Date post: | 18-Dec-2014 |
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Business |
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Marketing in the Age of Microtransactions
Julien Wera - ICO Partners
Who is speaking ?
• Julien Wera
• You ?
Free-to-Play Model
• Over 10 years old in Asia, significant for about 5 in the West
• More profitable than traditional business but…
• … also more difficult to get right
Free-to-Play vs. Retail Model
Online F2PDirect to Consumer
« Indie »-friendlyGame as a Service
Long-term acquisitionGame evolution (10+ years lifetime)
« Niche is Rich »Etc.
RetailIntermediaries
Dominated by publishersGame as a Product
Launch effectSequels/FranchisesBlockbuster-driven
Etc.
Free-to-Play Model
• Two main challenges:– User Acquisition
• Most online free-to-play titles can’t benefit from the added visibility given by retail channels
• Requires skills that are difficult to find for now
– User Monetization• Not the focus of this talk, but not to be forgotten
Free-to-Play Marketing : The Plan
• Marketing/Advertising– Data-Driven– Built for the long term– Flexible
• PR• Community Management• And also : Talent management, Retail, etc.
Marketing/Advertising
Marketing in the age of microtransactions must be :
•Data-Driven
Data-Driven Marketing
• Digital distribution allows for data collection and gives more control over the user acquisition process
• Metrics allow risk reduction, but do not remove it, nor replace creativity
USE METRICS RESPONSIBLY
Uncreative Data-Driven Marketing
Without creativity : it works, it’s relatively safe, but it won’t differenciate you from the competition.
Creative Data-Driven Marketing
Data-Driven + Creativity : Data gives you the foundation, of your marketing, creativity brings this little extra that will make you special.
Data-Driven Marketing
• Favour direct marketing channels that provide detailed metrics (digital)
• Be careful with « Premium » partners
• Use the data provided to you
Ex : Marketing Budget PC F2P
Marketing/Advertising
Marketing for a free-to-play game must be :
•Data-Driven
•Built for the long run
Marketing in Traditional Model
Month -2
Month -1
Launch Month
Month +1
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Month +3
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Month +5
Traditional
Free-to-Play vs. Traditional Model
Month -2
Month -1
Launch Month
Month +1
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Month +3
Month +4
Month +5
Traditional
Free-to-Play
Free-to-Play vs. Traditional Model
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Traditional
Free-to-Play
Long-term Marketing
• No game is « mature » at launch
• No marketing campaign is optimized at launch
THERE IS NO « QUICK WIN »(But there is a « Quick Lose »)
Marketing/Advertising
Marketing for a free-to-play game must be :
•Data-Driven•Built for the long run•Flexible
Evolve… or else
Flexible Marketing
• Experiment– Data can only tell you what has already happened, experiments will
allow you to discover new opportunities
• Learn from your failures
• Inertia is your worst enemy
(Not a valid business strategy)
PR for Free-to-Play Games
• Good for long-term brand and community building
• Direct, aimed at relationship-building
• Requires regular newsworthy content
Ex : League of Legends
Ex : Battlefield Heroes
Community Management
• Even more important than in traditional business
• Can initiate and/or support PR/Marketing rather than drive it
• Requires ongoing coordination with marketing/advertising and PR
• Can reuse most advice and best practice from other business models
Talent is Key
• Unrelevant old habits (ie: Senior staff coming from retail world) can be counter-productive, expensive, and dangerous
• Long-term strategies are best led in-house
• Your company’s destiny is in the hands of your staff : Take care of them.
And also…
• Don’t translate : localize
• Small improvements can lead to large revenues in the long run
• Retail can still be of use for visibility, but will only represent a tiny portion of your userbase
Ex : F2P Titles at Retail
Conclusion
• Players invest time and money in your game, you need to invest time and money to attract them
• Work is never done : Always experiment, iterate, improve
• Evolution doesn’t stop or wait
Thank you!
www.linkedin.com/in/juwera
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@icojul