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Social gaming 	“Findings and insights” redux By Sriram Krishnan sriramkri@gmail.com 			@sriramkri
I’ve put together some of the insights and findings I’ve come across  from the past year…  Most of you would probably know about what I’ve mentioned in this presentation:  ,[object Object]
The other two parts are for industry enthusiasts or followers Special thanks to Noah Kagen, Jerome Scola and Gabriel Weyer for helping out..! 
Contents Social games - examples Optimizing virality Looking to the future
Social games – examples Social games – examples ,[object Object]
 Strategy
 RPG
 Niche games + Facebook,[object Object]
iHeart ~ 20,000,000 MAU, ~1,300,000 FB fans The goal is to obtain the highest heart beat amongst your friends by sending and receiving hearts. The more hearts you receive, the faster your heart would beat. Features: Receive/Send hearts, heartbeat leader board  Also became viral due to good PR –> seasonal: Valentine’s Day etc. App targeted female population -> tendency to like “hugs”, “kisses”, “hearts” etc Monetized through advertising, and then virtual items Social obligation to reciprocate  -> users harass their friends to send hearts -> improve heartbeat
iHeart
Quiz creator ~ 460,000 MAU, ~83,000 FB fans Users are able to create their own application just by filling up forms This app created ‘00s and 000’s of other apps Monetized through advertising 3 simple steps to create application:
Quiz creator
Farmville  ~80,000,000 MAU, ~23,000,000 FB fans Real time farming simulation game User creates a customizable avatar and has a farm Game revolves around the market where items can be purchased. As a player progresses, they can expand their farm to allow for more room for farming, animals and decorations View Farmville parody herehttp://www.youtube.com/watch?v=odBDAcOEKuI
Farmville
Focus - Farmville Customer acquisition Players need neighbours if they want to progress better.  Neighbours = friends. ,[object Object]
Creation of fake accounts just for FarmvilleCross promotion within Zynga Retention You have to come back regularly to take care of your farm: plant the seeds, harvest the crops -> Async + Appointment gaming My aunt plays this game -> cross generation appeal. ie: Mafia Wars has less appeal
Social games – examples Viral  How do you develop viral apps?  Strategy  RPG  Niche games + Facebook
6 ways to make your app go viral 1. Utilizing all FB Platform features Apps can’t be too dependent on any single FB platform feature … ..but have to utilize all FB platform features available: publish2stream, notifications, publish pictures, become a fan, bookmarking, email Some features are better at acquiring users, some are better at retaining users
6 ways to make your app go viral 2. Incentizing co-operation, sharing Apps have to encourage the user to interact with and to engage other users Incentives, incentives, incentives!  ,[object Object],Ensure that the users are obliged to engage or to reciprocate action
6 ways to make your app go viral 3.  Design + User flow Integrate non-conditional viral features in the game mechanics ,[object Object]
Must invite 3 friends to unlock secret treasure boxSimple UI for UX  ,[object Object]
K.I.S.S
Backend: No major complicated effort required,[object Object]
Social games – examples Viral Strategy  RPG  Niche games + Facebook
3 examples of strategy games Travian Evony Kingdoms of Camelot
Travian Military strategy real time multiplayer Aim:  To reach level 100 Choice of characters or tribes Each tribe has different strengths, weaknesses  Commodities management  Wood, clay, iron, wheat etc  Production -> Usage for Construction, Food etc  Military/Troops strategy Attacking, Defending Developing manpower Ranking (leader board) Alliances, clans
Evony Browser based online multiplayer strategy game User starts as a mayor and have to increase population of city and build  Similar to Travian: ranking, attack/defense Item mall – 2 types of virtual currencies Gold – action oriented  Game cents – real $$$
Kingdom of Camelot ~3,000,000 MAU, ~ 660,000 FB fans KoC = Evony, Travian + Facebook’s social graph Additional Features: Facebook friends - to speed up construction, alliance etc  Rich/Smooth graphics   Global chat  Quest assistance
Focus - Kingdoms of Camelot User Acquisition Good Facebook integration. Almost being forced to invite friends and publish streams Cross promotion with 6waves Social + Strategy – first in the business -> Niche  Retention Rich design features Self selective audience members -> not 5 minute users Seamless HTML loading. 1st flash screen load takes a long time, but all subsequent loading uses html Monetisation Multiple purchase options – speed up, production, chest etc Requires more robust payment strategy. Mobile payments should be made more obvious, and localised according to markets – geoIP, other methods of payment to load within site, not  in a separate window
Social games – examples Viral Strategy  RPG  Niche games + Facebook
3 examples of RPG games  Mafia Wars  Club Penguin  Runescape
Mafia Wars  Multiplayer RPG game  Game play:  Variables -> energy, stamina, experience points,  Users level up when a certain experience point is reached  3 Characters to choose from beginning
