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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
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
Multiplayer is great!
But eSports is even better!
0
20
40
60
80
Single-player Multiplayer
MW2 Life Time
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.
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