24

Balancing between eSports, pay2win and single player according to Mushroom Wars 2 experience

Embed Size (px)

Citation preview

eSports criterias we followed

Fair competitive multiplayer

Easy to learn and hard to master

Layers of gameplay

Spectacular to watch

Engaging for non-playing viewer

Business & Marketing challenges

Right F2P model for eSports kinda game

Dealing with wrong organic audience

Positioning game as eSports without saying “eSports”

Constant community engagement

Our initial plans for 2016 and real life

CBT

Winter

Steam

May

PS4

August

Mobile

November

but…

Apple Exclusive Offer

CBT

Winter

Steam OBT

August

iOS & tvOS

October’16

Steam

October’17

and…

Options that we had

Premium game = kinda suicide

Freemium game = old school stuff

free-2-play = not in our limited time

Subscriptions = well… who knows?

And what we did?Separated game in two parts:

Single player campaign with 4 episodesMultiplayer

Try and buy for CampaignMultiplayer is almost free but limitedPlay Campaign to unlock new heroes in MPSubscribe to have unlimited MPDiversificate players in the shop

$9.99 $3.99 each $2.49/m $19.99 $99

Our in-game shop

So what we’ve learned?Install base 1M+

1-day retention 47%

7-day retention 16%

Conversion rate 2,35%

Season Pack

Episode 1

Gold (1 year subs)

Royal

1 month subs.

REVENUE STRUCTURE

Day of first purchase

0.00%

10.00%

20.00%

30.00%

40.00%

50.00%

60.00%

70.00%

Multiplayer is great!

But eSports is even better!

0

20

40

60

80

Single-player Multiplayer

MW2 Life Time

Indies in eSports

*play.eslgaming.com

AAA77%

Indie13%

Mobile10%

60+ games

eSports opportunities

Viral boom and sales boom

Selling tons of additional content like skins

Earning on user generated content

Off-line merchandise and e.t.c.

Community Cups

ESports is not for 99,98% of players but only 0.02%

And here comes Episode 2

Multiplayer focus

Upgradable characters & MP shop

What changed?

Before After

1-day retention 47% 55%

7-day retention 16% 18%

Conversion rate 2,35% 3,8%

ARPU - +100%

Campaign57%

Multiplayer43%

Payments

Plans for Episode 3

Monetize casual players like casual players

Very slowly add value of MP in Campaign

Create synergy between MP and Campaign

Add Pay2Win to Multiplayer

Our hints

Cross-platform multiplayer is handy

Kinda eSports drives player involvement

Don’t be afraid of Pay2Win

Better be competitive multiplayer than trying to be an eSport. Players will do the rest.

eSports won’t bring you new players

Andrey Korotkovproducer at

Questions?