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ONLINE GAMING
FABIEN SIOUFFI. VP, ONLINE AT TAKE 2




                                       Online gaming in Asia in 2011. Fabien Siouffi   1
ABOUT ME


   Previous life
     • Internet early adopter (Mosaic ? BBS anyone ? )
     • Microsoftee then Sun Microsystems in Europe

   Asia !
     • 10 years in Asian gaming
     • Counter Strike, World of Warcraft asian launches in mid 2000’s
     • At EA, FIFA Online Korea and South East Asia
     • Electronic Arts move to overall online centricity

   Now
     • NBA 2K Online with Tencent China. Forecasting 50m active users
     • Baseball Online with Nexon. Targeting ARPU of 50$/month
     • Civilization Online. Large scale MMORPG going against World of Warcraft
     • Social Mobile push in Japan and Social Web in China




                                                            Online gaming in Asia in 2011. Fabien Siouffi
A DECADE OF GAMING BOOM IN ASIA


   The problem with packaged games
     • Limited market : Piracy
     • Limited reach : high specs, fat clients
     • Limited appeal : solo experience, static product designs

   Multiplayer PC Games showed the way
     • Extended lifecycle : DOTA, Counter Strike enduring craze
     • Social gaming : PC Bangs (Internet Gaming Rooms)
     • Dilemma for publishers : Huge consumption, no monetization

   Online PC Games
     • Huge market : Server only = No piracy
     • Massive Reach : Low/adjustable specs
     • Massive Appeal : Continuous refresh of the game content + online events +
        community based design




                                                             Online gaming in Asia in 2011. Fabien Siouffi
THE RISE OF GLOBAL PLAYERS

     1998 – 2004 : Innovation from South Korea
       • Lineage by NC Soft (Jake Song) : first MMORPG.
       • Ragnarok by Gravity : First Casual MMO
       • Kart Rider by Nexon: First Free to Play casual game

     2003 - 2006 : Online gaming boom throughout Asia
       • World of Legend in China hits 1 million Peak Concurrent Users (PCU)
       • Korea : Lineage has 1m subscribers. Kart Rider hits 200k PCU
       • Ragnarok reach 75,000 PCU in both Philippines and Thailand

     2006-2010 : Games for everyone
       • Higher end MMOs. World of Warcraft. First 3D game in China, first (and only) western
         success in China. 1m PCU
       • New genres of MMO.
           o MMO-FPS – Sudden Attack kills Counter Strike
           o MMO-Sports – FIFA Online hits 200k PCU in Korea

     2010 -? : Games everywhere
       • Play on Social Networks
       • Build social networks around games. Gree and DeNA in Japan
       • Clientless and portable. Near ubiquity

                                                                  Online gaming in Asia in 2011. Fabien Siouffi
ONLINE GAMING IN ASIA TODAY

   Market value : $13Bn (USA + Europe = $9Bn!)
   415m of online gamers
   200k Internet Gaming Rooms

   Birth of giants : NHN worth $10Bn , Tencent worth $40Bn
   Asia 2 years in advance of the west. Invented social networks, free to play
    business model, community design, data driven development

   Asian companies go big, go out
     • US and Europe subsidiaries
     • Consolidation started, lots of M&A

   Oligopolistic Portal business
     • Platforms dominate
     • Increased reach. Female and casual gamers conversions
     • Increased monetization. ARPPU rising


