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Historical Systems of Control
Systems of control have been around as long as civilization. One could argue that a civilization is defined by its systems of control. Ancient systems of control tended to promote massive wealth disparity, with a King and associated nobles controlling the vast majority of a nation's wealth. Maintaining such wealth disparities is very expensive, as the military power required to maintain them gets geometrically greater as the disparity increases.
Thus advanced societies have tended to go one of two routes to maintain control. One way is to reduce the wealth disparity and demobilize their military. This yields greater per capita productivity because militaries themselves do not produce income except through pillaging or coercion. If you are under threat by a militaristic neighbor, this may not be an option.
The other way to maintain control is by making the control less obvious, more subtle. When a person goes to a casino, they are offered the opportunity of empowerment in the form of a jackpot if they play. Of course the fact that the house always wins over time, and that if one player wins big that means a lot of other players lost, these details are often obscured by the number of layers you need to understand to see what is really going on.
When a person says they “own” their own house, but they have a 30 year mortgage, the situation is far from ownership. The bank owns the house, and the bank allows the occupants to stay there during the 30 year term if they agree to perfectly repay typically 5 times the loan amount during the term. If the loan is not repaid perfectly, then the real owner (the bank) will evict the occupant and any funds invested by said occupant are forfeit, even if they far exceed the original value of the loan.
Of course the true relationship is never explained like this when you “buy a house” or visit a casino, because these are systems of control that benefit others at the expense of the participant. The more complex the terms of the control, the easier it is to hide it. Technology is constantly making this easier. If a collector had to come to your house every month to collect your tithe then the system would look and feel like Feudalism. Modern technology allows the tithe to be extracted painlessly from one's bank account automatically every month without any sort of human interaction ever being needed.
This provides the citizens of modern societies the feeling that they are “free”. While they may indeed slowly be gaining more freedoms (possibly at the expense of others), this varies by region and caste, and a full discussion is not necessary for the purposes of this paper.
Dynamics of Control
People generally enjoy a certain amount of control. They welcome it. Without it they feel disoriented, uncomfortable. Thus they will tolerate control to a point, but will rebel if the control becomes “excessive”. To better explain what is going on, I am going to introduce two terms:
Visibility of Control (VoC): This is how obvious the controlling system is to participants. If A leads to D directly, then VoC will be high. You can reduce VoC by adding intermediary steps that cloud the relationship. So by having A go to B go to C go to D, then the mechanism of control between point A and D becomes more subtle and effective.
Tolerance to Control (TtC): How much control a participant can tolerate, or even crave, represents their TtC. Some people are more tolerant to some kinds of control than others, and their TtC can change over time, especially as they become more familiar with complex forms of control that they may not understand at first. The “A to D” example above is an example of this. Some people will recognize the relationship between A and D very quickly, even with a number of intermediaries masking it. Others may never figure out the relationship.
So here is what I am getting at:
if VoC < TtC then transaction proceeds
if VoC > TtC then transaction is rejected
Treating Consumers Like a Disease
Imagine that in the old days a game consumer would spend $60 to go from A to D, and get a game they could do whatever they wanted with. You know, back in the dark ages of gaming, like 10 years ago. Now we do something like this instead:
A ---> B (free)
B--->C ($1)
C--->D ($500)
Because we include a “free” step, from A to B, we call this model “Free to Play”. The second step, from B to C we can describe as the “Lure”, because we know that once a consumer spends any amount of money, no matter how small, they are then much more likely to keep spending. I will call the third step the “Hook” because once we find a consumer who cannot recognize the relationship between C and D, and thus A and D, they can be farmed fairly mercilessly. These players have very high TtC, for whatever reason, at least initially. Also, by layering our monetization we are attempting to lower our VoC as much as possible. Thus if we can keep VoC below the TtC of enough customers, and milk them rapidly before they realize what is going on, we can make a lot of money.
