gmgc2015 - 5 lessons bringing core gamers to touchscreen
TRANSCRIPT
5 LESSONS BRINGING CORE GAMES TO
TOUCH SCREENS
EdTheShred@KSegerstrale
BACKGROUND
MOBILE GAMESCO-FOUNDER, VP
MACROSPACE(NASDAQ: GLUU)
TABLET GAMESNON-EXEC DIRECTOR
(SOFTBANK 51% OWNER)
SOCIAL GAMESCO-FOUNDER, CEO(NOW PART OF EA)
2001-2007 2007-2012 2010-2013
CORE GAMES ON TOUCHEXEC DIRECTOR / COO
2013-
Founded: 2012
Deep core gaming talent(Riot, Rockstar, Blizzard, Guerrilla, …)
35 FTEs, 15M in
fundingFirst game:
Vainglory™
CREATORS OF CORE GAMES FOR TOUCH SCREENS
Stephan / CCORiot Games
Q / CPOPlayfish
Kristian / COO & EDPlayfish / EASupercell, Glu
Jason/ Tech ArtLucasartsDreamworks
Carlo/ Art dirBlizzardInsomniac
Bo / CEORockstar GamesGazillion
Tommy / CTORiot GamesGuerilla Games
+++
Console grade E.V.I.L. Engine
OUR DREAM IS A FRANCHISE FOR DECADES
FOR EVERYONE, EVERYWHERE TO WATCH AND PLAY
STRONG CRITICAL RECEPTION
-William “Chobra” Cho - Korean e-sports celebrity
20,000+ 5-star reviews on the App Store!
GROWTH METRICS
• Already one of the moststreamed touch screen games– 900k+ Twitch views in March– 1.5M YouTube views in March
• 75min+ average play time
• Exploding community events– Tournaments– Tutorial streams
FANATICALCOMMUNITY
5 LESSONS FROM THE EXPERIENCEOF BUILDING VAINGLORY SO FAR
LESSON 1 : ENGINE MATTERS
• Proprietary console grade E.V.I.L Engine
• Performance and precision– 60 fps, <30ms controls, 1.3M polygons
• Speed of new hardware adaptation– Fastest time to new API:s and chipsets
• Magnet for talent– Artistic freedom, technology culture
LESSON 2 : DESIGN FOR GAMERS – NOT MOBILE
• No gimmicks in controls– Gestures and accelerometer?
• Long sessions– 20min sessions vs 3 minute sessions
• Unapologetically core experience– D1 retention tough for any core game– Day 30+ is what matters
LESSON 3 : WORKING WITH THE COMMUNITY
• No UA
• From 1:1 relationships to scale
• Key channels: YouTube, Twitch, Forums & more
• Dedicated talent vs variety talent
LESSON 4 : MEASURING PROGRESS
• “Concrete basketball court” test
• Total minutes played key
• Stream / Youtube views as proxy for deep engagement
LESSON 5 : PATIENCE• Communities take time to build
POTENTIAL OF CORE GAMING ON TOUCH?
Source: Ben Evans – A16Z
• Mobile devices are portable and personal, facilitating play together anywhere driving stickiness
• Mobile devices are inherently social and always connected to data, driving distribution
• Discoverability and installation easier through app stores
• Touch is more intuitive to learn than mouse + keys
• Opportunity to learn from all previous mistakes in monetization, community and distribution
Touch screen core addressable
PC core addressable
THANK YOU!
EdTheShred@KSegerstrale