Mobile devices and social networks are now the dominant platforms for casual gaming. However, there are several important differences in the way players interact with them, influencing game design and business considerations. And while games that successfully address both platforms, such as PopCap’s Bejeweled Blitz, have emerged, cross-platform mobile/social convergence is still in its infancy and has the potential to dramatically change the games industry. This talk will provide an overview of the key differences between mobile and social games, touch on some lessons learned through the operations of Bejeweled Blitz, and paint a view of how cross-platform games could expand and redefine the boundaries of gaming.
How Mobile and Social Gaming are Driving Cross-platform Convergence
1. E Pluribus Unum: How Mobile and Social Gaming
are Driving Cross-platform Convergence
Giordano Bruno Contestabile, PopCap Games
July 24th, 2012
Twitter: @giordanobc
2. Some quick facts
Launched in late 2000
History: Bejeweled, Bejeweled 2,
Bejeweled Twist, Bejeweled Blitz,
Bejeweled 3
Key platforms: Facebook, iOS,
PC/Mac, XBox360, DS
Units sold: > 55 million
Installs: > 200 million
MAUs: > 25 million
Total users: 500 million+
7. My excuse: half of those people work at PopCap
• But so do I
It’s Better With Friends!
8. Cross-Platform: The Time Is Now
EA Internal
A huge, broad audience that plays everywhere
Connected, always-on, devices
Open and efficient platforms allowing for live operations
Freemium games allowing easy, risk-free access
Access to players’ social and interest graphs
10. One Very Long Minute
History of Bejeweled Blitz on Facebook & iOS
December 2008: Bejeweled Blitz launches on Facebook
November 2009: Blitz mode and FB Connect added to Bejeweled 2 iOS client
December 2011: Bejeweled Blitz iOS launched as a freemium title
3+ years from launch, still consistently popular:
• Facebook: top 10 games by DAU (3M+)
• iPhone: top 10 highest-grossing games
One of the first games to be fully integrated across FB and iOS
11. Not all mobile players want to be social
Approximately 20% of Blitz iOS
downloads have activated
Facebook Connect
FB Connect was required to unlock full features
Launched “Universal Mode” in June 2012
FB-connected users tend to spend more
12. iOS vs. Facebook
Key Metrics iOS (FB = 100)
Daily Active Users Weekly Average 48%
ARPU DARPU 229%
Engagement Games / day 100%
Retention 7-day retention 193%
Monetization % of paying users 205%
But iOS players have
multiple, shorter, sessions
13. What We Learned
On most metrics, iOS users are 2x higher than Facebook users
Contributing factors:
• “Always on, always with me” nature of mobile
• Efficient Apple ecosystem, in particular for purchasing / billing
• Push notifications are a great retention / re-engagement tool
Engagement patterns are completely different
• Bejeweled Blitz strongly suited to bite-sized gaming
14. How Are They Different?
Mobile Social
Usage Everywhere Home / Office
Session length Short (minutes) Longer
Interface Touch Mouse
Social Graph Optional Embedded
Discovery App Stores Virality
Updates Need approval At any time
Huge opportunities, but you still need to design,
develop and operate for each platform
16. Games Connected Across Platforms
…the present, rather than the future
Facebook and iOS, often Android
Same game experience across platforms
Optional FB connectivity on mobile
Asynchronous multiplayer dominates
17. Companion Gaming
Games on connected platforms developed around a AAA title
So far, limited influence on core game
Different types:
• Marketing tools
• Info companions
• Puzzles / minigames
• Vertical slices
• Stand-alone experiences
Will become more integrated, while still optional
18. Games Sharing a Back-End
Many platforms, many game styles, one common back-end
BACK-END
Resource Management
Puzzle / action
Asynchronous
Multiplayer
MMORPG
Strategy
20. Billions of players
Connected platforms
Global reach
Playing anywhere
4 screens: mobile, tablet, web, TV
New game genres
Player-specific gaming
Persistent worlds
Cross-platform will redefine gaming
A World Of Opportunities
We create games for everybody and a major insight early in our history was that customers want to play everywhere: shortly after the company’s founding we adapted our games for mobile platforms. Our business has rapidly evolved beyond the downloadable game market – a relatively small portion of our business today. Our games are increasingly an integral part of consumer’s lifestyles and as a result consumers want the ability to play everywhere.