There is a “real world” system that mirrors this very well. It is our battle against disease where we use antibiotics as our weapons. By hitting diseases with new antibiotics we can wipe them out before they have a chance to adapt. If you could wipe out every last disease this way, this approach would work long term. The problem is that some diseases survive and over time they become more resistant to our antibiotics. Eventually the only new antibiotics available to us might kill us too, and at that point we lose this war despite winning so many battles. The other alternative, removing the source of the disease, is not receiving serious consideration in the USA. This is why we get less bang for our buck in medical care than any other country.
By attempting to trick our consumers into paying much more than the value of the product they are receiving, we are angering our customers. Over time their TtC goes down, and they become much faster at identifying the “A to B to C to D” mechanism. Our industry is very rapidly adopting a strategy where we reduce product quality (and cost to produce) but attempt to maximize our income by adopting an “A to B to C to D” version of F2P. While I could call this “layered F2P”, I think I am going to just call this Coercive F2P.
So in my analogy we are feeding Coercive F2P (the antibiotics) to our consumers (the disease) in order to make money in the shortest and easiest way possible. This has led to some early victories against the consumer. Here I will point to pretty much the entirety of social network game makers, with rare exceptions. Mobile is quickly following the same battle plan.
Note that the current Coercive F2P models that we use now were developed and iterated in Asia starting in 2001. There were successful there (and still are) because on average the consumers there have a much higher TtC. In the West, our average TtC is much lower and due to the way we are treating our consumers their TtC is getting even lower.
Because consumers have the option of not purchasing products that they perceive as coercive, given their TtC (which is lowering), the end result of this business strategy is the extinction of Coercive F2P. This trend will take much longer in Asia because of their higher initial TtC. The only way it could not also happen in the East is if non-coercive business models were outlawed by the state, a situation that seems improbable.
Note that F2P is not in and of itself coercive. F2P is potentially incredibly empowering to our consumers. It is entirely possible to explain to customers up front how you plan to sell to them. I am also of the opinion that low TtC consumers tend to be more wealthy than high TtC consumers. Thus the issue is not only that the number of convertible consumers using Coercive F2P is approaching 0%, but that as that percent gets smaller, we are tapping the least wealthy tail of the consumer market. This group may give till it hurts, and do so profitably in the East for a few more years, but this whole approach is heading for extinction.
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That said, my products don't experience the deleterious effects of lowering TtC because my models are transparent. I don't try to trick or coerce my consumers.
When you say "it is a matter of fact that conversion rates in social network games are going down" which social networks are you referring to? Facebook saw 27 million of its users monetize during 2012 versus 15 million during 2011. The quality bar has been raised and poor games may not be monetizing as well but be careful about assuming that is reflective of the industry as a whole.
Tricking or coercing your consumers must obviously be avoided if you are looking to create long term value. No developer worth their salt is doing this though so it's a bit of a moot point.
Good luck with your upcoming game! It certainly sounds like you've put a lot of thought into it so I hope that there are no flaws in the logic that you took.
This is not translating to conversions, which is why these investors are being punished, as I predicted in my 2011 "Zynga Analysis" paper.
I would add that this move to lower quality games is not being driven by consumer demand for low quality products. It is purely being driven by producers thinking they can make huge ROI on cheap goods in this space. This is causing an ever-increasing mismatch between what we as an industry are providing and what our customers are seeking.
Public companies like Facebook are obliged to release their numbers every year which makes it easy to see certain market trends. In 2011 they had 205 million gamers of which 15 million monetized (7% conversion rate) while in 2012 they had 235 million gamers of which 27 million monetized (11% conversion rate).
Separately, there are Morgan Stanley figures out there showing 10%+ conversion rates in the Japanese mobile space. Those conversion rates were not so high 10 years ago and they are forecast to rise further.
How are you measuring conversion rates Ramin? You need to back up your opinion with stats here as it is not consistent with what I am seeing in the field.
Is this "Zynga Analysis" paper the same one where you predicted that CivWorld could be the next big Facebook game? I try to stick to peer-reviewed papers that are based on facts where possible so forgive me if I don't give it the weight you think it deserves.