                                                            Online gaming in Asia in 2011. Fabien Siouffi
ONLINE GAMES MARKETS 2011

                                                                                                                  TOTAL MARKET : $12.7B
                                                                                           SOUTH KOREA
                                                                                           Rev : $2,900M
                                                                                           Gamers : 30M
                                                                                           IGR : 19,000
                                                                       CHINA
                                                                       Rev : $6,470M
                                                                       Gamers : 311M
                                                                                                         JAPAN
                                                                       IGR : 125,000
                                                                                                         Rev : $2,594M
                                INDIA                                                                    Gamers : 10M
                                Rev : $10M                                                               IGR : 1,500
                                Gamers : 4M
                                                       THAILAND                            TAIWAN
                                IGR : 1,500
                                                       Rev : $65M                          Rev : $474M
                                                       Gamers : 6.7M                       Gamers : 4M
                                                       IGR : 10,000                        IGR : 2,000
                                                       Thailand
                                                                            VIETNAM
                                                       MALAYSIA             Rev : $90M
                                                       Rev : $25M           Gamers : 6M             PHILIPPINES
                                                       Gamers : 5M          IGR : 15,000            Rev : $30M
                                                       IGR : 5,000                                  Gamers : 4M
                                                                                                    IGR : 6,000
                                                       SINGAPORE
                                                                            INDONESIA
Source : IDC 2010, Pacific Epoch Asia, Niko Partners   Rev : $15M
                                                                            Rev : $35M
                                                       Gamers : 0.5M
                                                                            Gamers : 2M
                                                       Growth : 100
                                                                            IGR : 10,000

           Key markets : China, Korea, Japan, Taiwan
                  Emerging Markets : S.E.A.
                                                                                                            Online gaming in Asia in 2011. Fabien Siouffi   6
HOW IT WORKS

    Acquisition. Registered Users (RU), Installs, PCU
      •  Must
           o Trigger virality
      •  Avoid
           o Server downtime
           o Hacks

    Retention. Active Users, ACU
      •  Must
           o Repeatable core gameplay,
           o Operation events
           o Community loop
      •  Avoid
           o Undesired features
           o Linear game designs

    Monetization. ARPPU, LTV
      • Must
           o Metrics analysis. What the whales want
           o Cash rich time poor vs time rich cash poor
      • Avoid
           o Breaking game balance


                                                          Online gaming in Asia in 2011. Fabien Siouffi
TIPS FOR MAKING IT WORK

   Acquisition
     • Virality – Refer a friend program
     • Accessibility –
         o Light client = Keep it under 500Mb, refresh often
         o Quick rewards

   Retention.
     • Design stickiness. Show the end game at the beginning
     • Community rules. Attract guilds, opinion leaders
     • Events. Valentine’s day, CNY

   Monetization.
     • Everything for the status conscious -> Purple items
     • Pay for not losing face -> Erase stats of poor performance
     • Bring luck into play -> Win a chance to win big
     • Eliminate friction -> Buy at the moment of win or loss.


                                                               Online gaming in Asia in 2011. Fabien Siouffi
PLAYER BEHAVIORS ?

   Play out of home
     • Simple to control, no sound, Boss button !
     • Always on, running in the background

   Impulse buy
     • Shopping is part of the gameplay experience
     • Low denominated items
     • Appeal to completist

   Repetitive play
     • just one more go at it !
     • Average online time : 5 hours/day in most serious MMOs

   Meet people online
     • everyday : clan, guilds, party for a raid
     • one time only : matchmake, date
     • Date : Marriage feature in most of MMO
                                                          Online gaming in Asia in 2011. Fabien Siouffi
BUT WHY PEOPLE PAY ?

   Look good.
     • Show off achievement. Epic mounts only accessible to level 70 players

   Play better.
     • Progress faster. Skip time, remove the grind

   Have fun.
     • More of that kind of fun. ManU vs Liverpool FIFA matches

   Meet girls.
     • Gift item to that special one

   Make money.
     • Buy because you know you can sell at higher price
     • Game farming / Secondary market



                                                           Online gaming in Asia in 2011. Fabien Siouffi
IDENTIFYING GREATNESS IN ONLINE GAMES

   Do first, perfect later.
     • Shorten dev loops, get the core gameplay right
          o FIFA Online session match.
     • Go public halfway through your development cycle.
          o NBA 2K Social first beta after 4 months
     • Get the community to tell you what they would like to see
          o Street Mode or NBA Mode ?

