2. Agenda
Success Story of <Candy Crush Saga>
What We Can Learn from <Candy Crush
Saga>
<The Unfinished Swan> From Student
Prototype to Commercial Game
Q&A
4. Developer / Publisher
About King.com
Welcome to King.com, the largest skill
gaming site in the world, where you
can play free games online in
competitive tournaments in categories
such as puzzle, strategy, word, action,
card and sports games.
King.com was founded in 2003 with the
goal of becoming the premiere
destination for skill gaming on the
internet. We currently have more than
150 addicting games in our portfolio
and we are constantly developing new
and exciting on line games.
28. PRPR Word of mouthWord of mouth
Feature by AppleFeature by AppleFacebook trafficFacebook traffic
AdsAds Cross promotionCross promotion
Saga: Marketing &. Branding
31. Over 50% of smart phone users
are connected to Facebook
More than 500m of Facebook’s monthly
users use mobile
Facebook Enable Cross-platform Viral User
Acquisition
39. Jump Out from Comfort Zone
THIS BUSINESS IS ALL ABOUT RESHAPING AND CHALLENGING THE
WAYS WE WORK. NO ONE CAN AFFORD TO STAY IN THEIR COMFORT
ZONE FOR LONG.
At King.com we have an way of removing the guess work:
150 catalogue + 15 new skill games/year on king.com
12 weeks/3devs, sub $100k investment per game
11m unique testing ground surfaces best gameplay
winners wrapped into proven “envelopes” for fb/mobile
winners wrapped into proven “envelopes” for fb/mobile
In fact CCS has become so popular that it is now #1 on FB. We celebrated that recently with this infographics.
It states trivia like that the game has been played more than 100 K years when adding together the playsessions
Or that more then 1 trillion candies have been crushed in the game since launch.
But it also reveals one important thing that is a key to the success 69 % of the gamers are women. Not only is that rare but it is also important from a social perspective. I will come back to that.
We also revealed that the game was downloaded 10 M times in December the month after the launch. We are now recruiting heavily to continuing to meet the demand from our fans.
[The king model]
Even though we have been around for a decade it was not untill the start of 2011 when we started making games for FB
This is a graph on the number of Daily Active Users on Facebook according to AppData. During this period we have launched 7 games on facebook. The next important milestone is when CCS launched for mobile device. You can really see the impact on the slant of the curve.
The growth for Smartphones and tablets are spectacular.
This curve show the number of devices sold. The Red curve is PC, then blue is smartphones. And the yellow curve is tablets.
It clearly shows the enormous potential of cross platform games. If you game runs seamlessly on all these devices you have a lot of potential ahead of you.
But first of all I want to Touch on three platforms that are changing the foundation for player out there
It has never been as simple to play with your friends
Facebook games are reaching a large population of first time gamers
The game are FREE
The 2:nd platform…
Is the smartphones…
Steve Jobs never sat out to change games. He was never very much into game from what I understand. But the Smart phone revolution that he started with the iPhone certainly changed the landscape of gaming forever.
I had been working with mobile games for almost ten years when this happened. There was no working mobile games market before this. One big factor of this change was the accessibility of the multi touch screen. The simplicity and the innovation in user interface. That is important for my talk.
The third…
Is tablets. In many aspects similar to smartphones but also very different.
This device can be dedicated for gaming in a whole different manner. As a game developer it is important to respect this as a separate platform from smartphone. Especially because the usage pattern is different.
Casual Games fits the profile!
The same game / accessable on multiple devices. This is what I am referring to when I am talking about cross platform today.
Here is a exampel of Seamless play that I will be using as a case study today. BWS.
That is not strange. It is just a lot more fun and meaningful to play together with your friends.
So even if we allow people to play offline completely, we try to encourage players to connect and play with others.
One of the most difficult aspects of cross platform is changing input device.
One general thing that can be said is that; the simpler the control the more easier the adaptation to new platforms
Direct control is a super intuitive way of controlling a game.
No layer of abstraction!
If the controls are simple (like one button etc.) taking the game to another platform with another input method is much easier.
It helps you identify who of your friends that is playing
This is the top free list for iPhone. You app does not end up here by coincident. It take somewhere around 150 K download per day to get to the Top Free list. The extra downloads you get by being there makes it worth trying to make it there.
As with any marketing a broad approach is better. You want to use all channels at once as being on the top list gives a lot of extra downloads.
I will talk mostly about Facebook as that comes natural to King
Facebook app discovery is mainly driven by the notification system in Facebook
But on mobile the most important channel is the App Stores. Here it is not either possible to buy visibility.
The FB client on mobile is huge. It is a great tool for mobile App discovery.
1. Facebook enables discoverability both on canvas and mobile.
This is a extremely valuable source for user acquisition.
My talk today is about creating and distributing games to that spans multiple chanels. Such as PC, Tables and smartphones. I will uses both BWS and CCS as examples. This picture here is a example of a marketing picture that we took for our Facebook fan page.
I personaly directed these two models here playing the game. And I used to think that making games was difficult.
My talk today is about creating and distributing games to that spans multiple chanels. Such as PC, Tables and smartphones. I will uses both BWS and CCS as examples. This picture here is a example of a marketing picture that we took for our Facebook fan page.
I personaly directed these two models here playing the game. And I used to think that making games was difficult.
My talk today is about creating and distributing games to that spans multiple chanels. Such as PC, Tables and smartphones. I will uses both BWS and CCS as examples. This picture here is a example of a marketing picture that we took for our Facebook fan page.
I personaly directed these two models here playing the game. And I used to think that making games was difficult.
My talk today is about creating and distributing games to that spans multiple chanels. Such as PC, Tables and smartphones. I will uses both BWS and CCS as examples. This picture here is a example of a marketing picture that we took for our Facebook fan page.
I personaly directed these two models here playing the game. And I used to think that making games was difficult.
My talk today is about creating and distributing games to that spans multiple chanels. Such as PC, Tables and smartphones. I will uses both BWS and CCS as examples. This picture here is a example of a marketing picture that we took for our Facebook fan page.
I personaly directed these two models here playing the game. And I used to think that making games was difficult.