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MISHKA (MICHAIL) KATKOFFHead of Studio @ Rovio
Founder @ Deconstructor of Fun-------
Studio Lead @ Fun PlusExecutive Producer @ ZyngaProduct Manager @ Supercell
Product Manager @ Digital Chocolate
CASUAL GAMES: SUB-CATEGORIES
AR Arcade PuzzleLifestyle Simulation
$559MTotal Monthly Revenue
2018/08
10% 4% 61%8% 17%
Revenue
• Puzzle and Simulation category increased year-over-year revenue• New AR / Location based games failed to gain significant
sustainable market share• Lifestyle revenue growth fueled by increase in downloads
Downloads
• Puzzle category downloads in a steady decline due to no new big game launches in last 6 months and the rise of CPIs
• Arcade games’ downloads declining significantly• Simulation category boosted by new bullish entrants
Puzzle
Arcade
Lifestyle
AR
Simulation
Puzzle
Arcade
Lifestyle
AR
Simulation
CASUAL GAMES: LAST 12 MONTHS
CASUAL GAMES: NET IAP REVENUE (MUSD) LAST 12 MONTHS
Casual$6 249M
Puzzle$1 043M
(64%)
Lifestyle$513M
(8%)
Arcade$203M(3%)
AR$489M(8%)
Simulation$1 043M
(17%)
Action Puzzle
Puzzle
PuzzleRPG
Words/Cards/HiddenObject
InteractiveStory
Customization
$2 869M
$333M
$60M
$741MEndlessRunner
Hyper CasualGames
Idler
TimeManagement
Sandbox
Adventures
Breeding
Crafting
$49M$11M
$143M
$101M
$258M
$393M
$103M
$188M
$358M
$155M
Disclaimer:Majority of revenue is generated from ads
(which isn’t shown here)
IdlersArcade Games: Idlers (1/2)
Top Games
* Net revenue from newest month
** Growth percentages newest vs previous month
• Majority of revenue unknown (Ads)• Top games would be in top 50 grossing• Revenue and Downloads balanced• Constantly new games. Still room to innovate.
Idle Miner Tycoon
Merge Planes
Trailer Park Boys
• Majority of revenue unknown (Ads)• Top games would be in top 50 grossing• Constantly new games• Huge drop in downloads after June. Are we starting to see the saturation point?
Instant GamesCasual Games: Hypercasuals
Top Games
33.0Mdownloads
$16.6Mnet IAP revenue
Color By Number
Pixel Art
Kick The Buddy
CASUAL GAMES: NET IAP REVENUE (MUSD) LAST 12 MONTHS
Casual$6 249M
Puzzle$1 043M
(64%)
Lifestyle$513M
(8%)
Arcade$203M(3%)
AR$489M(8%)
Simulation$1 043M
(17%)
Action Puzzle
Puzzle
PuzzleRPG
Words/Cards/HiddenObject
InteractiveStory
Customization
$2 869M
$333M
$60M
$741MEndlessRunner
Hyper CasualGames
Idler
TimeManagement
Sandbox
Adventures
Breeding
Crafting
$49M$11M
$143M
$101M
$258M
$393M
$103M
$188M
$358M
$155M
CASUAL GAMES: NET IAP REVENUE (MUSD) LAST 12 MONTHS
Casual$6 249M
Puzzle$1 043M
(64%)
Action Puzzle
Puzzle
PuzzleRPG
Words/Cards/HiddenObject
$2 869M
$333M
$60M
$741M
• Stagnant user growth• Massive revenue growth• Ever more deeper meta game mechanics
Puzzle RPGCasual Games: Puzzle RPG
Top Games1. Dragon Ball Z Dokkan Battle•Revenue: $27.7M (-42%)•Downloads 0.5M (-46%)
2. Empires & Puzzles•Revenue: $11.7M (+11%)•Downloads 1.4M (+10%)
3. Angry Birds 2•Revenue: $7.6M (+0%)•Downloads 3.8M (-17%)
4. Legendary: Game of Heroes•Revenue: $6.3M (+1%)•Downloads 0.2M (-16%)
5. Best Fiends•Revenue: $3.7M (+2%)•Downloads 0.7M (-8%)
* Net revenue from newest month
** Growth percentages newest vs previous month
Casual$6 249M
Puzzle$1 043M
(64%)
Action Puzzle
Puzzle
PuzzleRPG
Words/Cards/HiddenObject
$2 869M
$333M
$60M
$741M
• Stagnant user growth• Revenue looks to have peaked
PuzzleCasual Games: Puzzle
Top Games1. Candy Crush Saga•Revenue: $58.7M (+28%)•Downloads 10.2M (-1%)
2. Candy Crush Soda Saga•Revenue: $25.8M (-3%)•Downloads 2.9M (-9%)
3. Toon Blast•Revenue: $25.3M (+8%)•Downloads 4.6M (+4%)
4. Gardenscapes – New Acres•Revenue: $25.1M (-8%)•Downloads 2.4M (-5%)
5. Homescapes•Revenue: $22.5M (-3%)•Downloads 4.2M (-16%)
* Net revenue from newest month
** Growth percentages newest vs previous month
38.4Mdownloads
$238.7Mnet IAP revenue
• Frequent updates (50 new levels every 2 weeks)• Revenues driven by optimization, competition and events• Developed and ran by a team of roughly 15 people
Toon Blast
Toon Blast in a nutshell• Tap to clear match game• Developed by Peak Games• Successor for “Toy Blast”
4.6Mdownloads
$25.3Mnet IAP revenue
Note: Information based on worldwide App Annie data but Asia based games have been excluded so data mostly from Western gamesSource: App Annie, GameRefinery & Rovio
Puzzle games with PvP elements?
