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How to make IAP-based monetization really work on mobile platforms? - Julia Palatovska, Alish Yakubov - G5
1. How to make IAP-based monetization
really work on mobile platforms?
Julia Palatovska, BizDev Director
Alish Yakubov, Executive Producer
2. We Publish and Develop Free-to-play & Casual Games
We focus on games for smartphones and tablets
More distribution channels to be added in 2012
3. G5 - Publisher
Over 70 Million Game Downloads, Millions of DAU
Over 200 game apps in portfolio, cross-selling
Numerous games that made over USD 1M
One game a week, pipeline for a year ahead
Millions of dollars paid to developers
Contracts with 70 developers and growing fast
4. Free-to-Play Game
Released in Sep-Dec
2011
Free-to-play game
Casual city simulator
Top 10 Grossing Game
in 103 countries
$1M revenue and first
million downloads in a
couple of months
5. Your Casual Game Can Become a Free-to-Play Hit!
Virtual City Playground
for iPad
CityVille Hometown iPad
6. How to monetize f2p game?
Give players a way to pay to overcome natural obstacles:
For extra energy and longer sessions
To speed up construction
To unlock new content ahead of time
To unlock more space on the map
To build exclusive buildings
Goals:
Those who don’t want to pay need to be able to play for free
Those who want to have extra fun should be able to spend
money
7. Add progress stoppers
Slow down player’s progress with:
Energy consumption
Lack of resources
Lack of virtual currency
Goals:
Players who are eager to pay should progress faster than not
paying users
9. Add time consumption
Additional ways to slow down progress:
Raise constructing time
Raise production time
Goals:
Make players want to boost construction and
production for premium currency
10. Let unlock content ahead of time
Unlock new constructions and grades
Unlock territory on map
Unlock new Items
Unlock bonuses and boosts
Goal:
Players who are curious should be able to progress further
for premium currency
12. Add premium content
More productive premium buildings
Premium tools
Boosters and power-ups
Premium consumable bonuses
Goals:
Allow paying players enjoy the game more than other players
16. Retain a player in the game
Add FREE features which will keep a player in the game
and expand session time:
Moving constructions
Grinding actions
Collecting items
Goal: Expand player’s session time. The more time they
spend in the game, the more eagerly they spend money
17. Keep a player in the game
Revenue boost after update with additional free features
18. Make it easy to purchase
Make the path from any game location to monetization
screen as short as possible:
Add shortcuts
Predict player’s wishes
Make attractive suggestions to purchase
Goal: every time when players want to buy something,
they should be able to do this intuitively within 1 click
21. What G5 can do for you
We give you a dedicated producer and share best practices
Great terms, advances / full development funding
Cross-platform Talisman technology
Cross-platform QA
Localization to 11 languages
Marketing and traffic acquisition for your games all over the
world
Cross-sell with G5 games for access to millions of users
F2P approach can be applied to any genre!