gmgc2015 - 5 lessons bringing core gamers to touchscreen

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5 LESSONS BRINGING CORE GAMES TO TOUCH SCREENS EdTheShred @KSegerstrale

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Page 1: GMGC2015 - 5 Lessons Bringing Core Gamers to Touchscreen

5 LESSONS BRINGING CORE GAMES TO

TOUCH SCREENS

EdTheShred@KSegerstrale

Page 2: GMGC2015 - 5 Lessons Bringing Core Gamers to Touchscreen

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-

Page 3: GMGC2015 - 5 Lessons Bringing Core Gamers to Touchscreen

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

Page 4: GMGC2015 - 5 Lessons Bringing Core Gamers to Touchscreen

OUR DREAM IS A FRANCHISE FOR DECADES

Page 5: GMGC2015 - 5 Lessons Bringing Core Gamers to Touchscreen

FOR EVERYONE, EVERYWHERE TO WATCH AND PLAY

Page 6: GMGC2015 - 5 Lessons Bringing Core Gamers to Touchscreen

STRONG CRITICAL RECEPTION

-William “Chobra” Cho - Korean e-sports celebrity

Page 7: GMGC2015 - 5 Lessons Bringing Core Gamers to Touchscreen

20,000+ 5-star reviews on the App Store!

Page 8: GMGC2015 - 5 Lessons Bringing Core Gamers to Touchscreen

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

Page 9: GMGC2015 - 5 Lessons Bringing Core Gamers to Touchscreen

FANATICALCOMMUNITY

Page 10: GMGC2015 - 5 Lessons Bringing Core Gamers to Touchscreen

5 LESSONS FROM THE EXPERIENCEOF BUILDING VAINGLORY SO FAR

Page 11: GMGC2015 - 5 Lessons Bringing Core Gamers to Touchscreen

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

Page 12: GMGC2015 - 5 Lessons Bringing Core Gamers to Touchscreen

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

Page 13: GMGC2015 - 5 Lessons Bringing Core Gamers to Touchscreen

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

Page 14: GMGC2015 - 5 Lessons Bringing Core Gamers to Touchscreen

LESSON 4 : MEASURING PROGRESS

• “Concrete basketball court” test

• Total minutes played key

• Stream / Youtube views as proxy for deep engagement

Page 15: GMGC2015 - 5 Lessons Bringing Core Gamers to Touchscreen

LESSON 5 : PATIENCE• Communities take time to build

Page 16: GMGC2015 - 5 Lessons Bringing Core Gamers to Touchscreen

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

Page 17: GMGC2015 - 5 Lessons Bringing Core Gamers to Touchscreen

THANK YOU!

EdTheShred@KSegerstrale