Thank you for reading my Zynga Analysis paper, and that was written for 2K Games at the time I was analyzing their CivWorld product. There were some revolutionary things about the game, but within a few weeks of writing Zynga Analysis I identified some flaws in the virtual economy and reward mechanisms that I deemed not worth repairing. I recommended to Firaxis that they stop development on that project and focus on others. They followed my advice and their company is doing very well right now.
I am currently consulting to companies with a combined market capitalization of over $300B USD, and these companies like having proof also. They also know they need to pay for this proof so in each case they are working on at least one pilot game using my models to test alternative ways of delivering F2P products. The first of these major products will be announced at this year's E3.
I'm hoping after e3 you'll point out which games monetization you designed Ramin as I'd be curious to explore how it works myself.
Note that unsustainable is not "evil", just dumb.
Regarding your claims that layered F2P will become extinct, and our TtC is getting lower...
It would be nice to see some data backing these assumptions. When the majority of the top 20 grossing iOS games are layered F2P - and have been for quite some time - it's difficult to imagine this model disappearing anytime soon.
Are high monetizing players truly ignorant of their purchasing behavior? Are declining social game conversions due to the layered F2P model, or other variables (i.e. platform)?
One would think players would eventually smarten up, and stop spending thousands of dollars in Clash of Clans. But then again, look around the inside of a casino...
The non-innovators can then copy the "new hotness" and hopefully this phase of our industry's history will come to a close.
Aside from coercive F2P, there are several different monetization models available to the consumer - paid apps, paid+IAP, lite (demo)+full version, less-intrusive F2P...
Yet the revenue these models generate pales in comparison to coercive F2P. While the general gamer might spend his money elsewhere (like on a high quality paid app) or not at all, whales dump outrageous amounts of dollars into these top grossing titles. Why? I believe certain personality types are vulnerable and exploited by this model. As long as we are allowed to keep feeding the addiction, this segment will remain lucrative.
While producers might not care about the general population's demands, they certainly cater to top-spenders' desires. Look at Candy Crush Saga - a simple match three game, number 1 in the charts. Whales just want to move through the game, and with IAP, they can. These players crave simple, familiar gameplay experiences and get hooked on progression.
Anyhow, I agree that there is an opportunity to monetize non-payers by giving them a more compelling reason to spend. Will this new model offset the success of coercive F2P? I sure hope so - but competing against games whose funders drop thousands of dollars, resulting in 3 million dollars of daily revenue is a tall order.
This sort of conspicuous consumption is a big draw in Asia right now. But you can also use it to provide some very deep layers of content to those that are very much into a game. Thus this alternate way of monetizing (the one I promote) lends itself well to AAA titles which do poorly using either subscriptions or pay to win F2P models. The trick is finding something else to sell to players that is worth more than winning to them.
Probably not as it seems to turn off the vast majority of it's potential base. It's like cold calling. Yeah, it works, but no one really enjoys it and it's lucky to pull 1% of those exposed to it. That 1% of the 'whales' most games aspire to cater to then seems to then provide the limited capital. 1% isn't a great target and likely is the same number of people who spend money on the home shopping network or publishers clearing house filling their house with cheap crap figurines and knick knacks, but Publisher's Clearing House still makes enough to hand out a sweepstakes.
You ignore a lot of potential money to be made however by making a system that a lot of people look at and balk at spending money on. When the potential value isn't there a lot of people are going to walk away of go where it is. When there's a system that caters more to and providing more of a real value for their money it'll likely bury anything else.
Other models have been tried, and might appeal to different players. We have choices. However while a less intense IAP model might yield higher conversion rates, it is not even close to the profitability of coercive FTP. Where Ramin sees these players as diseases who adapt, I'd argue that they are more like gambling addicts. They are not motivated to spend or play the same way you and I are. Are you really going to spend thousands of dollars in a game? Because that's what a new model has to compete against.
I understand your point, and would love to see new models take foot. Remember though, it is possible for 1% (whales) to be more profitable than the general population (say 50%).
