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Monetizing Economy based
free to play games

Teut Weidemann
Senior Online Game Supervisor
Ubisoft Blue Byte
Who am I:
 Working on Games since the 80‟ (yes I mean 1980)
 Over 100 titles on C64, Amiga, Atari ST, PC,
Consoles, Online …
 Jobs: Graphic Artist, Programmer, Designer,
Development Director, CEO, CTO
 Now Senior Online Games Supervisor @ Ubisoft
Blue Byte
 Also teaching “games” at Universities
 Companies: Rainbow Arts, Softgold, Lucasfilm
Games, Apple, Microsoft, Wings Simulations,
Psygnosis, Jowood, CDV, Ubisoft
Going Online f2p




  TheSettlersOnline.net




 All free to play MMO‟s
 Running in all internet browses
 Technology: Adobe Flash
The Settlers Online




        “The Settlers Online is set to
        make more money in four years
        than the Settlers brand did on PC
        over nine years …”
Requirements
Req: Dual Currency System


•   Coins are earned through game mechanics
    = in game currency, drives economy
•   „Gems“ are earned by spending money
    = premium currency, drives sales
•   Coins are used for trade & game mechanics
•   Gems are spend mostly in the item shop
•   Fair play: gems can be earned in game as well
•   Attention: conversion must be one way*
Req: Item shop
  ●   A place where you can buy items
       ●   For premium currency
       ●   And in game currency:
  ●   Make shop a natural part of the game play
Req: Player Progress – Player Level
1.     “Leveling”*
2.    Can unlock items, mechanics, content
3.    Is key to monetization
Early Game
     ● Learning
     ● Discovering
     ● Exploring


Mid Game
     Progressing
     Optimizing
     Socializing

End Game
     Raiding
     Perfectionism
     Escapism

*Thanx to Zynga my mom knows what a level is
Req: Economy
Economy featured in game
● Sources: where items get produced or created
● Drains: where items are consumed
● Converters: where items are changed
● Traders: where items are moved from one entity to another



        A game economy with                                          Supplies
                                                                                             Grapes
      trade „auto balances‟ your                                      (wine)
            game through
         supply and demand

                                                                                Wineyard
Source of Economy Definition: Game Mechanics, Advanced Game Design from Ernest Adams , Joris Dormans
Req: Itemized
●   “Powers” & Monetization mechanics are inside items
●   Items are graphically represented resembling its worth
●   Items manageable by the player → Inventory
     ●   Feel of ownership
     ●   Able to be used & stack & sort
     ●   Able to brag about & equip
Req: „Tier‟ based
●Tier/ slice based game mechanics
●Each tier multiplies factors by x² or even x³




        Tier 1       Tier 2          Tier 3
1.   Balancing much easier
2.   Inflation/deflation/mistakes don‟t hit all tiers
3.   Expandable without upsetting previous tiers
Player
Progress               Economy
           behaviour




Monetization Methods
Player
Progress               Economy
           behaviour




Monetization Methods
Method: Unlocks*
●   Monetize unlock & access to higher tier
●   Monetize rarity: Sell rare resources

*Usually a progression monetization method
Method: Limits
●   Monetize storage or inventory size
●   Monetize limits of economy power
●   Monetize items with less limits




    Limiting the unlimiter!?
Method: by Tier number
●   Monetize accelerated needs of tiers
●   Monetize value of higher tiers




         Item          Gem                   Ge    Item      Gem
                       s                     ms              s
         Wood           35   Wood planks     65    Stone      75

         Hardwood       65   Hard planks     100   Marble    125

         Exotic wood    95   Exotic planks   160   Granite   195
Method: by power variants
●   Monetize similar but better items
●   Use 3 or more power variables




      2x Production      2x Production                   4x Production
     30 Min Duration      2h Duration                    12h Duration




    1.   Price
    2.   Duration
    3.   Power         3x Production     3x Production
                       12h Duration      24h Duration
Method: Time
●   Universal monetizer in f2p
●   Here: economy - recap:
    ●   Sources: increase output per $
    ●   Drains: lessen costs per $
    ●   Converters: lessen conversion costs & duration
    ●   Traders: see trade
Method: Trade
●   Trade is important to game economies
●   Possible monetizers:
     ●   Amount & slots
     ●   Frequency
     ●   Time
Careful:
Limiting trade too much destroys its benefits to your economy
LTV
      Tier     Basket
                          Gem
    Pricing     Tests
                          Packs




   Bottom Up Item Pricing

“But how much Gems I sell per dollar?”
Step 1: Assign price to lowest tier
    ●   100 Wood
    ●   Assign price* = i.e. 35

*   1) Price should be >= 25 Gems
    Reason: any adjustment of +/- 1 need to be a small change. "10"
    would mean a 10% change for +/- 1
    → price flexibility for better balancing

