Transcript
Page 1: Growing “out” of Europe: Wooga Postmortem (GDC 2012)

Growing  “out”  of  Europe  -­‐Postmortem  of  3  years  Wooga-­‐  

 

Jens  Begemann  (Founder  &  CEO)  

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50  million  ac:ve  users,  70%  female  (age  20-­‐60)  

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Team  of  160  from  >25  na:ons,  in  Berlin    

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2008  

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Vision:        

Games  for  everyone  

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Typical  cliché  gamers  

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We  start  playing  as  kids  

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And  con:nue  playing  our  whole  life  

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But  computer  games  are  quite  male  

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and  young  (or  do  you  believe  this  is  real?)  

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They  don’t  play  computer  games  

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She  doesn’t  play  tradi:onal  games  

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7  key  learning  to  share  

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2009  

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Brain  Buddies  

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Started  with  paper  drawing…  

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…and  simple  prototypes  

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Final  Mini-­‐Game  –  it’s  only  great  because  of  all  the  detail    

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User  tes:ng  Every  week/  2  people    -­‐  Tons  of  insights  leading  to  detailed  changes  

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1st  Learning:    

DEDICATION    TO  DETAIL  

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VS.  

Local  Social  Networks   Facebook  

Ini:al  plan:  only  address  social  networks  as  2  years  behind  Zynga,  Playdom  &  Playfish  

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…then  applied  Frank  Sinatra  strategy:  

“If  we  can  make  it  there,  we’ll  make  it  anywhere”      à  Focusing  fully  on  Facebook  

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July  2009:      Brain  Buddies  Launch  @FB  

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We  tracked  user  growth  on  the  the  wall:    

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Every  Morning  upda:ng…  

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…  in  4  months  we  ran  out  of  wall  

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Series  A  2nd  Learning:    

FOCUS  ON  ONE  THING  

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2010  

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End  of  virality  as  we  know  it  

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February  2010:  Launch  Bubble  Island  –  Adventure  Mode  

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Engage  the  player  with  highly  polished  gameplay  &  racoon  reloads              

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3rd  Learning:      

ENGAGEMENT  IS  THE  KEY  

Strong  growth,  because  of  focus  on  engagement,  not  virality  

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Farming  game  with  a  twist  

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Some  growth,  but  flahened  aier  4  months  We  con:nued  to  improve:  weekly  releases  

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A/B  test:  Invite  BuZon      

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Introduc[on  of  missions      

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Garden  @  Launch   Garden  Today  

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4th  Learning:    

DON’T  FOLLOW  THE  HIPPO*  

 (*Highest  Paid  Person’s  Opinion)  

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2011  

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2011:  Slow  start  

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We  were  working  on  a  new  game  with  a  cruise  ship  theme…  

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..  and  quickly  had  a  name  (trademark)  etc.  

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Fast  prototyping,  e.g.  with  Lego  

Completely  in  love  and  thought  it  would  become  a  big  hit!  

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Issues  in  the  core  game  loop  

Work  @  a  ship  

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Relaxing  

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Issues  in  the  core  game  loop  

Managing  a  ship  Exploring  places  

vs  

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Adding  features  wont  fix  a  broken  core  game  loop  

Core  game  loop  

Feature1  Feature2  

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   5th  Learning:  

 GET  THE  BASICS  RIGHT  

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How  to  con:nue  to  grow  

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TYPICAL  game  product  lifecycle  

MAU  

Time  

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MAU  

Time  

DESIRED  game  product  lifecycle  

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Million  

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5%  

55%  

40%  Paid  Ads  

Crosslinking  

Virality  

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6th  Learning:    

SUSTAINABLE  GROWTH  

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Series  A  

Series  B  

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2012  

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Core  fanbase  wanted  to  have  it  –brought  us  to  the  top  posi:on  

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Virality  cycle  +  Synchroniza:on  across  devices  

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Development  in  the  smartphone  industry  

Carriers   Pay/Download  

Freemium  

Single  

Social  App  Store  

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7th  Learning:      

SOCIAL  MOBILE  IS  THE  FUTURE  

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SOCIAL  mobile  is  the  future  7

SUSTAINABLE  growth  6

Get  the  BASICS  right  5FOCUS  on  one  thing  2

Dedica:on  to  DETAIL  1

ENGAGEMENT  is  the  key  3

Don’t  follow  the  HIPPO  4

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Want  to  be  part  of  this?  

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Career  booth  #1726  @Moscone  West  

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Jens  Begemann  Founder  &  CEO  Wooga  

 TwiZer:  @begemann  

 wooga.com/jobs  GDC  booth  #1726  


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