Also please note that I am not advocating less aggressive monetization. I have no problem charging players almost $1000 per month in a F2P environment. I just am going to do it transparently, and I am not going to allow that money to be used to the detriment of the play experience of other customers because this can trigger a negative feedback loop that will tank my product.
I've probably spent 20$ or so on simple mobile games the past few months, just to unlock ones I tried and enjoyed and wanted to pass the developers some cash for entertaining me the few hours I might spend killing time on a phone game. On the other hand I've uninstalled more games that made it pretty clear right as I began them that they wanted a continual cash income for me to play without some silly limitation or other. I play PC far more and I've probably spent about four hundred dollars on LOTRO and GW2 just for expediences or customizations, many of which I haven't even used - but like having, because I see the value or like the look of them. I haven't even played either game in months though I do plan to when I have the time to focus on them. I'm happy enough with their systems it doesn't bother me to send money their way, although I could happily play without doing so and not feel limited. On the other hand I played SWTOR again just to see the changes and to max all my characters, finishing all the stories, which I found amusing. I hate their heavy handed system though that seems designed to make me re-subscribe to avoid them hassling me, and it rankles. From in game chat seems to rankle a lot of people even if they liked the game before the transition. Fine, they got 20$ of mine, and likely never will again, and I finished all of their content in the 20$ I've paid and they aggravated me enough with their system to get my back up about giving them future revenue.
To me the better systems are obvious and it follows Ramin's point. If I see the controls and feel done over by them then they see very little of my money. Further I'm unlikely to trust them again even if they change their system, whereas if I don't see the leash or feel the heavy hand on my back I'm pretty happy to spend twenty times the amount of money, be likely to continue doing so, and suffer no remorse for doing so.
So getting them to play one month is not the problem, it is keeping them longer that is difficult under the traditional subscription model. Further, that model has no discriminatory pricing so you can't tap players with bigger budgets.
Thanks for another great article.
I wonder, do you think F2P game devs have been acting too much like there are few competitors in the marketplace and that their customers are somehow without recourse or real alternative choices?
Because maybe if there really was very little competition, their actions would be appropriate from a tactical business perspective. Maybe this also speaks more generally to how businesses are run (and/or how business leaders are taught) in the age of consolidation and relatively low competition. In other words, they enter an ultra competitive industry like games and their education is suddenly revealed as lacking.
Even if you are quick to catch on to how this works, bigger games take a while to create so you have to have predictive capability to be in the right place at the right time with the right product.
Right now there is very little recourse for players in the mobile space. They can play the deeper titles and agree to be abused by the business model and fellow players, or they can just choose to pick a new hobby. As the big boys enter mobile (and trust me they are), more options will open up to consumers and these cheap gimmicks will have a hard time being profitable.
In mobile games I'm even more suspicious but the money sinks more often than not are obvious and off putting while those that offer a free version to give you a sample and then a full version for 3 to 9 dollars have been a nice diversion for me on my phone. Then again an emulator and old SNES, Genesis, or Playstation can be awfully diverting on your phone these days, as well as nostalgic, and you already know most of those are good.
Yet the current model(s) is what we have and it's kind of take it or leave it. Hedging on 50 yrs old, I'm leaning toward "leave it".
Again. Great article. You have a solid grasp on the market and your client's needs.
Cheers!
With pay upfront, the customer has to come up with all the goods and buy the whole experience or he gets nothing. He must go all the way from A to D. Visibility of control may be extremely high, but Amount of Control over what he spends, when and what on is very low. With Free To Play the player can choose to pay nothing at all (ie. he can stop at point A) or he can throw 500 quid at his pastime. Adding each extra step from A to D gives the player more control over how much he spends, and that's why Free To Play is so popular.
Advanced societies have tended to go one of two routes to maintain control, but they have also gone the third route of giving some of the control back to the citizens, eg. they become democracies.
Similarly, Amount of Control is much higher with mortgages, hence they are far more popular than trying to buy houses upfront. People mostly don't feel like slaves to their mortgages like they used to be slaves to feudal lords because they're _not_ - they're protected by laws and have a higher amount of control over how they pay the money back and when.