    2) Price has to have enough distance from cheaper service prices
    (<10)
    3) less than 50, which is → a psychological price barrier as otherwise
    you break 49->99->100 barriers too soon


                                             TSO players had 2.344.406 bakeries last month
Step 2: Define higher tier pricing
Step 3: Adapt other tiers
Results in basic cost matrix
Step 4: pricing non tier items
Pricing mistake: Noble Residence (NR)
●   Proper calculation:
    Gems   Power

     80    40 planks + 60 stones
    +25    Uses no building license
    +10    Doesn‟t use building queue (comfort)
    +30    Offers more inhabitants
    =145   Or 149 after price point adjustment
Noble Residence

●We priced the NR at 95 = mistake by 54 gems
●Does this mean we are losing 50% per day?*




      1.   NR is most traded pay item resource
      2.   Equals roughly 500+ coins in trade
      3.   NR did make payers „good friends“
      4.   NR balanced the “population storage”
           problem                                * No 



*No
Pricing Guidelines
Take psychological price           Users don't seem to care if
barriers into account:             they pay 449 or 490, but
49, 99, >100, >1000 etc.           they do care between a 449
                                   or 549 price point
These are important barriers
you need to use for grouping
items into price categories or     Whales do care as much
tiers.                             about price levels.

                                   That lead to the Zynga evil
Take number similarities into      policy to increase prices for
account.                           whales as on FB people don‟t
889, 899 and 999 are all           notice/talk.
similar prices in the users mind
as they look similar               In MMO‟s like TSO they do
(so use 999)                       notice
Bottom Up Pricing II



       GEM PACKAGE PRICING
                          Question:
               How many “Gems” do I get per 1$?
Gem Package Pricing

Shopping basket
                  Sales from tests:
    tests:                            Define Goal LTV
                    Gem spends
Low – medium –                           i.e. $150
                      totals
  high spender




  Accelerated
   packages
                  $10 Package size      Gem costs
 i.e. $25, $49,
       $99
Example from TSO early
             days




→ go online expensive: as going cheaper is good, going expensive is not
RECAP
• Price by tier
           • Price inc for additional       Stable
  Item       powers


                                        Conversion rate of
           • Make spending tests
                                            $ to Gems
           • Low – med – high           adjustable without
  Tests      spenders                          effort



          • Define LTV
          • Price one package               Dynamic
$ pricing • Accelerate the rest

          Economies do wonders to f2p games
          Free trade auto balances the game
Discussions



                        ADD ME:
                     TEUT @TWITTER
              TEUT.WEIDEMANN@UBISOFT.COM

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GDC Online 2012 monetizing economies

