The collective knowledge what game developers thought they knew and could rely has gone out of date quicker than you can say Xbox One, PS4 and Wii U .
Lets face it the adverts “convincing” people that pirating digital content is theft simply fall on deaf ears of even the most middle class of families.
The New Digital economy is not about selling physical “atomic” discs of the olden days of say 3 years ago.. Then consumers saw value as they physically walked out of their house to purchase physical things made out of atoms at a physical place called the “high street”. Now all the effort a consumer has to make is to press a button and electrons move from wherever they were to be duplicated in magnetic form on his computer. At this point he assumes that because it has no mass and has had no effort to acquire it has no value.
Enter then the business model of Free to Play. This model embraces the concept that the customer sees the distribution of digital stuff as valueless. Its a high stakes game that has the developers of content staking their mortgage payments on knowing their customer so well that their players have an experience so good that they will choose to pay for it on their own volition.
The User Experience that the game devs gave in the olden days was considered to be an art form that was inherently understood by key members of a publishers “committee”. In these olden days, gnarly experienced designers and jaded journalists based what was “good” on a gut feeling based mainly on the fact that they were the target consumer. But the age of the all knowing guru has gone. Games are mainstream now not just for passionate teenagers and ladults.
As such games have had to embrace a more systematic UX approach. UX formalises in a fluffy way the concept that the developers are making stuff for a variety of different people. In a short it imagines a whole set of consumers even to the point of naming them. Their lives are constructed with a sense of their tastes, likes and dislikes as well as abilities. The development of the project is done trying to view it from the point of view of these individuals… more of this in another post me thinks.
Free to play turns UX a quarter turn more. It distills the actual experiences people have with the game into a series of numerical values that can be analysed. Those of a programming background will lap up its analytical approach. Its stacked with acronyms and totally new business concepts, but mastery of this subject is essential for a F2P game to succeed.
First mind blowing concept is the vast majority of players of a F2P game do so totally for free. Income is derived from those who are keen express their devotion by acquiring additional experience by making an In App Purchase (IAP)*. A conversion rate is the ratio of people paying to play game versus those freeloading. A conversion rate of 5% is considered good in this market and this is because the potential audience is amounts to tens if not hundreds of millions. A good conversion rate also means its a good game.
(*other mechanisms exist)
That’s not to say the freeloaders are valueless, each player is treated as a future customer and this quality of service developers hope will be advertised by them for free. They are vital for the “virality” of the game. This is the value attributed to how knowledge of the game spreads from player to player (like a virus). A value attribute to how “virussy” a game is called the K-Factor and has a whole heap of voodoo maths associated with calculating it too.
What I find fascinating is that other key game characteristics can attributed to numbers that in turn can be calculated. Just like a formula one racing car, the telemetry for the game can be monitored while it is being played and improvements made accordingly. Here we enter an acronym soup. Here that are some that are lobbed around by F2P analysts
DAU |
Daily Active Users |
the number of unique players who actively play the game in a day |
MAU |
Monthly Active Users |
the number of unique players who actively play the game in a month |
ARPU |
Average Revenue Per User |
the mean average taken from all the money made by the game for all players |
ARPPU |
Average Revenue Per Paying User |
the mean average taken from all the money made by the game for all the players who pay for the service |
ARPDAU |
Average Revenue Per Daily Active User |
the mean average income per day per player per day |
ARPMAU |
Average Revenue Per Monthly Active User |
the mean average income per day per player per month |
LTV |
LifeTime Value |
The average profit made on each player in the game |
CPA |
Cost Per Aquisition |
How much it costs to get a player playing the game. |
Now with this sort of information the games can be monitored to see how well they are being received and furthermore how much should be being earned.
For example by monitoring the percentage of players that stay in the game for over a month the game design team can monitor retention. Conversely the percentage of those that leave the game each month is referred to as churn. Engagement is now another digital value that gives a numerical estimate as to how the public are receiving the game.It is calculated on a rolling month and is the ratio of the DAU/MAU. Adverse figures here mean that the team need to look again at what they are delivering as it evidences (dis)satisfaction with the game.
The bean counters on the other hand are closely monitoring how marketing is spending their budget. The CPA (cost per acquisition) is value that is calculated by reviewing the new users acquired each month and dividing by the monthly marketing spend. By having a figure to account for the Lifetime overhead (the amount of money to create and maintain the game) a value can be attributed to the LTV (Life Time Value):
So while some would argue that the art has been removed from the development of games, I’d argue that it’s subjective nature of reviews scores that were so powerful in the past has taken a Mario style hammer blow to the head. These Key Performance Indicators (KPI’s) give a democratic indication to the developers that is far better than some Metacritic average or the opinion of some dude with a ponytail from the publisher’s. They are a foundation on which the management and developers can converse with the players on to create a better and therefore more profitable experience. Done well they are reaping the developers an excellent living.