{"id":107,"date":"2008-02-19T00:10:57","date_gmt":"2008-02-18T23:10:57","guid":{"rendered":"http:\/\/t-machine.org\/index.php\/2008\/02\/19\/gdc08-the-power-of-free-to-play-adrian-crook\/"},"modified":"2008-02-25T16:10:23","modified_gmt":"2008-02-25T15:10:23","slug":"gdc08-the-power-of-free-to-play-adrian-crook","status":"publish","type":"post","link":"http:\/\/new.t-machine.org\/index.php\/2008\/02\/19\/gdc08-the-power-of-free-to-play-adrian-crook\/","title":{"rendered":"GDC08: The power of Free to Play (Adrian Crook)"},"content":{"rendered":"<h4>Summary<\/h4>\n<p>EDIT: <a href=\"http:\/\/freetoplay.biz\/2008\/02\/24\/the-slidecast-from-my-f2p-gdc-presentation\/\">Slides + voiceover on Adrian&#8217;s site<\/a> now &#8211; freetoplay.biz<\/p>\n<p>A good introduction to people wanting to start paying attention to what&#8217;s been happening in MMO industry for the last 5 years. Didn&#8217;t delve into the recent changes in the last 1-2 years, more dwelling on the fact that the last 2 years have seen the cash-cows of the first wave of changes (F2P itself) delivering revenues that were no longer just &#8220;bestseller&#8221; status for a normal game, but were actually now much bigger even that that.<\/p>\n<p>So, for instance, apart from a brief outline of <a href=\"http:\/\/www.allfacebook.com\/2007\/06\/facebook-food-fight-find-friends-fast\/\">FoodFight<\/a>, there was no coverage of the way games have been colonising social networks, or where this seems to be heading next.<br \/>\n<!--more--><br \/>\nMy own commentary in [ square brackets ], any mistakes\/misunderstandings my own fault :).<\/p>\n<h4>Introduction \/ background<\/h4>\n<p>[Adam: I missed some of the start trying to find a seat in the massively over-crowded room]<\/p>\n<p>Fundamentally with F2P, you&#8217;re banking on the fact that increased player base size increases options for alternative monetizations.<\/p>\n<p>Top 15 or so MMO&#8217;s by number of players include only one pay-to-play MMO (WoW)<\/p>\n<p>91% of the online games that any given kid plays are f2p<\/p>\n<p>Virtual Item sales<br \/>\n &#8211; unlimited ARPU<br \/>\n &#8211; &#8230;<\/p>\n<p>[Adam: &#8230;and so it went on, no new information, but a decent 101 guide to low-end MMO monetization and F2P.<\/p>\n<p>Most of the talk at this point is just re-quoting statistics and information from the well-known players in the various branches of MMO industry (RPG, free RPG, merchandised\/branded retail webkinz, information sale\/food fight, etc) nothing you wouldn&#8217;t already know if you had come to the rountables and lectures at GDC, AGDC, etc over last few years. Decent catchup for  newcomers.]<\/p>\n<h4>Looking Forward<\/h4>\n<p> &#8211; respect the free players: it&#8217;s tempting to overlook the non-paying players, but they are critically important, they make the game feel like a whole world of people<\/p>\n<p> &#8211; Support integrated graphics: Nexxon claimed they&#8217;d lose 80% of their playerbase if their games required any retail purchased graphics card<\/p>\n<p> &#8211; Go browser-based or small download: even WoW is now using a streamed client<\/p>\n<p>[Adam: I feel that&#8217;s disingenuous: browser-based is at its heart a fundamentally different proposition from instant-play, e.g. because of the way it integrates into the Web 2.0 concept in a very different way; I&#8217;m pretty sure what he&#8217;s trying to say is the latter ONLY, i.e. &#8220;keep time-to-start-playing as low as possible&#8221;]<\/p>\n<p> &#8211; Support regional payment systems: <\/p>\n<p>[Adam: personally, I&#8217;d say just go to any of the main casual games conferences, and speak to the european publishers\/portals\/etc, there&#8217;s plenty of big companies who&#8217;ve been doing the multi-headed payment system game for a long time now.]<\/p>\n<p> &#8211; Provide short compulsion loops: what&#8217;s the incremental investment of time needed to levelup or satisfy some gameplay pleasure?