  • 1. Monetizing Economy based free to play games Teut Weidemann Senior Online Game Supervisor Ubisoft Blue Byte
  • 2. Who am I:  Working on Games since the 80‟ (yes I mean 1980)  Over 100 titles on C64, Amiga, Atari ST, PC, Consoles, Online …  Jobs: Graphic Artist, Programmer, Designer, Development Director, CEO, CTO  Now Senior Online Games Supervisor @ Ubisoft Blue Byte  Also teaching “games” at Universities  Companies: Rainbow Arts, Softgold, Lucasfilm Games, Apple, Microsoft, Wings Simulations, Psygnosis, Jowood, CDV, Ubisoft
  • 3. Going Online f2p TheSettlersOnline.net  All free to play MMO‟s  Running in all internet browses  Technology: Adobe Flash
  • 4. The Settlers Online “The Settlers Online is set to make more money in four years than the Settlers brand did on PC over nine years …”
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  • 9. Req: Dual Currency System • Coins are earned through game mechanics = in game currency, drives economy • „Gems“ are earned by spending money = premium currency, drives sales • Coins are used for trade & game mechanics • Gems are spend mostly in the item shop • Fair play: gems can be earned in game as well • Attention: conversion must be one way*
  • 10. Req: Item shop ● A place where you can buy items ● For premium currency ● And in game currency: ● Make shop a natural part of the game play
  • 11. Req: Player Progress – Player Level 1. “Leveling”* 2. Can unlock items, mechanics, content 3. Is key to monetization Early Game ● Learning ● Discovering ● Exploring Mid Game  Progressing  Optimizing  Socializing End Game  Raiding  Perfectionism  Escapism *Thanx to Zynga my mom knows what a level is
  • 12. Req: Economy Economy featured in game ● Sources: where items get produced or created ● Drains: where items are consumed ● Converters: where items are changed ● Traders: where items are moved from one entity to another A game economy with Supplies Grapes trade „auto balances‟ your (wine) game through supply and demand Wineyard Source of Economy Definition: Game Mechanics, Advanced Game Design from Ernest Adams , Joris Dormans
  • 13. Req: Itemized ● “Powers” & Monetization mechanics are inside items ● Items are graphically represented resembling its worth ● Items manageable by the player → Inventory ● Feel of ownership ● Able to be used & stack & sort ● Able to brag about & equip
  • 14. Req: „Tier‟ based ●Tier/ slice based game mechanics ●Each tier multiplies factors by x² or even x³ Tier 1 Tier 2 Tier 3
  • 15. 1. Balancing much easier 2. Inflation/deflation/mistakes don‟t hit all tiers 3. Expandable without upsetting previous tiers
  • 16. Player Progress Economy behaviour Monetization Methods
  • 17. Player Progress Economy behaviour Monetization Methods
  • 18. Method: Unlocks* ● Monetize unlock & access to higher tier ● Monetize rarity: Sell rare resources *Usually a progression monetization method
  • 19. Method: Limits ● Monetize storage or inventory size ● Monetize limits of economy power ● Monetize items with less limits Limiting the unlimiter!?
  • 20. Method: by Tier number ● Monetize accelerated needs of tiers ● Monetize value of higher tiers Item Gem Ge Item Gem s ms s Wood 35 Wood planks 65 Stone 75 Hardwood 65 Hard planks 100 Marble 125 Exotic wood 95 Exotic planks 160 Granite 195
  • 21. Method: by power variants ● Monetize similar but better items ● Use 3 or more power variables 2x Production 2x Production 4x Production 30 Min Duration 2h Duration 12h Duration 1. Price 2. Duration 3. Power 3x Production 3x Production 12h Duration 24h Duration
  • 22. Method: Time ● Universal monetizer in f2p ● Here: economy - recap: ● Sources: increase output per $ ● Drains: lessen costs per $ ● Converters: lessen conversion costs & duration ● Traders: see trade
  • 23. Method: Trade ● Trade is important to game economies ● Possible monetizers: ● Amount & slots ● Frequency ● Time Careful: Limiting trade too much destroys its benefits to your economy
  • 24. LTV Tier Basket Gem Pricing Tests Packs Bottom Up Item Pricing “But how much Gems I sell per dollar?”
  • 25. Step 1: Assign price to lowest tier ● 100 Wood ● Assign price* = i.e. 35 * 1) Price should be >= 25 Gems Reason: any adjustment of +/- 1 need to be a small change. "10" would mean a 10% change for +/- 1 → price flexibility for better balancing 2) Price has to have enough distance from cheaper service prices (<10) 3) less than 50, which is → a psychological price barrier as otherwise you break 49->99->100 barriers too soon TSO players had 2.344.406 bakeries last month
  • 26. Step 2: Define higher tier pricing
  • 27. Step 3: Adapt other tiers
  • 28. Results in basic cost matrix
  • 29. Step 4: pricing non tier items
  • 30. Pricing mistake: Noble Residence (NR) ● Proper calculation: Gems Power 80 40 planks + 60 stones +25 Uses no building license +10 Doesn‟t use building queue (comfort) +30 Offers more inhabitants =145 Or 149 after price point adjustment
  • 31. Noble Residence ●We priced the NR at 95 = mistake by 54 gems ●Does this mean we are losing 50% per day?* 1. NR is most traded pay item resource 2. Equals roughly 500+ coins in trade 3. NR did make payers „good friends“ 4. NR balanced the “population storage” problem * No  *No
  • 32. Pricing Guidelines Take psychological price Users don't seem to care if barriers into account: they pay 449 or 490, but 49, 99, >100, >1000 etc. they do care between a 449 or 549 price point These are important barriers you need to use for grouping items into price categories or Whales do care as much tiers. about price levels. That lead to the Zynga evil Take number similarities into policy to increase prices for account. whales as on FB people don‟t 889, 899 and 999 are all notice/talk. similar prices in the users mind as they look similar In MMO‟s like TSO they do (so use 999) notice
  • 33. Bottom Up Pricing II GEM PACKAGE PRICING Question: How many “Gems” do I get per 1$?
  • 34. Gem Package Pricing Shopping basket Sales from tests: tests: Define Goal LTV Gem spends Low – medium – i.e. $150 totals high spender Accelerated packages $10 Package size Gem costs i.e. $25, $49, $99
  • 35. Example from TSO early days → go online expensive: as going cheaper is good, going expensive is not
  • 36. RECAP
  • 37. • Price by tier • Price inc for additional Stable Item powers Conversion rate of • Make spending tests $ to Gems • Low – med – high adjustable without Tests spenders effort • Define LTV • Price one package Dynamic $ pricing • Accelerate the rest Economies do wonders to f2p games Free trade auto balances the game
  • 38. Discussions ADD ME: TEUT @TWITTER TEUT.WEIDEMANN@UBISOFT.COM