But I agree that some things in Free To Play must change with increasing customer savviness and experience. Attempts to rip the customer off with poor quality in-game goods, shoddy game quality, constant 'buy this cool thing' nagging, advert barrages and trying to con young game players out of their parent's money - these are what will have to go.
I like it when I present a simple construct and readers want to take it a step further, so let's take a look at your "Amount of Control" dynamic. To me at least, all of the examples you gave are illusory in that they pretend to give control to the recipient.
In a Zynga game you would need to buy your way past a L4 government building, believing you would get access to the game content past that. All this does is mark you as convertible and so you just get blocked by a L5 government building that is even more expensive.
In Candy Crush Saga you only have to pay 3 Facebook bucks to get past the first bridge, thinking this is a reasonable fee to get more content. But having been marked as convertible, you are then exposed to crushing difficulty that most likely requires you to buy very expensive consumable boosts to progress though the content you just "unlocked".
Mortgages might seem to be empowering for those that could not buy a house any other way. But then here comes along the "Adjustable Rate Mortgage" and now what appears to be more empowering (you get to pay less up front) just becomes a foreclosure vehicle since it becomes highly unlikely you will be able to afford the crushing difficulty of the loan rates later in the payment scheme.
You might even believe you live in a democracy. In the USA we have a Republic, we have never had a democracy. I can't even think of any democracies off hand. Republics give the illusion of empowerment and control because you can "choose" who will represent you. The two people you choose from are almost always very similar and in any event much more beholden to lobbyists than constituents. Even if you "vote" them out they just come back as lobbyists at 10 times or more the pay rate.
But in all these cases, if you feel more empowered by these systems of control then that means they are working :)
Please know that I'm not trying to shut you down or discourage you at all. I want you to go deeper.
What got me into virtual economics in game design in 2005 was a realization that inter player trade was a tremendously valuable component of social cohesion. This opens up many layers of complexity. Since 2005 a lot more games have included trade mechanisms (which can be complex) but they also try to remove the social element from it, perhaps not realizing this undermines the whole purpose of these mechanisms.
In a Zynga game (yeah, I hate many of them too!) you can buy your way past an L4 building then, feeling you've been ripped off by pretty much the same sequence coming up again, you can opt not to pay any more money. I agree that they exhibited control over you by conning you into making that purchase thinking you'd get a better experience, but that control is far weaker than if you had bought the whole game and couldn't return it no matter how badly it sucked.
Likewise in Candy Crush Saga you can just stop playing at the point when you feel they've taken enough money from you and you've stopped having fun. Their control over you is weak.
Frontierville (shudder): Low Amount of Control (over the customer), low visibility of control
Crap PS3 Game: High Amount of Control (once you've bought the game they have your money), high visibility of control
I can certainly conceive of mortgages with a very high Amount of Control over the customer, low visibility of control and it doesn't matter what the customer's tolerance of control is, he's helpless once he's signed up. But that doesn't describe all of them.
The Amount of Control you have in the USA is far more than I feel you give credit for. For example, you have just criticised your president and the whole political system without fear that you will lose your job or be thrown into a labour camp. You are free to make money and keep it, or travel the world. The country's control over you is also comparatively transparent. You're probably not worried about your friends informing on you. You have an idea where the strings are.
USA: Medium Amount of Control, Medium Visibility of Control
China: High Amount of Control, Low Visibility of Control
North Korea: See China but add 'Very' where applicable.
I realize this article could be a bit controversial since it discusses subjects that are generally taboo outside of academic discussions. Nonetheless, I felt it necessary to discuss these subjects in an attempt to advance our industry.
Personally I see them as being no different than online casinos except you win materially nothing.
1. The dragon drops a random reward from it's loot table,
2. There is a social random layer we often call DKP (dragon kill points) where they players then have a chance at the loot that dropped.
We use these mechanisms because the unpredictability of the result increases dopamine release. Games (casinos included) are ultimately dopamine release services, provided to an ever increasingly dopamine dependent species. I would assert that this, combined with increased exposure to blue light, are why our species sleeps less every year.