Club Penguin Children use penguin avatars and explore many virtual worlds Users can express themselves while in the worlds Multiple virtual worlds – competition, races, lounges, education etc Safe environment for children  Monetisation: Subscription model, free2play ,[object Object]
Kids accumulate coins by playing the game but they can only spend or redeem them for items only if they are paying members -> nag their parents to become paying members,[object Object]
 Quests
 In-game events or happenings
 Chat,  Interaction with non-players	Hard core community
Focus - Mafia Wars User acquisition    Cross promotions, Facebook fans, bookmarking, PR The more friends you have, the more power you have for your avatar -> Users “begging” in forums etc Monetisation Ie: Prices of items correlate to amount in user inventory. If user buys a house for 1, the next house will be priced 1.2. If the user buys the second house, the third house is priced 1.4 and so on -> User spends more Retention Asynchgameplays, social (clans, interaction, leaderboard), excellent community management, appointment gaming, cooperation between friends
Social games – examples Viral Strategy  RPG  Niche games + Facebook
Niche games + Facebook Niche games/genres are new to Facebook. Finding the right balance between complex, MMO vs social gaming ,[object Object]
But higher the complexity, easier for certain type of users to get hooked to the game
High MAU, Low ARPU vs  Low MAU, High ARPU.  Ie: Kingdom of Camelot
Discussions, arguments between game designer/producer and product manager for social features, monetisation -> normalScenarios with simpler game play needed to cater to mass market -> Takes time to convert new users to active, engaging users. Mouse only = Simple Mouse + Keyboard = Complex, Difficult
Contents Social games - Examples Optimizing virality Looking to the future
Those days… Those days, apps relied on notifications, forced invitations and publish 2streams These days, more emphasis on publish2stream; incentivizing cooperation These days…
Question: What’s the most important tool you can use to make your game viral on Facebook? Answer: 	Publish2stream
Why do users publish2stream? To show and tellleveling up, win/loss in battle, sending/receiving, challenging friends, obtaining items, finding items To seek favours, to make requests buildings get constructed faster, to grow your farms,  fertilize crops, to fill up clan, to fill up homes, hiring friends in Hotel, survey questions about user, to join as clan members, to join as neighbours
Incentivizing publish2streams User s encouraged to publish2stream -> More publish2streams User 1 Publishes/Invites -> If User 2 clicks -> Then, User 1 gets incentives ->  More nagging and pleading User 1 Publishes -> User 2 clicks -> User 1 + 2 gets incentives -> Win-win                Pop-ups can have a variety of incentive strategies

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[Full] Social gaming insights and findings

  • 1. Social gaming “Findings and insights” redux By Sriram Krishnan sriramkri@gmail.com @sriramkri
  • 2.
  • 3. The other two parts are for industry enthusiasts or followers Special thanks to Noah Kagen, Jerome Scola and Gabriel Weyer for helping out..! 
  • 4. Contents Social games - examples Optimizing virality Looking to the future
  • 5.
  • 8.
  • 9. iHeart ~ 20,000,000 MAU, ~1,300,000 FB fans The goal is to obtain the highest heart beat amongst your friends by sending and receiving hearts. The more hearts you receive, the faster your heart would beat. Features: Receive/Send hearts, heartbeat leader board Also became viral due to good PR –> seasonal: Valentine’s Day etc. App targeted female population -> tendency to like “hugs”, “kisses”, “hearts” etc Monetized through advertising, and then virtual items Social obligation to reciprocate -> users harass their friends to send hearts -> improve heartbeat
  • 11. Quiz creator ~ 460,000 MAU, ~83,000 FB fans Users are able to create their own application just by filling up forms This app created ‘00s and 000’s of other apps Monetized through advertising 3 simple steps to create application:
  • 13. Farmville ~80,000,000 MAU, ~23,000,000 FB fans Real time farming simulation game User creates a customizable avatar and has a farm Game revolves around the market where items can be purchased. As a player progresses, they can expand their farm to allow for more room for farming, animals and decorations View Farmville parody herehttp://www.youtube.com/watch?v=odBDAcOEKuI
  • 15.
  • 16. Creation of fake accounts just for FarmvilleCross promotion within Zynga Retention You have to come back regularly to take care of your farm: plant the seeds, harvest the crops -> Async + Appointment gaming My aunt plays this game -> cross generation appeal. ie: Mafia Wars has less appeal
  • 17. Social games – examples Viral How do you develop viral apps? Strategy RPG Niche games + Facebook
  • 18. 6 ways to make your app go viral 1. Utilizing all FB Platform features Apps can’t be too dependent on any single FB platform feature … ..but have to utilize all FB platform features available: publish2stream, notifications, publish pictures, become a fan, bookmarking, email Some features are better at acquiring users, some are better at retaining users
  • 19.
  • 20.
  • 21.
  • 23.
