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26 WAYS TO MAKE MONEY FROM YOUR
GAME
IN 26 MINUTES!
Nicholas Lovell
GAMESbrief

14th November 2011
Nicholas Lovell, GAMESbrief
            • Author, How to Publish a Game,
              GAMESbrief Unplugged
            • Director, GAMESbrief
            • Clients include Atari, Channel 4,
              Channelflip, Firefly, IPC, nDreams,
              Rebellion and Square Enix
            • @nicholaslovell / @gamesbrief
Subscribe to the blog
AN ADMISSION
I should be promoting this:
26 IDEAS
1 Feed the funnel
o To build a successful games
  business, you must feed the
  funnel
o Potential customers arrive
  at the top. In the middle,
  you convert them to
  payers.
o At the bottom, they
  become long-term, high-
  spending customers.
2 ARM yourself
o A successful online game
  must Acquire users, Retain
  them (usually overlooked!),
  and Monetise them.
o All three aspects must be in
  harmony.
o You need all three to build
  a successful long-term
  business.
3 Make it free AND expensive
  PRICE
   Revenue opportunity


                                   Marketing opportunity



                                                   Demand
o Giving your content away for free is a marketing
  opportunity.
o You have to find your revenue opportunity.
o Draw customers along the curve by offering them
  things they truly value.
4 You’re making TV
o A film director can open his
  movie slowly. Punters have
  paid $10 and are unlikely to
  leave in the first 10 minutes.
o A TV director has, maybe,
  10 seconds to grab me or –
  zap! – I’m gone.
o Make TV, not film!
5 Tutorials don’t have to suck
o From the moment I start
  playing your game, my
  departure is only a click
  away.
o Someone who has spent
  $40 will put up with a dull
  tutorial. Free games don’t
  have that luxury!
o If your tutorial sucks, I’m out
  of here. Make it fun, lively
  and rewarding!
6 Acquisition lasts longer than you think
o The Acquisition process doesn’t end when I click
  “install”!
o 20 million people every month take a look at Cityville –
  and never return!
o You haven’t got a customer until they spend 20
  minutes playing. Make sure those first 20 minutes are
  your best stuff!
7 How hard can it be?
o You want people to
  share updates with their
  friends, so give them a
  good reason.
o Players won’t share a
  level-up, but they’ll share
  something that made
  them laugh.
o Frontierville made its
  status updates smutty.
  They got a 20% uplift in
  sharing.
8 Avoid the leaky bucket
o Acquiring customers is both
  hard and expensive.
o Once you get them, focus
  on retention to keep them.
o Don’t worry about getting
  new customers until you
  can satisfy the ones you’ve
  got!
9 Acquisition is fractal
o Think of ARM across your ecosystem, not just for a
  single game.
o One game might be great at viral acquisition, but
  rubbish at retention.
o Scotland’s T-Enterprise acquires customers by
  launching satirical games based on current affairs.
10 Time is of the essence
o Time is the main asset in
  most connected games,
  not currency
o Timed events mean players
  make an appointment to
  return to the game.
o Make this into the core of
  your retention strategy.
11 Open those loops
o Humans hate leaving
 started tasks unfinished.

o Ensure players always have
 multiple tasks underway.

