transformice: from small flash game to 60 million players ММО

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The Story of Transformice : The 60 million players indie game Mélanie Christin - Atelier 801 [email protected] - @Melibellule

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The Story of Transformice :The 60 million players indie game

Mélanie Christin - Atelier 801

[email protected] - @Melibellule

Who are we?● Working for Ankama on

their major MMORPG

● We want to make a game on our own

First concept art● The concept comes from a real life experience

First prototype

Splasher art

Launching : May 1st 2010● Launching on a French video games forum >

● Instant success!

● SomethingAwful (Goons) forums find us

● English translation

All the video game websites pick it up!

Scaling up

● Our server melted under the demand, but we can’t afford more

● Ads!

● Donate button > didn’t work that much (3000€ in 2 years)

2010 : 11 000€ 47€/day

Founding our own studio!● We resign from Ankama one year later (April 2011)

● Playerbase doubles

● Translation in all languages: exotic country

distribution

2011 : From 150,000 to 300,000 visitors/day

● Ads perform REALLY well!

2011 : 103,000€ 280€/day + pre-loader: 55,000$

● Hiring our first employee!

But suddenly...

We got banned from Google Adsense.

… Oops.

Getting back on our feet● Google pays 60 days later > 13 500€ gone

● No way to contact Google

● We stop paying ourselves for 6 months

● Replacing with other ad networks

Until finally...We get unbanned in February 2012.

Why?

Shifting economic models● New ad banner doesn’t pay enough

● We don’t want to rely on ads anymore

We decide to go Free-to-Play

● Six months of development

● Choosing price points

● Re-drawing 200 items

… Success!● More than 250,000€ generated the first month, 1M€ by the end of 2012

● Hiring 8 new people and moving to bigger office

Tackling year 2013● We’ve seen too big, flirting with break-even

● Reactivating ad banners in November 2013

2014 : Getting better● We stop giving hats for free during events = better monetization

2014 : 929,025€ Benefit: 40,309€

2015: Steam!● Releasing on Steam on January the 30th

● New articles

● 1M downloads

● 800 000+ new accounts

● 100 000$ net

What Went Right● Physics

● Real Time Multiplayer

● Accessibility

● Localization

● Two-people Team

● Graphics

● Players’ Feedback

What Went Wrong● Two-people Team

● Read small characters

● Hiring too fast

● Disregard mobile

● Monetization… we had no idea what we were doing

… Thank you!

Mélanie Christin

[email protected]

@Melibellule