Ogdc 2013 monetization experience
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Transcript of Ogdc 2013 monetization experience

Đỗ Văn Thành - Lead Game DesignerGame Studio North
MONETIZATION
EXPERIENCE
From Social to MMORPG
Hybrid

Who are talking?
Game Designer
Lead Game Designer Product Manager
Lead Game Designer

The two journeys…

What I talk and talk not about…
How our games WORK How all games WORK
Real historical data of our running games
PR for us
Mental working of Game design
Game development process
Monetization theory & practice


• Genre: Social Farming
• Platform: Zing Me
• Target Users: 13-16 years old




Easy Come Easy Go
Easy Come Easy Go

• Genre: Social -Farming – Fighting based
• Platform: Zing Me
• Target users: 13-16 years old

• Idea: War fares are always good merchandises.
• Switching core gameplay from social to social - turn base - RPG.
• Monetization switch from decoration to Stats type (MMO Style).

Events Short-Cut
VIP Items
PvE & PvP Features

•Users love beautiful items but prefer stronger things.
•Users always want a short-cut.
•Users love-love-LOVE VIP items.
•Users (especially Vietnamese) love competition.


MMO Part - Good
Paying Users
Social Part - Good NR
Users

Less Money than
expected
High Churn Rate

Flexible Selling Point

Every Penny is valuable.

VIP - Short Cuts

Sell Simple & Elegant Stats

•Triple the revenue by day
•ARPPU 3 times > myFish - 300K+

•Flexible selling points
•Always have a short-cut
•Value money from tiny to very big Spenders
•Always selling stats, especially the permanent ones

Summarize
