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One Year of Bejeweled Blitz
Learning to Expect the Unexpected
Giordano Bruno Contestabile
Executive Producer – Bejeweled, PopCap Games
October 10th, 2012
Twitter: @giordanobc
Some quick facts
 Launched in late 2000
 History: Bejeweled, Bejeweled 2,
Bejeweled Twist, Bejeweled Blitz,
Bejeweled 3
 Key platforms: Facebook, iOS,
PC/Mac
 Units sold: > 55 million
 Installs: > 200 million
 MAUs: > 25 million
 Total users: 500 million+
One Very Long Minute
 History of Bejeweled Blitz on Facebook & iOS
 December 2008: Bejeweled Blitz launches on Facebook
 November 2009: Blitz mode and FB Connect added to Bejeweled 2 iOS client
 December 2011: Bejeweled Blitz iOS launched as a freemium title
 3+ years from launch, still consistently popular:
• Facebook: top 10 games by DAU (3M+)
• iPhone: top 10 highest-grossing games
 One of the first games to be fully integrated across FB and iOS
Operating
Bejeweled
Blitz
Traditional PopCap model
1. Make game
2. Wait (years) for game to be made
3. Profit!!!
3 YEARS
Service development model
1. Prototype
2. It’s fun!
3. Production!
4. Telemetry first
5. MVP
6. Closed Beta
7. Open beta
8. Launch
9. Keep going!
MONTH 1-3 MONTH 4-9 MONTH 9-12 YEARS 2-10
When The Game Is live
 Capture and analyze data
 Iterate on features and add content
 Plan and manage regular events
 Tweak economy in real-time
 Change game server-side
 New (to the games industry) professions:
• Data analyst, monetization designer, ops engineer etc.
Why We Changed
 Every game we make is a service
• Needs to be updated and improved over time
 Every game we make is free to play
• Reach 10x the audience, need regular events to keep engaged
 The distinction between product and business has disappeared
• One interdisciplinary team
• Product innovation drives business innovation, and vice versa
What Did We Learn?
“Casual” gamers?
 86% of active players play every day
Frequency of play
Once a month
Every 2 weeks
Once a week
Few times / week
Every day
Multi times / day
iOS: A Very Efficient Platform
Key Metrics iOS (FB = 100)
Daily Active Users Weekly Average 48%
ARPU DARPU 229%
Engagement Games / day 100%
Retention 7-day retention 193%
Monetization % of paying users 205%
But iOS players have
multiple, shorter, sessions
iOS performs 2x Facebook in several key metrics
Not all mobile players want to be social
Approximately 18% of Blitz iOS
downloads have activated
Facebook Connect…
 FB Connect was required to unlock full features
 Launched “Universal Mode” in June 2012
 FB-connected users tend to spend more
…but over 40% of DAU
use FB Connect
FB is for friends!
Players will always find a way
I haven’t met you / and this
is crazy / but I love Blitz /
so add me maybe
ADD ME!
ADD ME!
ADD ME!
UI matters. A lot
We changed Daily Spin UI from this: To this:
Snazzier presentation!
Satisfying lever pulling!
Clearer payouts!
 Average revenue from Daily Spin increased 131%
UI matters. A lot
2X
Key Lesson
Be metrics-informed, don’t be metrics-driven
Specialize, but share knowledge
Huge features are dangerous: go for small sprints when you can
Leverage Facebook for rapid iteration and A/B testing
Cross-platform is hard, but can be worth it
Don’t underestimate players’ willingness to spend
(but give them fun in exchange)
Thanks!
Questions?
@giordanobc

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One year of Bejeweled Blitz - Learning to expect the unexpected

  • 1. One Year of Bejeweled Blitz Learning to Expect the Unexpected Giordano Bruno Contestabile Executive Producer – Bejeweled, PopCap Games October 10th, 2012 Twitter: @giordanobc
  • 2. Some quick facts  Launched in late 2000  History: Bejeweled, Bejeweled 2, Bejeweled Twist, Bejeweled Blitz, Bejeweled 3  Key platforms: Facebook, iOS, PC/Mac  Units sold: > 55 million  Installs: > 200 million  MAUs: > 25 million  Total users: 500 million+
  • 3. One Very Long Minute  History of Bejeweled Blitz on Facebook & iOS  December 2008: Bejeweled Blitz launches on Facebook  November 2009: Blitz mode and FB Connect added to Bejeweled 2 iOS client  December 2011: Bejeweled Blitz iOS launched as a freemium title  3+ years from launch, still consistently popular: • Facebook: top 10 games by DAU (3M+) • iPhone: top 10 highest-grossing games  One of the first games to be fully integrated across FB and iOS
  • 5. Traditional PopCap model 1. Make game 2. Wait (years) for game to be made 3. Profit!!! 3 YEARS
  • 6. Service development model 1. Prototype 2. It’s fun! 3. Production! 4. Telemetry first 5. MVP 6. Closed Beta 7. Open beta 8. Launch 9. Keep going! MONTH 1-3 MONTH 4-9 MONTH 9-12 YEARS 2-10
  • 7. When The Game Is live  Capture and analyze data  Iterate on features and add content  Plan and manage regular events  Tweak economy in real-time  Change game server-side  New (to the games industry) professions: • Data analyst, monetization designer, ops engineer etc.
  • 8. Why We Changed  Every game we make is a service • Needs to be updated and improved over time  Every game we make is free to play • Reach 10x the audience, need regular events to keep engaged  The distinction between product and business has disappeared • One interdisciplinary team • Product innovation drives business innovation, and vice versa
  • 9. What Did We Learn?
  • 10. “Casual” gamers?  86% of active players play every day Frequency of play Once a month Every 2 weeks Once a week Few times / week Every day Multi times / day
  • 11. iOS: A Very Efficient Platform Key Metrics iOS (FB = 100) Daily Active Users Weekly Average 48% ARPU DARPU 229% Engagement Games / day 100% Retention 7-day retention 193% Monetization % of paying users 205% But iOS players have multiple, shorter, sessions iOS performs 2x Facebook in several key metrics
  • 12. Not all mobile players want to be social Approximately 18% of Blitz iOS downloads have activated Facebook Connect…  FB Connect was required to unlock full features  Launched “Universal Mode” in June 2012  FB-connected users tend to spend more …but over 40% of DAU use FB Connect
  • 13. FB is for friends! Players will always find a way I haven’t met you / and this is crazy / but I love Blitz / so add me maybe ADD ME! ADD ME! ADD ME!
  • 14. UI matters. A lot We changed Daily Spin UI from this: To this: Snazzier presentation! Satisfying lever pulling! Clearer payouts!  Average revenue from Daily Spin increased 131%
  • 15. UI matters. A lot 2X
  • 17. Be metrics-informed, don’t be metrics-driven
  • 19. Huge features are dangerous: go for small sprints when you can
  • 20. Leverage Facebook for rapid iteration and A/B testing
  • 21. Cross-platform is hard, but can be worth it
  • 22. Don’t underestimate players’ willingness to spend (but give them fun in exchange)