<\/p>\n<p> &#8211; Defer user sign-up: Sherwood is a good example of minimal user-sign-up<\/p>\n<p>[Adam: I&#8217;ll write something up about this in more detail soon, as it&#8217;s an area I&#8217;ve long argued internally, and I feel there&#8217;s quite a lot to say that Adrian didn&#8217;t mention at all here]<\/p>\n<h4>Challenges<\/h4>\n<p> &#8211; virtual property<br \/>\n &#8211; slow broadband<br \/>\n &#8211; rising dev costs, as happened in the casual games industry, now with multi-million dollar production costs<br \/>\n &#8211; SL slowdown [Adam: actually, I think this is largely irrelevant &#8211; Adrian talks about money and confidence being affected, but IME no serious VC that knows enough of what it&#8217;s doing that it was going to stick around with this stuff longterm in the first place ever thought that SL&#8217;s success level was particularly relevant]<br \/>\n &#8211; secondary markets<br \/>\n &#8211; kids-only games: players stop playing F2P games when they stop being a teenager<\/p>\n<h4>Trends<\/h4>\n<p> &#8211; New platforms (software: Facebook, hardware: iPhone, etc): will be interesting to see how they get used<br \/>\n &#8211; Disappearance of walled-garden games: metaplace is a good example of where there are no walls making users play a particular game and stay loyal<br \/>\n[IMHO, this is a very dangerous direction to go in. Sure, a lot of people, especially the incumbents, need to explore it to ensure they don&#8217;t get left behind, but unlike general information (outside the games industry), where sharing is clearly fundamentally good, games are a different beast altogether, where it is FAR from obvious that games benefit from openness; Personally, I&#8217;d say the majority of evidence currently points the other way. So &#8230; openness may happen, but it may also disappear quite quickly too]<br \/>\n &#8211; Old NPD top sellers appearing as F2P games, e.g. Jagex\/Runescape talking recently about making games from 5 years ago, but doing them as downloadable in a browser now technology has moved on<br \/>\n[This seems a bit of a no-brainer, the publising industry has always been exploring and improving it&#8217;s capitalization on back-catalogue items, so I think the exploration of this stuff by incumbents now is nothing new]<\/p>\n<h4>Q: Does the pareto principle hold true here: 20% of your users provide 80% of your income?<\/h4>\n<p>Yes, I think that holds true across the spectrum of games, web, etc.<\/p>\n<h4>Q: What comes after free? Once everything&#8217;s free, online, everyone&#8217;s playing, what next?<\/h4>\n<p>The ability to share content between games, to move avatar investment to a different game<\/p>\n<p>Maybe *your* game would be what comes after&#8230;<\/p>\n<p>[Adam: The person asking the question was the guy behind PMOG]<\/p>\n<h4>Q: What are best practices for user-acquisition in free to play games?<\/h4>\n<p>Viral word-of-mouth stuff is really good.<\/p>\n<p>Miniclip.<\/p>\n<h4>Q: From a game-design POV what would be the best thing to do to increase percentage of monetized users?<\/h4>\n<p>Make it as frictionless as possible to put money into your world.<\/p>\n<p>[plus some fairly obvious ideas off the cuff]<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Summary EDIT: Slides + voiceover on Adrian&#8217;s site now &#8211; freetoplay.biz A good introduction to people wanting to start paying attention to what&#8217;s been happening in MMO industry for the last 5 years. Didn&#8217;t delve into the recent changes in the last 1-2 years, more dwelling on the fact that the last 2 years have [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[13,7,26,3],"tags":[],"_links":{"self":[{"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/posts\/107"}],"collection":[{"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/comments?post=107"}],"version-history":[{"count":0,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/posts\/107\/revisions"}],"wp:attachment":[{"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/media?parent=107"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/categories?post=107"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/tags?post=107"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}