o Harvesting, missions, quests,
 collections, training – the
 possibilities are endless.
12 Keep the loops open
o At all times, give your
  players lots to do.       00d:00h:03m
o Short term tasks keep       00d:00h:30m
  players engaged moment
  by moment.                    00d:03h:00m
o Longer term tasks drive          03d:00h:00m
  retention, bringing players
  back to the game several
  times a day or over weeks.
13 You’ve started so you’ll finish
o At all times, give your players lots to do.
o Short term tasks keep players engaged moment by
  moment.
o Longer term tasks drive retention, bringing players
  back to the game several times a day or over weeks.
14 The player will see you now
o Let me decide when I want to come back to your
  game.
o Offer a range of timed actions. Can I come back in 2
  hours, or am I away for a weekend, and need a 3-
  day action?
o Farmville’s crops allow me to promise to come back
  at a time of my own choosing.
15 Spare the rod
o If the game TOLD me to come back and I didn’t, a
  punishment feels unfair.
o If I promised to return and didn’t, a punishment feels
  harsh but fair.
o Punish for broken promises, not for failing to follow
  orders. (Your game shouldn’t be giving me orders
  anyway!)
16 The rule of 0-1-100
o Everyone can play for free
  – that’s $0.
o Make it really, really easy to
  spend $1.
o Make it possible for
  someone who really loves
  your game to spend $100
  per month.
17 Free means free
o It’s okay for people to play
  the game for free. It should
  be fun to play, for free,
  forever.
o A demo or trial is a totally
  different emotional
  experience to a game
  that’s free forever.
o You aren’t giving
  freeloaders your game
  demo. You’re giving them
  your game!
18 Free means free
o If you want me to buy
  prestige items, I need to
  know that others will see
  them!
o If you’re sitting at home on
  your own, do you wear
  your finest clothes – or slob
  out in jeans and T-shirt?
o Few people would buy a
  Ferrari if nobody was there
  to look at it!
19 Make it a no-brainer
o The first dollar I spend is the
  most valuable to you – it
  creates a buying
  behaviour.
o Tiny Tower lifts are a cheap
  “no-brainer” first purchase.
o Stronghold Kingdoms gives
  me ongoing bonuses in
  return for spending ANY
  money in the game.
20 Get to $100 the slow way
 o It’s easier for most people
   to spend $1 a hundred
   times than to spend $100
   once.
 o Create cheap items that
   players get into the habit of
   buying regularly.
 o Regular spenders of small
   amounts can be whales
   too!
21 Consumables for fun and profit
 o The ideal consumable item
   doesn’t affect gameplay
   massively, can be sold over
   and over, and costs
   nothing to make
 o Tower Bux. Pocket Frogs
   potions. Stronghold
   Kingdoms trading cards.
   Farmville unwithers.
 o Find something the
   consumer wants –
   repeatedly!
22 High rollers want to spend. Let ‘em
o How to get to $100 a month? One way is to sell
  something very expensive.
o Glu Mobile’s Gun Bros offers a gun for $500.
o Bigpoint Dark Orbit has a hugely expensive
  spaceship; EVE Online charges $70 for a monocle.
23 Be generous
 o Be happy to give things to
   your players for free.
 o Their goodwill and
   affection is your strongest
   asset.
 o Give away your best game
   content and embrace the
   freeloaders.
24 To the power of ten
25 Add friction
 o Game design is about
   taking friction out.
 o Freemium design is about
   adding friction.
 o GOOD freemium design is
   about finding a balance –
   just enough friction to
   encourage some players to
   pay, without ruining it for
   the rest of us.
26 Pre-register for the book
o http://www.gamesbrief.com/52-game-idea-bombs/
o THANK YOU FOR LISTENING
Thank you
nicholas@gamesbrief.com

