Presentation at Casual Connect Europe in Amsterdam, Netherlands, February 2008, by Jeremy Snook.
Presentation audio available at http://casualconnect.org/content/Amsterdam/SnookAms10-08.html.
How To Get Your Game On Real (Casual Connect Europe 2008)
1. Getting Your Games on Real Jeremy SnookLead Producer, RealGames February 8, 2008 CGA Europe ‘08 Slide 1
2. Who is Real? February 8, 2008 Slide 2 RealNetworks was founded in 1994 and pioneered streaming audio and video over the Internet. We are a global leader in delivering games, music, and video to consumers around the world. We are a pioneer in casual games; launched RealArcade in 2001. CGA Europe ‘08
4. Who is RealGames? February 8, 2008 Slide 4 PC Games Direct Syndication* Wholesale* * examples as of 10/07, not entire list CGA Europe ‘08
5. PC Business Models February 8, 2008 Slide 5 Download Sales Subscriptions Ad Revenue CGA Europe ‘08
6. PC Business Models February 8, 2008 Slide 6 Download Sales Subscriptions In-Game Advertising Other Opportunities CGA Europe ‘08
7. Download Sales February 8, 2008 Slide 7 “Try before you buy” 60 minute demo wrapper $19.99 standard purchase price CGA Europe ‘08
8. Subscriptions February 8, 2008 Slide 8 GamePass (RealArcade) $9.99 monthly subscription (includes 1 game credit) $14.99 for game purchases FunPass (GameHouse, Zylom, MSN GameSpring) $19.95 monthly subscription “all-you-can-eat” CGA Europe ‘08
9. In-Game Advertising February 8, 2008 Slide 9 We currently have 40 ad-enabled games showing 15- and 30-second streaming video ads. Q4’07 was a record quarter, with 400% more ads served than Q4’06. Recent survey results, announced today 90% would watch ads 34% click through CGA Europe ‘08
11. Other Opportunities Mobile, Retail, Off-PC Platforms (XBLA, Wii, DS, etc.) We are perpetually seeking new ways to monetize our content. For more information on off-PC opportunities, email Dan Neel (dneel@real.com). February 8, 2008 Slide 11 CGA Europe ‘08
13. Content Criteria Is this game fun? Does it entertain without stressing the player? Does this game add a new twist on previously-successful game mechanics? Conversely, is this game familiar and understandable enough? Is this game on par or exceed current games in our catalog? Does it match well with our core customer demographic? Would we kick ourselves if this game wasn’t in our catalog? February 8, 2008 Slide 13 CGA Europe ‘08
14. Catalog Focus Overheard: “Real just wants hidden picture and match-3 games”. Not true. However, we do have a lot of those games. Customers drive content through purchases. Don’t assume that we have holes in our catalog. February 8, 2008 Slide 14 CGA Europe ‘08
18. Our Top 10 So what does Real want? Look at our Top 10 list to see what our customers are buying. Competition is high! February 8, 2008 Slide 18 CGA Europe ‘08
19. Give Us Your Best Real releases just 2 new games each week. This includes 1st party (in-house) games and 2nd party (published) games, which are guaranteed a release slot. For 3rd party (non-exclusive) games – this puts your games in the same group as big studios like Sandlot, PopCap, and iWin. To sum it up: Give us your best game. February 8, 2008 Slide 19 CGA Europe ‘08
27. Option A: Distribution Non-exclusive 30% direct royalty rate Direct Channels: RealArcade, GameHouse, Zylom, Atrativa - a combined audience of 8.8 million worldwide System compatibility testing Localization services and distribution of your game through Zylom’s European network February 8, 2008 Slide 24 CGA Europe ‘08
28. Option B: Publishing 12 month exclusivity period Extensive cooperation with our experienced producers; a mutually beneficial relationship Competitive royalty rates Direct channels plus Wholesale distribution (over 48 million users worldwide) Advances against royalties can be negotiated based on the depth of the partnership and needs of your studio. February 8, 2008 Slide 25 CGA Europe ‘08
29. Option B: Publishing A closed evaluation program with a pool of over 19,000 RealArcade customers that provides additional testing support and customer feedback. Detailed customer focus testing in our state-of-the-art usability lab. February 8, 2008 Slide 26 CGA Europe ‘08