Best Fiends RivalsBy: Seriously
Puzzle games with PvP elements?
• Soft-launched in October 2017
• Removed from App Stores in August 2018
Super Spell HeroesBy: Flare Games
Puzzle FighterBy: Capcom
• Launched in August• Current lifetime:
• Revenue: $150k• Downloads: 400k
➢Not looking very good
• Launched in November 2017
• Shut down in July 2018
CASUAL GAMES IN 2019• Majority of Growth is on the Revenue side, not Download.
• Live Ops (Events) from existing games is driving the Revenue growth
• Hyper Casual is where the organic/cheap growth was.
• Arcade / Hyper Casual games will start maturing
• Narrative, PvP, and Events focus can help new games enter entrenched genres
• Simulation and Location Based games will continue to grow through new launches and improved live operations.
$554Mnet IAP revenue
(August 2018)
120Mdownloads
(August 2018)
MID-CORE GAMES
*Games with 70% or more of the revenue coming from Asia were excluded
MID-CORE: SUB-CATEGORIES
Action Card Games RPGMOBA Strategy
$554MTotal Monthly Revenue
2018/08
15% 4% 31%1% 49%
Revenue
• Action category driven by rise of Battle Royale• Strategy games declining due to decline of Clash Royale and slowed down
growth of the 4X games• RPG games declining due to significant decline of top franchises across all
genres• MOBAs stayed a niche while Card Games dominated by a coupled of key
franchises
Downloads
• Downloads declining throughout all categories due to lack of big launches and high CPIs
• Action category downloads stabilizing after the launches of PUBG and Fortnite in March
Mid-Core Games: Sub-Categories
RPG
MOBA
Card games
Action
Strategy
RPG
Card gamesMOBA
Action
Strategy
Mid-Core$6 677M
Action(8%)
CardGames$245M(4%)
RPG$2 363M
(35%)
MOBA$87M(1%)
Strategy$3 442M
(52%)
FPS
TacticalShooters
BattleRoyal
Snipers
$140M(26%)
$87M(16%)
$66M(12%)
$247M(46%)
Fighting
MMO
Action RPG
4X
Build &Battle
Synch.Battler
$276M(12%)
$280M(12%)
$618M(26%)
$2 325M(68%)
$688M(20%)
$428M(12%)
Turn-basedRPG
$1 190M(50%)
* Bubble size presents categery revenue share
Mid-Core$6 677M
Action$541M
(8%)
CardGames$245M(4%)
RPG$2 363M
(35%)
MOBA$87M(1%)
Strategy$3 442M
(52%)
FPS
TacticalShooters
BattleRoyal
Snipers
$140M(26%)
$87M(16%)
$66M(12%)
$247M(46%)
Fighting
MMO
Action RPG
4X
Build &Battle
Synch.Battler
$276M(12%)
$280M(12%)
$618M(26%)
$2 325M(68%)
$688M(20%)
$428M(12%)
Turn-basedRPG
$1 190M(50%)
Top two games generate over 70% or more of sub-category revenues
Mid-Core$6 677M
Action$541M(8%)
FPS
TacticalShooters
BattleRoyal
Snipers
$140M(26%)
$87M(16%)
$66M(12%)
$247M(46%)
Mid-Core$6 677M
Action$541M(8%)
FPS
TacticalShooters
BattleRoyal
Snipers
$140M(26%)
$87M(16%)
$66M(12%)
We will port our successful Steam game with twitch controls to mobile and it will be huge!