    Follow my blog
  www.gamesbrief.com

     Buy my books

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Day1 1345 lovell_26_minutes

  • 1. 26 WAYS TO MAKE MONEY FROM YOUR GAME IN 26 MINUTES! Nicholas Lovell GAMESbrief 14th November 2011
  • 2. Nicholas Lovell, GAMESbrief • Author, How to Publish a Game, GAMESbrief Unplugged • Director, GAMESbrief • Clients include Atari, Channel 4, Channelflip, Firefly, IPC, nDreams, Rebellion and Square Enix • @nicholaslovell / @gamesbrief
  • 5. I should be promoting this:
  • 7. 1 Feed the funnel o To build a successful games business, you must feed the funnel o Potential customers arrive at the top. In the middle, you convert them to payers. o At the bottom, they become long-term, high- spending customers.
  • 8. 2 ARM yourself o A successful online game must Acquire users, Retain them (usually overlooked!), and Monetise them. o All three aspects must be in harmony. o You need all three to build a successful long-term business.
  • 9. 3 Make it free AND expensive PRICE Revenue opportunity Marketing opportunity Demand o Giving your content away for free is a marketing opportunity. o You have to find your revenue opportunity. o Draw customers along the curve by offering them things they truly value.
  • 10. 4 You’re making TV o A film director can open his movie slowly. Punters have paid $10 and are unlikely to leave in the first 10 minutes. o A TV director has, maybe, 10 seconds to grab me or – zap! – I’m gone. o Make TV, not film!
  • 11. 5 Tutorials don’t have to suck o From the moment I start playing your game, my departure is only a click away. o Someone who has spent $40 will put up with a dull tutorial. Free games don’t have that luxury! o If your tutorial sucks, I’m out of here. Make it fun, lively and rewarding!
  • 12. 6 Acquisition lasts longer than you think o The Acquisition process doesn’t end when I click “install”! o 20 million people every month take a look at Cityville – and never return! o You haven’t got a customer until they spend 20 minutes playing. Make sure those first 20 minutes are your best stuff!
  • 13. 7 How hard can it be? o You want people to share updates with their friends, so give them a good reason. o Players won’t share a level-up, but they’ll share something that made them laugh. o Frontierville made its status updates smutty. They got a 20% uplift in sharing.
  • 14. 8 Avoid the leaky bucket o Acquiring customers is both hard and expensive. o Once you get them, focus on retention to keep them. o Don’t worry about getting new customers until you can satisfy the ones you’ve got!
  • 15. 9 Acquisition is fractal o Think of ARM across your ecosystem, not just for a single game. o One game might be great at viral acquisition, but rubbish at retention. o Scotland’s T-Enterprise acquires customers by launching satirical games based on current affairs.
  • 16. 10 Time is of the essence o Time is the main asset in most connected games, not currency o Timed events mean players make an appointment to return to the game. o Make this into the core of your retention strategy.
  • 17. 11 Open those loops o Humans hate leaving started tasks unfinished. o Ensure players always have multiple tasks underway. o Harvesting, missions, quests, collections, training – the possibilities are endless.
  • 18. 12 Keep the loops open o At all times, give your players lots to do. 00d:00h:03m o Short term tasks keep 00d:00h:30m players engaged moment by moment. 00d:03h:00m o Longer term tasks drive 03d:00h:00m retention, bringing players back to the game several times a day or over weeks.
  • 19. 13 You’ve started so you’ll finish o At all times, give your players lots to do. o Short term tasks keep players engaged moment by moment. o Longer term tasks drive retention, bringing players back to the game several times a day or over weeks.
  • 20. 14 The player will see you now o Let me decide when I want to come back to your game. o Offer a range of timed actions. Can I come back in 2 hours, or am I away for a weekend, and need a 3- day action? o Farmville’s crops allow me to promise to come back at a time of my own choosing.
  • 21. 15 Spare the rod o If the game TOLD me to come back and I didn’t, a punishment feels unfair. o If I promised to return and didn’t, a punishment feels harsh but fair. o Punish for broken promises, not for failing to follow orders. (Your game shouldn’t be giving me orders anyway!)
  • 22. 16 The rule of 0-1-100 o Everyone can play for free – that’s $0. o Make it really, really easy to spend $1. o Make it possible for someone who really loves your game to spend $100 per month.
  • 23. 17 Free means free o It’s okay for people to play the game for free. It should be fun to play, for free, forever. o A demo or trial is a totally different emotional experience to a game that’s free forever. o You aren’t giving freeloaders your game demo. You’re giving them your game!
  • 24. 18 Free means free o If you want me to buy prestige items, I need to know that others will see them! o If you’re sitting at home on your own, do you wear your finest clothes – or slob out in jeans and T-shirt? o Few people would buy a Ferrari if nobody was there to look at it!
  • 25. 19 Make it a no-brainer o The first dollar I spend is the most valuable to you – it creates a buying behaviour. o Tiny Tower lifts are a cheap “no-brainer” first purchase. o Stronghold Kingdoms gives me ongoing bonuses in return for spending ANY money in the game.
  • 26. 20 Get to $100 the slow way o It’s easier for most people to spend $1 a hundred times than to spend $100 once. o Create cheap items that players get into the habit of buying regularly. o Regular spenders of small amounts can be whales too!
  • 27. 21 Consumables for fun and profit o The ideal consumable item doesn’t affect gameplay massively, can be sold over and over, and costs nothing to make o Tower Bux. Pocket Frogs potions. Stronghold Kingdoms trading cards. Farmville unwithers. o Find something the consumer wants – repeatedly!
  • 28. 22 High rollers want to spend. Let ‘em o How to get to $100 a month? One way is to sell something very expensive. o Glu Mobile’s Gun Bros offers a gun for $500. o Bigpoint Dark Orbit has a hugely expensive spaceship; EVE Online charges $70 for a monocle.
  • 29. 23 Be generous o Be happy to give things to your players for free. o Their goodwill and affection is your strongest asset. o Give away your best game content and embrace the freeloaders.
  • 30. 24 To the power of ten
  • 31. 25 Add friction o Game design is about taking friction out. o Freemium design is about adding friction. o GOOD freemium design is about finding a balance – just enough friction to encourage some players to pay, without ruining it for the rest of us.
  • 32. 26 Pre-register for the book o http://www.gamesbrief.com/52-game-idea-bombs/ o THANK YOU FOR LISTENING
  • 33. Thank you nicholas@gamesbrief.com Follow my blog www.gamesbrief.com Buy my books