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East Meets West
  Lessons from Japan
  Harry Holmwood
  CEO, Marvelous AQL Europe

Marvelous AQL Europe
Union House, Eridge Road, Tunbridge Wells, UK • phone: +44 (0) 1892 513407• fax: +44 (0) 1892 800050
info@maqleurope.com • www.maqleurope.com
2
East Meets West
 •   Who we are
 •   Why Japan is different from the west
 •   Why Japan is the same as the west
 •   Why we should care
 •   What we can do
3
4




“Little King's Story is a game of stunning breadth,
imagination and slickly implemented design, and filled with
an envious degree of heart and soul. 10/10. ” D-PAD
                                                              87
                                            metacritic        out of 100
5




“No More Heroes is a love letter to
                                                          83
videogames that never grows old, tired, or
dull. 93%. ” Nintendo Gamer                  metacritic   out of 100
6
7
8
9
Mobile Social Networks

 • Play games against people who want to play
   them
 • Not spamming your real-world friends
10
11
Different Game Genres
 • Dating Simulations
 • Idol Raising Games
 • Card Battlers
12
The Differences
 • Less history of PC/mouse
   • Phones primary way to access content
 • More powerful phones in early 2000s
   • Gaming on phones more advanced, earlier
   • Payment by phone culturally normal
 • Game-focused social networks
   • Play against strangers
 • Strong service culture
 • Different game genres
13
14
15
16
17
18
19
20
Some KPIs (approx)
 • Mature PC browser games in Japan
   • Over 2 years old
 • In excess of $200 ARPPU (per month)
 • Retention rates 70%+
21
Mobile Versions
 • Retention rates much lower (40-50%)
 • ARPPUs still strong ($150+)
22
23
Mechanics
•   Time gating
•   Collection
•   Upgrading /merging
•   Rarity
•   All seen in western games too
•   Flexibility in payment types
24
Mechanics Not Presentation
25
Gacha
26
KompuGacha
27
Improving GachaMonetization
 • Kompu Gacha delivered the best monetization
 • But it’s not allowed in Japan any more
   • Be careful, let’s avoid a backlash
 • Temporarily increase probability of rare items
   • Can deliver a 10* ARPPU increase/day
28




Team Battles
15% of users want to
spend money to help
them contribute to a
team or community
29
Retention
 • 7-day retention is early sign of
   success
   • (percentage of users logging in
     daily for 7 days)
 • Biggest titles have achieved 40%
   7-day-retention
 • Going on to generate 1bn Yen +
   ($12m+) revenue
30
Make it Fun
 • Retention is the most important KPI
 • But it’s also the hardest to fix
 • 150 new games each day
 • What did you do today to bring
   users back?
 • Were you the most interesting thing they saw
   on their phone?
31
Improving Retention
 •   Login bonus
 •   Achievements and rewards
 •   Team battles
 •   Regular events
 •   Give away rare item as tutorial is finished
 •   These will help, but won’t dramatically
     improve retention if people aren’t having fun
32
Think Long Term
• Some games take 8-10 months to
  get to peak performance
• Social games really are a service –
  your team will be on them forever
• Be patient
• Acquire users only when you’re
  ready
• Budget for all of this
• Or partner with someone
33



• The future is exciting but…
  • 2013 will be the hardest year the industry has
    ever had
  • User Acquisition model is broken, but you still
    have to do it
  • Development costs are rocketing
  • You need deep pockets to buy the time to
    succeed
• Long term partnerships are essential
34




Ask me now or…
harry@maqleurope.com
@hholmwood

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Social Gaming & Gambling Summit - London Harry Holmwood

  • 1. East Meets West Lessons from Japan Harry Holmwood CEO, Marvelous AQL Europe Marvelous AQL Europe Union House, Eridge Road, Tunbridge Wells, UK • phone: +44 (0) 1892 513407• fax: +44 (0) 1892 800050 info@maqleurope.com • www.maqleurope.com
  • 2. 2 East Meets West • Who we are • Why Japan is different from the west • Why Japan is the same as the west • Why we should care • What we can do
  • 3. 3
  • 4. 4 “Little King's Story is a game of stunning breadth, imagination and slickly implemented design, and filled with an envious degree of heart and soul. 10/10. ” D-PAD 87 metacritic out of 100
  • 5. 5 “No More Heroes is a love letter to 83 videogames that never grows old, tired, or dull. 93%. ” Nintendo Gamer metacritic out of 100
  • 6. 6
  • 7. 7
  • 8. 8
  • 9. 9 Mobile Social Networks • Play games against people who want to play them • Not spamming your real-world friends
  • 10. 10
  • 11. 11 Different Game Genres • Dating Simulations • Idol Raising Games • Card Battlers
  • 12. 12 The Differences • Less history of PC/mouse • Phones primary way to access content • More powerful phones in early 2000s • Gaming on phones more advanced, earlier • Payment by phone culturally normal • Game-focused social networks • Play against strangers • Strong service culture • Different game genres
  • 13. 13
  • 14. 14
  • 15. 15
  • 16. 16
  • 17. 17
  • 18. 18
  • 19. 19
  • 20. 20 Some KPIs (approx) • Mature PC browser games in Japan • Over 2 years old • In excess of $200 ARPPU (per month) • Retention rates 70%+
  • 21. 21 Mobile Versions • Retention rates much lower (40-50%) • ARPPUs still strong ($150+)
  • 22. 22
  • 23. 23 Mechanics • Time gating • Collection • Upgrading /merging • Rarity • All seen in western games too • Flexibility in payment types
  • 27. 27 Improving GachaMonetization • Kompu Gacha delivered the best monetization • But it’s not allowed in Japan any more • Be careful, let’s avoid a backlash • Temporarily increase probability of rare items • Can deliver a 10* ARPPU increase/day
  • 28. 28 Team Battles 15% of users want to spend money to help them contribute to a team or community
  • 29. 29 Retention • 7-day retention is early sign of success • (percentage of users logging in daily for 7 days) • Biggest titles have achieved 40% 7-day-retention • Going on to generate 1bn Yen + ($12m+) revenue
  • 30. 30 Make it Fun • Retention is the most important KPI • But it’s also the hardest to fix • 150 new games each day • What did you do today to bring users back? • Were you the most interesting thing they saw on their phone?
  • 31. 31 Improving Retention • Login bonus • Achievements and rewards • Team battles • Regular events • Give away rare item as tutorial is finished • These will help, but won’t dramatically improve retention if people aren’t having fun
  • 32. 32 Think Long Term • Some games take 8-10 months to get to peak performance • Social games really are a service – your team will be on them forever • Be patient • Acquire users only when you’re ready • Budget for all of this • Or partner with someone
  • 33. 33 • The future is exciting but… • 2013 will be the hardest year the industry has ever had • User Acquisition model is broken, but you still have to do it • Development costs are rocketing • You need deep pockets to buy the time to succeed • Long term partnerships are essential
  • 34. 34 Ask me now or… harry@maqleurope.com @hholmwood

Hinweis der Redaktion

  1. Some genres we are not used to seeing here, although we’re seeing successful examples with some of these.
  2. So, these are the differences. But actually we are converging to the same point – smartphones are replacing featurephones, we’re all ending up with Apple and Android devices. Japanese developers are using Unity to make their games, just like we are.The cultural differences? Well…
  3. Pachinko – first time I went to JP in 1996 it just made no sense. Noise, repetition, no skill.But – realise there was a gambling element, and it’s not so different from the rows of people I see sat in Vegas casinos feeding the slots.AND…