- Bluehole -
We will port a console game with even twitchier controls to and it will be even bigger!
- Epic -
2018We will copy a successful Steam game with twitch control to mobile and it will be huge!
- NetEase -
Battle Pass – Core Idea
• Players unlock Battle Pass tiers by playing the game
• For reaching certain tiers, players get season based exclusive rewards like skins/emotes etc.
• Because of seasons there is always only a limited time to unlock all tiers from each Battle Pass➢ This is extremely effective engagement and retention driver
PUBG mobile
PUBG Mobile Battle Pass (season 3)• 12 weeks• 100 tiers• ~10 dollars
Season 1 stats:• 4 weeks• 30 tiers• ~10 dollars
Battle Pass – Why does it monetize so well?• There is always 2 layers in each Battle Pass (Free & Paid)
• Everyone can progress and unlock as many tiers as they want in the free layer
• The trick is: Upgrading to paid layer instantly unlocks all rewards that corresponds currently unlocked tier in free layer➢ The more you play the more value you get for your money➢ You get the feeling of “missing out” if you don’t upgrade
Free/Basic
Paid/Premium
Fortnite Battle Pass• 10 weeks• 100 tiers• ~10 dollars
Battle Pass – Pros & Cons
Pros
• Extremely good feature as a retention, engagement and conversion driver
• Feels player friendly (is usually used for cosmetics only)
• Fairly easy to include other monetization mechanics such ability to skip tiers or xp boosters
Cons
• Usually requires very high DAU to actually be successful o Lacks “spending depth” i.e. high spenders
are not able to spend much
• Cannot be implemented in all types of games (has not yet proven successful outside of Battle Royale genre)
Pricing Strategy
A business can use a variety of pricing strategies when selling a product or service.
The price can be set to maximize profitability for each unit sold or from the market overall.
It can be used to defend an existing market from new entrants, to increase market share within a market or to enter a new market.
Pricing Strategy: Maximize Profits
Pricing Strategy: Enter New MarketPricing Strategy: Defend Market From New Entrants
Mid-Core$6 677M
Action$541M
(8%)
CardGames$245M(4%)
RPG$2 363M
(35%)
MOBA$87M(1%)
Strategy$3 442M
(52%)
FPS
TacticalShooters
BattleRoyal
Snipers
$140M(26%)
$87M(16%)
$66M(12%)
$247M(46%)
Fighting
MMO
Action RPG
4X
Build &Battle
Synch.Battler
$276M(12%)
$280M(12%)
$618M(26%)
$2 325M(68%)
$688M(20%)
$428M(12%)
Turn-basedRPG
$1 190M(50%)
Top two games generate over 70% or more of sub-category revenues
Mid-Core$6 677M
RPG$2 363M
(35%)
Fighting
MMO
Action RPG
$276M(12%)
$280M(12%)
$618M(26%)
Turn-basedRPG
$1 190M(50%)
Top two games generate over 70% or more of sub-category revenues
PuzzleRPG
$741M
• Second largest category in Mid-Core• Fairly stagnant revenue/download growth• All top games are surprisingly different in comparison
Turn-based RPGMid-Core Games: Turn-based RPG
Top Games1. Summoners War•Revenue: $16.0M (-21%)•Downloads 0.2M (-33%)
2. Fire Emblem Heroes•Revenue: $13.2M (-24%)•Downloads 0.1M (+205%)
3. Final Fantasy Brave Exvius•Revenue: $12.2M (+7%)•Downloads 0.1M (+232%)
4. Star Wars: Galaxy of Heroes•Revenue: $10.4M (+2%)•Downloads 0.4M (-22%)
5. Idle Heroes•Revenue: $9.9M (-10%)•Downloads 0.8M (+4%)
* Net revenue from newest month
** Growth percentages newest vs previous month
4.6Mdownloads
$91.3Mnet IAP revenue
BUT FEW COMMON NOMINATORS
• Live operations • New content tied to gacha • Extremely deep and evolving meta-game • Depth over accessibility and core gameplay
Mid-Core$6 677M
Action$541M
(8%)
CardGames$245M(4%)
RPG$2 363M
(35%)
MOBA$87M(1%)
Strategy$3 442M
(52%)
FPS
TacticalShooters
BattleRoyal
Snipers
$140M(26%)
$87M(16%)
$66M(12%)
$247M(46%)
Fighting
MMO
Action RPG
4X
Build &Battle
Synch.Battler
$276M(12%)
$280M(12%)
$618M(26%)
$2 325M(68%)
$688M(20%)
$428M(12%)
Turn-basedRPG
$1 190M(50%)
Top two games generate over 70% or more of sub-category revenues
MOBAMid-Core Games: MOBA
Top Games1. Mobile Legends: Bang Bang•Revenue: $6.2M (-3%)•Downloads 5.7M (-11%)
2. Vainglory•Revenue: $0.6M (-13%)•Downloads 0.4M (+94%)
* Net revenue from newest month
** Growth percentages newest vs previous month
6.1Mdownloads
$6.8Mnet IAP revenue
• Most of the revenue coming from APAC (and China)• Esports have not given the expected boost• Influencers / Streamers significant marketing channel
Mid-Core$6 677M
MOBA$87M(1%)
Top two games generate over 70% or more of sub-category revenues
Brawlers
Possibly emerging category
BRAWLERA team of players faces another team. Focus on team-play. Strong core gameplay with progression mechanics.
