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Applying new business models to your game design

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'In China, they're giving games away for free. ... Barbie? Webkinz? Bella Sarah? Marvel? Other Business Models? Game design implications ... – PowerPoint PPT presentation

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Title: Applying new business models to your game design


1
Applying new business models to your game design
  • GDC Lyon 2007

2
Introduction
  • In China, theyre giving games away for free.
    People who benefit from the current model will
    need to embrace a new revenue model, or wait for
    others to disrupt.
  • John Riccitiello, EA CEO

3
The Plan
  • Business Models Overview
  • Designs Implications
  • Guild Wars and Exteel as examples
  • QA

4
Existing Business Models
  • Box sales
  • Subscription
  • Micro payment 
  • Advertising
  • Others?

5
Selling Boxes
  • Currently, most common Business Model

6
Selling Boxes
  • ? Selling content

7
Selling Boxes
  • Specificities
  • Direct access to the client for the customer
    (direct access to the game)

8
Selling Boxes
  • Specificities
  • Trading between customers (brand power)

9
Subscription
  • Online games predominant business model

10
Subscription
  • ? Provide a service to the users

11
Subscription
  • Specificities
  • Ties in the user for a period of time rather than
    one-off provider-customer traditional relationship

12
Subscription
  • Specificities
  • Excellent financial forecast capacity

13
Subscription
  • Specificities
  • Requires online recurring billing system

14
Subscription
  • Specificities
  • Enables CRM marketing potential

15
Micro payments
  • Micro payments enabling system

16
Micro payments
  • ? Small chunk of content or small chunks of
    access to a service

17
Micro payments
  • Specificities
  • No duration based commitment (most of the time)

18
Micro payments
  • Specificities
  • No big financial commitment

19
Micro payments
  • Specificities
  • Difficult to set-up (billing-wise)

20
Micro payments
  • Specificities
  • Excellent CRM potential

21
Micro payments
  • Specificities
  • Difficult financial forecast capacity (see later)

22
Advertising
  • Most different Business Model

23
Advertising
  • ? Sell player attention

24
Advertising
  • Specificities
  • Monetization of the user, regardless where he
    comes from (in theory, pirate versions could be
    calculated in the revenue)

25
Advertising
  • Specificities
  • Only model here where cash doesn't come from the
    user (and he should appreciate that)

26
Advertising
  • Specificities
  • Legally in a blur zone arguably the least mature
    Business Model

27
Advertising
  • Specificities
  • Definitely the most alien of the Business Models
    for the current typical industry set-up (sales
    team)

28
Examples
  • World of Warcraft
  • Box Subscription ( Micro payment)
  • Runescape
  • Subscription Advertising
  • Guild Wars
  • Box ( Micro payment)
  • Yohoho! Puzzle Pirates
  • Micro paymentOR
  • Subscription
  • The Elder Scrolls IV Oblivion (Xbox360)
  • Box Micro payment

29
Other Business Models?
  • Barbie?
  • Webkinz?
  • Bella Sarah?
  • Marvel?

30
Game design implications
31
Boxes   
  • Size doesnt matter

32
Boxes   
  • Direct access to the game

33
Boxes   
  • Expectation of content

34
Subscription   
  • Define yourself as a service - has to be provided

35
Subscription   
  • Regular payment Regular content

36
Subscription   
  • Level of content has to be impressive
  • and/or

37
Subscription   
  • Level of replayability has to be important
  • and/or

38
Subscription   
  • Game has to provide excellent user created
    content capacity

39
Subscription   
  • Beware of the divorce syndrome

40
Micro Payments
  • Define the content early design the Production
    pipeline around it

41
Micro Payments
  • Average Revenue Per User (ARPU) design definition

42
Micro Payments
  • Content definition
  • Free
  • Acquired through the game
  • Purchasable

43
Micro Payments
  • CRM / sales management (you are running a shop)

44
Micro Payments
  • Life cycle of a player and a player purchases
    defined in the design

45
Advertising
  • Nature of advertising
  • Sponsoring
  • In Game ads
  • Web ads

46
Advertising
  • Different implications content art pipeline
    level design

47
Advertising
  • Think how the emotions ties in the game
  • Victory good association by the brain
  • Stress, fear bad association in the brain

48
Guild Wars Examined
49
BM applied Guild Wars
  • Guild Wars core concept    Online RPG without
    Subscription

50
BM applied Guild Wars
  • All the design took into account the "No
    Subscription fee"
  • Technology and Gameplay

51
BM applied Guild Wars
  • MMORPG justify subscription because they have
    quite high recurring costs in bandwidth and
    servers. (yes - recurring!)

52
BM applied Guild Wars
  • GW designs
  • Instancing
  • Scaling server technology
  • Customer Support requirements
  • Expansion packs (excellent production pipeline)
  • Replayability
  • Focused game experience

53
Exteel Examined
54
Exteel and the micropayment
  • Robot Fighting Game
  • Client available for free and Micropayment

55
Exteel and the micropayment
  • Micro payment to get access to
  • Robot parts

56
Exteel and the micropayment
  • Micro payment to get access to
  • Weapons

57
Exteel and the micropayment
  • Micro payment to get access to
  • Repair / Recovering items (consumables)

58
QA
  • Questions anyone?
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