These are slides from Mel Montano’s talks about PC and Mobile cross-platform game launches at Casual Connect Berlin and White Night Prague 2017. She uses her experience in publishing and cross-platform games via Humble Bundle to provide real-world actionable items to help in pursuing a secondary (or tertiary or more) launch on a very different platform.
Going cross-platform increases your potential audience, pleases your current userbase, and can grow your lifetime revenue. The leap from mobile to PC and vice-versa is fraught with complications from perceived game value, freemium/premium, to the specifics of UX/UI changes. This talk gives actionable insights for your cross-platform PC and mobile plans.
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PC and Mobile: Going Cross Platform Post Launch
1. PC and Mobile
Going Cross Platform Post Launch
Mel Montaño
Business Development Manager
2. Why Go Cross Platform Post Launch
Primary
• Game lifespan
• Current players
• Potential players
• Revenue
Bonus
• Platform experience
• Preserving legacy titles
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3. Consider and Evaluate
Potential opportunity
Self porting vs paid porting
Effort needed
• Engineering
• QA
• BD
• Marketing
Team enthusiasm
3
4. Potential Opportunity Considerations
Premium PC -> Premium Mobile
• Limited installs
• Audience expects lower cost or free
Mobile -> PC
• Limited installs
• Steam users are sensitive to
perceived mobile ports
4
5. Going Mobile: Premium vs Freemium
Week 1 Install rates with a major platform
feature
Premium <10,000
Freemium >750,000
Yes there are outliers!
Switching to Freemium Mechanics is HARD.
Research implementations
Ad implementations
Session lengths
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6. Pricing: PC to Mobile
Premium
Demo and Full / Level Unlock
Retooled for Freemium
6
Google Play, Level/Full Unlock
>1M Downloads, 4.4 Rating
7. More on PC to Mobile
Install size (<100MB)
Cloud saves and multiple devices
Social Sharing
Screen Sizes
Analytics
Retention
FTUE completion, DAU,
ARPDAU
Crash Tracking
Marketing
OpenSignal 2015, Android Fragmentation
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8. Case Study: World of Goo [2D Boy]
8
2008* Windows
2008* WiiWare (North America)
2008 Mac
2009 Linux
2009 WiiWare (Japan)
2010 iOS (iPad)
2011 iOS (iPhone)
2011 Android
2013 BlackBerry
2017 Nintendo Switch
9. Mobile to PC Pricing: Premium vs Freemium
Stay Premium
Pricing Difference
Stay Free to Play
Free to Play category on Steam
Premiumify
Removing energy systems and
IAPs
Rebalancing
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10. Mobile to PC Considerations
Event Systems
Push Notifications
DAU
Storefronts
Genres
Reviews
Special Edition and Soundtrack
10
11. Case Study: Lara Croft GO [Square Enix]
April 2014 - Hitman GO for iOS and Android, Windows in 2015
August 2015 - iOS, Android, Windows, Windows Phone
December 2016 - Windows and Mac on Steam
Mobile $1.99 w/IAP
Steam $9.99 no IAP
Doesn’t hide mobile
Praises the porting
Shows off awards
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12. Session Lengths, Game Lengths
Mobile App Average Session Length 2016 = 5 minutes
Mobile Games = 7-10 minutes
Average 2016 Daily Mobile Gameplay = 24 minutes
Good Median Retention D1 / D7 / D30 = 40 / 20 / 10
Steam 2016 Median Playtime = 3 hours 36 minutes
PC to Mobile: Save points, First Time User Experience
(FTUE)
Mobile to PC: Energy mechanics halting gameplay
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13. UX / UI
Mobile -> PC
Reduce oversize buttons and UI
Less bouncy FTUE
Any finger dragging animation
No social media sharing
Loading screen tips
Account system
PC -> Mobile
Bigger, easier to click interface
No double clicking
Hand locations and covered
portions
FTUE
Account system
Localization menu
13
15. Platform Relationships
Embrace the platform
Tout the changes and updates
Show off awards
Add platform specific changes
• Achievements
• Push Notifications
• iOS Stickers
• Steam Trading Cards
Make a new trailer
Be loud about the launch
Increase sales on multiple platforms
15
16. Old Games for a New Audience
RealMyst [Cyan, Inc]
Myst (1993), RealMyst (2000)
iOS 2012, Android 2017
7th Guest [Trilobyte]
Original release 1993, iOS 2010, Android 2015
Putt Putt Saves the Zoo [Humongous Entertainment]
Original release 1995, iOS 2011, Android 2012, Steam
2014
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17. Paid Porting
Set cost vs revenue share
May find out it is unportable
Potential delays
Bug fixes
Future update issues
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19. Relevant Articles
Bhuta, Falguni. “MOBILE APPS CAPTURE CONSUMER ATTENTION 37 MINUTES A DAY – UP 20% FROM THE
BEGINNING OF 2016.” Opera Mediaworks. 21 November 2016.