MOBAS
• Successful in APAC and China • Till date, no marginal traction in the West • Brawl Stars will launch globally • Brawler category emerge in the Eastern market
Mid-Core$6 677M
Action$541M
(8%)
CardGames$245M(4%)
RPG$2 363M
(35%)
MOBA$87M(1%)
Strategy$3 442M
(52%)
FPS
TacticalShooters
BattleRoyal
Snipers
$140M(26%)
$87M(16%)
$66M(12%)
$247M(46%)
Fighting
MMO
Action RPG
4X
Build &Battle
Synch.Battler
$276M(12%)
$280M(12%)
$618M(26%)
$2 325M(68%)
$688M(20%)
$428M(12%)
Turn-basedRPG
$1 190M(50%)
Top two games generate over 70% or more of sub-category revenues
Mid-Core$6 677M
Strategy$3 442M
(52%) 4X
Build &Battle
Synch.Battler
$2 325M(68%)
$688M(20%)
$428M(12%)
Top two games generate over 70% or more of sub-category revenues
• Category created and owned by Clash Royale• 350M lifetime installs / 1500M lifetime net revenue • Revenue down 25% after launch of Fortnite
Synch. BattlerMid-Core Games: Strategy
Top Games1. Clash Royale•Revenue: $29.9M (+19%)•Downloads 4.8M (-10%)
* Net revenue from newest month
** Growth percentages newest vs previous month
4.9Mdownloads
$30.4Mnet IAP revenue
• Huge esports season launched at the end of Augusto Was covered in multiple media outlets globallyo Boosted by key Esports franchiseso No impact in downloads
Clash Royale Esports
4.8Mdownloads
$29.9Mnet IAP revenue
Clash Royale Esports
• Minimal views compared to any other types of videos on the channel• Clash Royale Esports = 130k subscribers and 25M views• Main channel 5.4M subscribers and 650M views
MID-CORE GAMES IN 2019
• Majority of Growth is on the Revenue side, not Download
• IPs and themes become crucial to lower CPIs
• RPG becomes the biggest category in term of revenus
• New sub-category in form of Brawler(s)
• Blending of genres with goal of increasing depth will continue
• Virtual D-pad and longer sessions are back on the menu
• Esports will remain a curiosity rather than a growth driver
• Influencers / streamers will become ever more important marketing channel
MOBILE GAMES IN 2019
• Majority of Growth is on the Revenue side, not Download
• IPs and themes become crucial to lower CPIs
• RPG becomes the biggest category in term of revenues
• New sub-category in form of Brawler(s)
• Blending of genres with goal of increasing depth will continue
• Virtual D-pad and longer sessions are back on the menu
• Esports will remain a curiosity rather than a growth driver
• Influencers / streamers will become an important marketing channel
• Majority of Growth is on the Revenue side, not Download.
• Live Ops (Events) from existing games is driving the Revenue growth
• Hyper Casual is where the organic/cheap growth was.
• Arcade / Hyper Casual games will start maturing
• Narrative, PvP, and Events focus can help new games enter entrenched genres
• Simulation and Location Based games will continue to grow
CASUALMID-CORE