  • 24. Social games – examples Viral Strategy RPG Niche games + Facebook
  • 25. 3 examples of strategy games Travian Evony Kingdoms of Camelot
  • 26. Travian Military strategy real time multiplayer Aim: To reach level 100 Choice of characters or tribes Each tribe has different strengths, weaknesses Commodities management Wood, clay, iron, wheat etc Production -> Usage for Construction, Food etc Military/Troops strategy Attacking, Defending Developing manpower Ranking (leader board) Alliances, clans
  • 27. Evony Browser based online multiplayer strategy game User starts as a mayor and have to increase population of city and build Similar to Travian: ranking, attack/defense Item mall – 2 types of virtual currencies Gold – action oriented Game cents – real $$$
  • 28. Kingdom of Camelot ~3,000,000 MAU, ~ 660,000 FB fans KoC = Evony, Travian + Facebook’s social graph Additional Features: Facebook friends - to speed up construction, alliance etc Rich/Smooth graphics Global chat Quest assistance
  • 29. Focus - Kingdoms of Camelot User Acquisition Good Facebook integration. Almost being forced to invite friends and publish streams Cross promotion with 6waves Social + Strategy – first in the business -> Niche Retention Rich design features Self selective audience members -> not 5 minute users Seamless HTML loading. 1st flash screen load takes a long time, but all subsequent loading uses html Monetisation Multiple purchase options – speed up, production, chest etc Requires more robust payment strategy. Mobile payments should be made more obvious, and localised according to markets – geoIP, other methods of payment to load within site, not in a separate window
  • 30. Social games – examples Viral Strategy RPG Niche games + Facebook
  • 31. 3 examples of RPG games Mafia Wars Club Penguin Runescape
  • 32. Mafia Wars Multiplayer RPG game Game play: Variables -> energy, stamina, experience points, Users level up when a certain experience point is reached 3 Characters to choose from beginning
  • 33.
  • 34.
  • 36. In-game events or happenings
  • 37. Chat, Interaction with non-players Hard core community
  • 38. Focus - Mafia Wars User acquisition Cross promotions, Facebook fans, bookmarking, PR The more friends you have, the more power you have for your avatar -> Users “begging” in forums etc Monetisation Ie: Prices of items correlate to amount in user inventory. If user buys a house for 1, the next house will be priced 1.2. If the user buys the second house, the third house is priced 1.4 and so on -> User spends more Retention Asynchgameplays, social (clans, interaction, leaderboard), excellent community management, appointment gaming, cooperation between friends
  • 39. Social games – examples Viral Strategy RPG Niche games + Facebook
  • 40.
  • 41. But higher the complexity, easier for certain type of users to get hooked to the game
  • 42. High MAU, Low ARPU vs Low MAU, High ARPU. Ie: Kingdom of Camelot
  • 43. Discussions, arguments between game designer/producer and product manager for social features, monetisation -> normalScenarios with simpler game play needed to cater to mass market -> Takes time to convert new users to active, engaging users. Mouse only = Simple Mouse + Keyboard = Complex, Difficult
  • 44. Contents Social games - Examples Optimizing virality Looking to the future
  • 45. Those days… Those days, apps relied on notifications, forced invitations and publish 2streams These days, more emphasis on publish2stream; incentivizing cooperation These days…
  • 46. Question: What’s the most important tool you can use to make your game viral on Facebook? Answer: Publish2stream
  • 47. Why do users publish2stream? To show and tellleveling up, win/loss in battle, sending/receiving, challenging friends, obtaining items, finding items To seek favours, to make requests buildings get constructed faster, to grow your farms, fertilize crops, to fill up clan, to fill up homes, hiring friends in Hotel, survey questions about user, to join as clan members, to join as neighbours
  • 48. Incentivizing publish2streams User s encouraged to publish2stream -> More publish2streams User 1 Publishes/Invites -> If User 2 clicks -> Then, User 1 gets incentives -> More nagging and pleading User 1 Publishes -> User 2 clicks -> User 1 + 2 gets incentives -> Win-win Pop-ups can have a variety of incentive strategies
  • 49.
  • 50.
  • 51. Ask yourself… Would you rather click on ….. Get a sign on bonus? Continue to Zoo paradise? Play Tiki resort? Save [your friend’s] cottage?
  • 52.
  • 53.
  • 54. 1 – Picture (d), % of total clicks = d/c
  • 55. 2 – Header (e), % of total clicks = e/c
  • 56. 3 – Small link (f), % of total clicks = f/c
  • 57. Actions completed (republish, redeem, join game, install game, invite friends)
  • 58. 1 – Action 1 – g
  • 59. 2 – Action 2 – h
  • 60. 3 – Action 3 – I
  • 62.
  • 63. Other general tips Actionable data = very important Relatively Easy - Tracking metrics at the backend Requires some effort - Showing the metrics on dashboard on frontend etc Important - Analysing data, checking which one works better Most important - Acting on it by re-developing, re-designing
  • 64.
  • 65. driven by data, NOT intuition. Avoid idealists, scatter brains at operational levelGood Social game = Excellent product management = monetisation + social/viral + game balance
  • 66. Contents Social games - examples Optimizing virality Looking to the future
  • 67.
  • 68. Birth of more complex, niche games
  • 69.
  • 70. Social games could utilize Facebook Connect
  • 71. Stand alone sites monetize better compared to FB
  • 72. Owning the users in the stand alone site
  • 73.