Galyonkin, Sergey. “Median Playtime on Steam.” Steam Spy. 8 June 2015.
“Monthly Summaries.” Steam Spy.
Hwong, Connie. “The Average Mobile Game Day.” Verto Analytics. 17 August 2016.
“Game accessibility guidelines.”
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Hinweis der Redaktion
“25 minutes total (20 minutes plus 5 minutes Q&A)” “Going cross platform increases your potential audience, pleases your current userbase, and can grow your lifetime revenue. The leap from mobile to PC and vice-versa is fraught with complications from perceived game value, freemium/premium, to the specifics of UX/UI changes. This talk gives actionable insights for your cross-platform PC and mobile plans.”
Why cross platform? First three primary all lead to the last, so you can make more games!
Bonuses of platform experience and legacy titles
Potential opportunity for what you want to do with it, example is later slide of premium pc to premium mobile for revenue, risky
Self vs paid porting covers engineering, paid porting later, for self, all the things.
Team enthusiasm - Does the team still want to work on the game. Some don’t.
Particular things to remember. Premium mobile covered in next slide.
Mobile to PC - Steam users
Yes there are outliers but you are the rule, not the exception
2009 book and movie He’s Just Not That Into You. ”Assume you’re the rule, not the exception”
The most natural feeling freemium games have been planned from the start.
Premium limited ceiling on downloads (few exceptions)
Demo with unlock is especially used in puzzle games and hidden object games and recently Super Mario Run
Retooling means you have to work on it more, may confuse the different users
October 2008 initial release to Windows and WiiWare, Nov 08 Mac, Linux in Feb 2009, etc
Beloved game by 2D Boy -> Ron Carmel and Kyle Gabler. Premium to Premium but 2010 premium more viable
Installs in the millions across platforms. Chose to go $4.99 on Mobile, $9.99 on Steam
Staying premium you’re already set
Events can be harder to run because you have to come up with a solution to replace push notifications
DAU will be lower, may have to coordinate across different selling platforms: Steam, GOG, direct download
Genres - do NOT be deterred by hardcore users, there is a lot of space on Steam and other platforms for your game
Good example of learning from a previous game. Hitman GO was made for mobile in 2014, then later Windows, PS4, Vita, and even VR
Same mechanics for Lara Croft, great feedback
SteamSpy does lists owners at below 10,000 so worth it? Depends on cost and also continuing the franchise Lara Croft and the puzzlers
From Verto analytics 2016 study, Average daily mobile is 24 minutes, 20% “core gamers” it is 1hr 40 min Daily x Retention = how long you will have your users. So use it wisely! Steam stats from SteamSpy
Why this matters. Consider the listed things. Is your tutorial too long, can you save enough, can you switch
Match the platform!! If you can’t click menus users get frustrated quickly.
Hands cover things! Don’t put menu buttons near where you could get accidental clicks
FTUE - Consider shorten or spread out. Account system? Move it later and allow guests. Incentivize them to create an account.
Localization: Don’t default to phone location
Accessibility resource in the bibliography at the end