   Immerse yourself in stats, and code accordingly
     • Cap the free stuff : FIFA quick match mode
     • Address balance issues. Dark Elves race in WoW

   Managing the lifecyle.
     • Acquisition first, then retention then monetization. Don’t rush
     • Usage, usage, usage

   Small Agile teams, with access to large pools of resources
     • It all starts with one creative and one business guy. Keep the dynamic alive,
       even if conflictual
                                                              Online gaming in Asia in 2011. Fabien Siouffi
ASIA HOT SPOTS

   Japan – Gree and DeNA
     • 25m each of mobile social gamers
     • Extremely high stickiness and ARPPU
     • Each of them makes more revenue than Zynga with a tenth of the users

   China – Tencent
     • Q + “open” platform.
     • Going aggressively into mobile social games

   Vietnam
     • Vinagames and VTC fostering fast growth

   Philippines and Indonesia
     • Asia has more people on Facebook than in the US
     • Indonesia, India and Philippines each more than 25m users



                                                           Online gaming in Asia in 2011. Fabien Siouffi

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Online and Social gaming in Asia - A few tips

  • 1. ONLINE GAMING FABIEN SIOUFFI. VP, ONLINE AT TAKE 2 Online gaming in Asia in 2011. Fabien Siouffi 1
  • 2. ABOUT ME  Previous life • Internet early adopter (Mosaic ? BBS anyone ? ) • Microsoftee then Sun Microsystems in Europe  Asia ! • 10 years in Asian gaming • Counter Strike, World of Warcraft asian launches in mid 2000’s • At EA, FIFA Online Korea and South East Asia • Electronic Arts move to overall online centricity  Now • NBA 2K Online with Tencent China. Forecasting 50m active users • Baseball Online with Nexon. Targeting ARPU of 50$/month • Civilization Online. Large scale MMORPG going against World of Warcraft • Social Mobile push in Japan and Social Web in China Online gaming in Asia in 2011. Fabien Siouffi
  • 3. A DECADE OF GAMING BOOM IN ASIA  The problem with packaged games • Limited market : Piracy • Limited reach : high specs, fat clients • Limited appeal : solo experience, static product designs  Multiplayer PC Games showed the way • Extended lifecycle : DOTA, Counter Strike enduring craze • Social gaming : PC Bangs (Internet Gaming Rooms) • Dilemma for publishers : Huge consumption, no monetization  Online PC Games • Huge market : Server only = No piracy • Massive Reach : Low/adjustable specs • Massive Appeal : Continuous refresh of the game content + online events + community based design Online gaming in Asia in 2011. Fabien Siouffi
  • 4. THE RISE OF GLOBAL PLAYERS  1998 – 2004 : Innovation from South Korea • Lineage by NC Soft (Jake Song) : first MMORPG. • Ragnarok by Gravity : First Casual MMO • Kart Rider by Nexon: First Free to Play casual game  2003 - 2006 : Online gaming boom throughout Asia • World of Legend in China hits 1 million Peak Concurrent Users (PCU) • Korea : Lineage has 1m subscribers. Kart Rider hits 200k PCU • Ragnarok reach 75,000 PCU in both Philippines and Thailand  2006-2010 : Games for everyone • Higher end MMOs. World of Warcraft. First 3D game in China, first (and only) western success in China. 1m PCU • New genres of MMO. o MMO-FPS – Sudden Attack kills Counter Strike o MMO-Sports – FIFA Online hits 200k PCU in Korea  2010 -? : Games everywhere • Play on Social Networks • Build social networks around games. Gree and DeNA in Japan • Clientless and portable. Near ubiquity Online gaming in Asia in 2011. Fabien Siouffi
  • 5. ONLINE GAMING IN ASIA TODAY  Market value : $13Bn (USA + Europe = $9Bn!)  415m of online gamers  200k Internet Gaming Rooms  Birth of giants : NHN worth $10Bn , Tencent worth $40Bn  Asia 2 years in advance of the west. Invented social networks, free to play business model, community design, data driven development  Asian companies go big, go out • US and Europe subsidiaries • Consolidation started, lots of M&A  Oligopolistic Portal business • Platforms dominate • Increased reach. Female and casual gamers conversions • Increased monetization. ARPPU rising Online gaming in Asia in 2011. Fabien Siouffi