32. My Game Launched…Now What? Game Updates Web Version Mac Version In-Game Ad Version Localized Versions On to the Next Game! February 8, 2008 Slide 28 CGA Europe ‘08
34. PC Version Requirements Complete requirements provided by Producer Raw game bits for the full unlocked game Does not connect to Internet for any reason (check for updates, additional content downloads, etc.) outside of Real servers Cannot use player-based technology that uses the game as bytecode (example: Director) Icon for Vista Games Explorer Imbedded ESRB rating – if available February 8, 2008 Slide 30 CGA Europe ‘08
35. Web Version Requirements Web games must be written in Flash (up to version 8; 9 not accepted) and ActiveX. We can no longer accept games written in Shockwave or Java. Up-sell buttons and URLs must be externalized for our e-commerce teams to change the final up-sell page link. Gameplay should be limited (example: ~5-10 distinct levels, with up-sell after first level and then every other level) to generate interest in the game, but not give too much away. Dimensions: 520 pixels x 425 pixels maximum February 8, 2008 Slide 31 CGA Europe ‘08
36. More Resources / Q&A http://gamedevs.realarcade.com February 8, 2008 Slide 32 CGA Europe ‘08
Notas del editor
Here are some of our bigger syndication & wholesale partners.WW reach of 48 million+ Spill group announcement (30 game portals in Europe, Asia, N. & S. America)
90% of our game players said they would watch in-game ads in exchange for free games34%31 percent of game players surveyed say they actually “like” watching the video ads for various reasons, including the relevance of the ads to their needs and the short break from game play that the ads provide
Our advertisers to date – you can see that these are highly respected consumer products and entertainment companies.
Participation in new programs is prioritized to published developers first.Looking for outstanding console or handheld content that tends towards a ‘broad-appeal’ audience or work-for-hire opportunities with proven teams possessing solid experience on target platforms.
Actually, we try to give our customers what they want; they just happen to want a lot of hidden picture games right now.Don’t assume that we have holes in our catalog – assume that if we don’t have something that either our customers don’t want it or that we’re already working on it.
Same basic ingredients: meat, bread, pickles, ketchupVariation: fresh ingredients, fast and cheap, gourmetStill a burger! Other items on the menu (salads, chicken), but burgers remain.
Same basic ingredients: meat, bread, pickles, ketchupVariation: fresh ingredients, fast and cheap, gourmetStill a burger! Other items on the menu (salads, chicken), but burgers remain.
Same basic ingredients: meat, bread, pickles, ketchupVariation: fresh ingredients, fast and cheap, gourmetStill a burger! Other items on the menu (salads, chicken), but burgers remain.
Based purely on gross sales revenue from previous week. THIS IS WHAT OUR CUSTOMERS BUY.Look at these games – this is the quality level that your game should be at.Clones? No – but borrow from successful formulas. Take inspiration from the successful features, wrap it in your new concept / take, then innovate 20%.
The level of competition is fierce, especially when you consider in-house studios (GameHouse and Zylom).3rd party – same cat as “Big Boys”, we consider the playing ground even – you have an equal chance to them – but the quality bar is pretty high.
1 in 20 = 5%
Localization is based on initial sales performance and work estimate (if you follow our guidelines, your game is more easy for us to localize).
Emphasize relationship with producers and studios – more than anything else, that is why devs that publish with us come back.Our experienced producers provide feedback on game mechanic, level design, theme, and production quality, editorial assistance for in-game text, and evaluation of overall customer appeal.
Our usability studies are digitally recorded and shared with you. (roll video – 55:35)