorn

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.

Page 35: Top Reasons Why Your Mobile Game Will (Likely) Fail | Chris Olson, Ethan Einhorn

Big Takeaway

If you haven’t already started in mobile F2P, you should probably start somewhere else.

Page 36: Top Reasons Why Your Mobile Game Will (Likely) Fail | Chris Olson, Ethan Einhorn

Thanks!

Find Ethan:• [email protected]• @ethan_einhorn• www.gamingunicorn.com

Find Chris:• [email protected]