  • 6. ONLINE GAMES MARKETS 2011 TOTAL MARKET : $12.7B SOUTH KOREA Rev : $2,900M Gamers : 30M IGR : 19,000 CHINA Rev : $6,470M Gamers : 311M JAPAN IGR : 125,000 Rev : $2,594M INDIA Gamers : 10M Rev : $10M IGR : 1,500 Gamers : 4M THAILAND TAIWAN IGR : 1,500 Rev : $65M Rev : $474M Gamers : 6.7M Gamers : 4M IGR : 10,000 IGR : 2,000 Thailand VIETNAM MALAYSIA Rev : $90M Rev : $25M Gamers : 6M PHILIPPINES Gamers : 5M IGR : 15,000 Rev : $30M IGR : 5,000 Gamers : 4M IGR : 6,000 SINGAPORE INDONESIA Source : IDC 2010, Pacific Epoch Asia, Niko Partners Rev : $15M Rev : $35M Gamers : 0.5M Gamers : 2M Growth : 100 IGR : 10,000 Key markets : China, Korea, Japan, Taiwan Emerging Markets : S.E.A. Online gaming in Asia in 2011. Fabien Siouffi 6
  • 7. HOW IT WORKS  Acquisition. Registered Users (RU), Installs, PCU • Must o Trigger virality • Avoid o Server downtime o Hacks  Retention. Active Users, ACU • Must o Repeatable core gameplay, o Operation events o Community loop • Avoid o Undesired features o Linear game designs  Monetization. ARPPU, LTV • Must o Metrics analysis. What the whales want o Cash rich time poor vs time rich cash poor • Avoid o Breaking game balance Online gaming in Asia in 2011. Fabien Siouffi
  • 8. TIPS FOR MAKING IT WORK  Acquisition • Virality – Refer a friend program • Accessibility – o Light client = Keep it under 500Mb, refresh often o Quick rewards  Retention. • Design stickiness. Show the end game at the beginning • Community rules. Attract guilds, opinion leaders • Events. Valentine’s day, CNY  Monetization. • Everything for the status conscious -> Purple items • Pay for not losing face -> Erase stats of poor performance • Bring luck into play -> Win a chance to win big • Eliminate friction -> Buy at the moment of win or loss. Online gaming in Asia in 2011. Fabien Siouffi
  • 9. PLAYER BEHAVIORS ?  Play out of home • Simple to control, no sound, Boss button ! • Always on, running in the background  Impulse buy • Shopping is part of the gameplay experience • Low denominated items • Appeal to completist  Repetitive play • just one more go at it ! • Average online time : 5 hours/day in most serious MMOs  Meet people online • everyday : clan, guilds, party for a raid • one time only : matchmake, date • Date : Marriage feature in most of MMO Online gaming in Asia in 2011. Fabien Siouffi
  • 10. BUT WHY PEOPLE PAY ?  Look good. • Show off achievement. Epic mounts only accessible to level 70 players  Play better. • Progress faster. Skip time, remove the grind  Have fun. • More of that kind of fun. ManU vs Liverpool FIFA matches  Meet girls. • Gift item to that special one  Make money. • Buy because you know you can sell at higher price • Game farming / Secondary market Online gaming in Asia in 2011. Fabien Siouffi
  • 11. IDENTIFYING GREATNESS IN ONLINE GAMES  Do first, perfect later. • Shorten dev loops, get the core gameplay right o FIFA Online session match. • Go public halfway through your development cycle. o NBA 2K Social first beta after 4 months • Get the community to tell you what they would like to see o Street Mode or NBA Mode ?  Immerse yourself in stats, and code accordingly • Cap the free stuff : FIFA quick match mode • Address balance issues. Dark Elves race in WoW  Managing the lifecyle. • Acquisition first, then retention then monetization. Don’t rush • Usage, usage, usage  Small Agile teams, with access to large pools of resources • It all starts with one creative and one business guy. Keep the dynamic alive, even if conflictual Online gaming in Asia in 2011. Fabien Siouffi
  • 12. ASIA HOT SPOTS  Japan – Gree and DeNA • 25m each of mobile social gamers • Extremely high stickiness and ARPPU • Each of them makes more revenue than Zynga with a tenth of the users  China – Tencent • Q + “open” platform. • Going aggressively into mobile social games  Vietnam • Vinagames and VTC fostering fast growth  Philippines and Indonesia • Asia has more people on Facebook than in the US • Indonesia, India and Philippines each more than 25m users Online gaming in Asia in 2011. Fabien Siouffi