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獨立遊戲開發者分享會 110528

           GDC 2011 心得分享
"Turning Mobile Games into Moneymakers"
Turning Mobile Games into
              Moneymakers
●   Panel 對談
●   主持人 Charles Yim
●   與談人
    Peter Vesterbacka, Rovio ( Angry Birds )
    Mike Breslin, Glu Mobile ( Gun Bros )
    Misha Lyalin, ZeptoLabs ( Cut the Rope )
Mobile Games => Moneymakers
●   Peter Vesterbacka, Rovio ( Angry Birds )
●   在 Angry Birds 之前已經開發 51 個手機作品
●   2003 年開始
●   公司目前 50 人上下
●   目前以創造 Angry Birds 品牌來拓展產品線
●   (商業)機會在哪就往哪去
Mobile Games => Moneymakers
●   Why Birds? => Why not Birds?
●   商品化:書、玩具、電影;要學習很多不同領域
●   Angry Birds 本是打算開發成其他遊戲,但作罷
    重複利用了角色
●   真的要把遊戲做好
●   "Multi-Model" ,不要迷信 / 固執
●   40~50% Angry Birds 玩家會買 Mighty Eagle
Mobile Games => Moneymakers
●   Angry Birds 在 Android 上超過 13M 次下載
    80% 維持率
●   寧缺勿濫
●   不太同意 Zynga 的做法
●   非常唱衰傳統 console 市場
●   如果跨平台,盡量同時更新
●   "Why are the birds angry?" => 話題與顯眼程度
Mobile Games => Moneymakers
●   Mike Breslin, Glu Mobile ( Gun Bros )
●   400 人的跨國公司
●   基本上算通路營運
Mobile Games => Moneymakers
●   遊戲服務化
●   隨時更新,不斷加值,永遠要做測試
●   建立遊戲網,避免使用侵入型廣告
●   Gun Bros 兩個月間超過一百萬次(免費)下載
●   讓使用者在遊戲網裡轉移
●   注意玩家或其他網站怎麼評價遊戲
Mobile Games => Moneymakers
●   離線模式
●   不同裝置,相同遊戲
●   適度設計吸引玩家維持或回鍋的獎勵
●   新的「 Arcade 時代」來臨
Mobile Games => Moneymakers
●   Misha Lyalin, ZeptoLabs ( Cut the Rope )
●   2 個人( Voinov 兄弟)開的公司,目前 5 人
●   GDCA Handheld Finalist
Mobile Games => Moneymakers
●   真的成功後,挑戰才接踵而至
●   賣「故事」和「世界觀」的重要性
●   為玩家著想,玩家才會支持,才能更進一步
    "Monetization"
●   Conversion Rate: 15% (Lite -> Paid)
●   口碑行銷的重要性 (73% 以上 )
●   創造價值。你賣的東西對玩家到底有什麼價值
Mobile Games => Moneymakers
●   想辦法達到 critical mass
●   Tablet => 增加家人 / 朋友同樂的設計

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igdshare 110528: GDC2011 心得分享 "Turning Mobile Games into Moneymakers"

  • 1. 獨立遊戲開發者分享會 110528 GDC 2011 心得分享 "Turning Mobile Games into Moneymakers"
  • 2. Turning Mobile Games into Moneymakers ● Panel 對談 ● 主持人 Charles Yim ● 與談人 Peter Vesterbacka, Rovio ( Angry Birds ) Mike Breslin, Glu Mobile ( Gun Bros ) Misha Lyalin, ZeptoLabs ( Cut the Rope )
  • 3. Mobile Games => Moneymakers ● Peter Vesterbacka, Rovio ( Angry Birds ) ● 在 Angry Birds 之前已經開發 51 個手機作品 ● 2003 年開始 ● 公司目前 50 人上下 ● 目前以創造 Angry Birds 品牌來拓展產品線 ● (商業)機會在哪就往哪去
  • 4. Mobile Games => Moneymakers ● Why Birds? => Why not Birds? ● 商品化:書、玩具、電影;要學習很多不同領域 ● Angry Birds 本是打算開發成其他遊戲,但作罷 重複利用了角色 ● 真的要把遊戲做好 ● "Multi-Model" ,不要迷信 / 固執 ● 40~50% Angry Birds 玩家會買 Mighty Eagle
  • 5. Mobile Games => Moneymakers ● Angry Birds 在 Android 上超過 13M 次下載 80% 維持率 ● 寧缺勿濫 ● 不太同意 Zynga 的做法 ● 非常唱衰傳統 console 市場 ● 如果跨平台,盡量同時更新 ● "Why are the birds angry?" => 話題與顯眼程度
  • 6. Mobile Games => Moneymakers ● Mike Breslin, Glu Mobile ( Gun Bros ) ● 400 人的跨國公司 ● 基本上算通路營運
  • 7. Mobile Games => Moneymakers ● 遊戲服務化 ● 隨時更新,不斷加值,永遠要做測試 ● 建立遊戲網,避免使用侵入型廣告 ● Gun Bros 兩個月間超過一百萬次(免費)下載 ● 讓使用者在遊戲網裡轉移 ● 注意玩家或其他網站怎麼評價遊戲
  • 8. Mobile Games => Moneymakers ● 離線模式 ● 不同裝置,相同遊戲 ● 適度設計吸引玩家維持或回鍋的獎勵 ● 新的「 Arcade 時代」來臨
  • 9. Mobile Games => Moneymakers ● Misha Lyalin, ZeptoLabs ( Cut the Rope ) ● 2 個人( Voinov 兄弟)開的公司,目前 5 人 ● GDCA Handheld Finalist
  • 10. Mobile Games => Moneymakers ● 真的成功後,挑戰才接踵而至 ● 賣「故事」和「世界觀」的重要性 ● 為玩家著想,玩家才會支持,才能更進一步 "Monetization" ● Conversion Rate: 15% (Lite -> Paid) ● 口碑行銷的重要性 (73% 以上 ) ● 創造價值。你賣的東西對玩家到底有什麼價值
  • 11. Mobile Games => Moneymakers ● 想辦法達到 critical mass ● Tablet => 增加家人 / 朋友同樂的設計