Latest News
spacer View All spacer
 
February 9, 2010
 
Analysts: EA On The Right Track At Last
 
E3 2010 Registration Opens As Major Exhibitors Confirmed
 
Ubisoft Q3 Sales Edge Down, As It Ramps Up Big Franchises
spacer
Latest Features
spacer View All spacer
 
February 9, 2010
 
arrow Television, Meet Games
 
arrow Two Halves, Together: Patrick Gilmore On Double Helix [1]
 
arrow The Road To Hell: The Creative Direction of Dante's Inferno [20]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 9, 2010
 
Fixing the GDC 2010 Schedule Builder
 
Lineage 2 Interview - 'Freya Update Is Just a Beginning' - Pt.2
 
Swashbuckling for Landlubbers: Why you may already be encouraging piracy! [19]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 9, 2010
 
Vicarious Visions / Activision
Audio Programmer
 
Rockstar North
Senior Graphics Programmer
 
Flashpoint Academy
Game Development and Animation Teachers
 
Ubisoft San Francisco
Network Engineer
 
Telltale Games
Senior Game Designer
 
Irrational Games
Multiplayer Level Designer
 
Toys for Bob / Activision
Senior Producer (Temporary)
 
Gameloft
Low Poly 3D Modeling / Texture Artist
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Feature Submissions
About
spacer If you enjoy reading this site, you might also want to check out these Think Services sites:

Game Career Guide (for student game developers.)

Indie Games (for independent game players/developers.)

Finger Gaming (news, reviews, and analysis on iPhone and iPod Touch games.)

GamerBytes (for the latest console digital download news.)

Worlds In Motion (discussing the business of online worlds.)

Game Set Watch (the Group's alt.game weblog.)
News

  GDC Austin: Lost Garden's Cook On Why Premium Flash Games Rock
by Simon Carless
6 comments
Share RSS
 
 
September 16, 2009
 
GDC Austin: Lost Garden's Cook On Why Premium Flash Games Rock
Advertisement
Talking at the Indie Games Summit at GDC Austin on Wednesday, Bunni co-creator and Lost Garden blogger Daniel Cook explained why he believes charging users for more complex Flash games is the wave of the future.

Introducing his talk, industry veteran and notable commentator Cook said that it's very difficult to make significant money with just ads and sponsorships for Flash games.

But for more complex, deeply-designed Flash titles, the ability to charge "adds rocket fuel to your business.... it gives you so much more money per user and allows you to make really great businesses", said Cook, who made the story-centric, cute Bunni.

Cook cited Flash games such as Fantastic Contraption, SAS: Zombie Assault 2 and Kongregate's Kongai as examples of web browser titles that are charging for in-game upgrades, virtual currency, or items, with some success.

The broad scope of premium Flash games encapsulates three things - acquiring customers, creating value, and charging money. The struggle, said Cook, is that "you have to ask players for money" -- and be comfortable with that.

The key structure for this model, according to Cook, is simple enough. Customers play the game, they get invested in it, and they buy things. He commented: "When you play a game as a player, you buy into the value structure of that game. The longer you play, the more invested in that value structure you get."

But these mechanisms need to be built in from the beginning of the design. "You have the ability to innovate" in terms of business model, Cook said, and you mustn't be afraid to look at design and business in tandem to monetize your game design intelligently.

There are different styles of players, Cook mused, and they want to play in different ways. Notably, the 'time poor' gamers think that "their time is valuable, and they're willing to pay for it" -- so developers can sell them accelerators to get to higher levels in quicker style.

Also highlighted are 'status' gamers, who want good-looking aesthetic items such as cool costumes with high visibility, as well as the 'money poor' gamers monetized through advertising and simply 'more of the same' gamers, who want extra content.

Cook put Bunni on regular free Flash portals, but it had some pay elements within it. Although "customers have been trained that Flash games are free", he said that it's gradually changing. He commented that "there's going to be dozens of these games coming out", and the audience is being trained to realize that it's OK to pay for web browser games.

He also believes that there's a lot more that can be done to increase monetization on Flash games. Current ARPU (average revenue per user) for premium Flash games is 3c per unique user. But if you look at other paid games on the Internet (such as Facebook games), their ARPU is 80c to $1.00. So Cook concludes that "we're in the beginning of premium Flash games", and there's "a lot of upside going forward".

Cook stressed the importance of "keeping your customers around" by creating a brand, even as an independent developer. The "promise of value to the customer" allows people to keep coming back to your games, and Cook's own Bunni is being created as a brand, even beyond the current title.

Building one's community is also important, and Cook's Bunni -- even when hosted on Flash portals -- gives achievements for users who post on the official Bunni website's forums. Funneling users back to your own community -- as opposed to someone else's community -- helps build your own brand.

Elsewhere, Cook warned about operators, publishers, portals, and some payment services who say they can take care of business and community for you so that you can "just be a developer".

He strongly urged developers to act as entrepreneurs and take control of your business -- and said that a good division of power is that operators own everything outside the game, and the developer should own everything inside the game.
 
   
 
Comments

Luis Guimarães
profile image
Nice, I've been all day brainstorming revenue and business models... I have many (many) ideas on place by now, many of them need to be studied. Does anybody knows website that provide achievments? I mean, so I can make my game to give this website achievments? (would people cheat it?)

Devraj Pandey
profile image
@ Luis Kongregate.com provides achievements which add points to your profile(kinda like gamertag, PSN id). I think newgrounds also has a similar setup.
As for cheating to get achievements, most Flash games these days provide hints & walkthroughs to 'help' players along.
Hope it helps.

Victor Gont
profile image
Kongregate is a flash games portal that has an achievements system and some community elements (much in the style of youtube). Their business model isn't too friendly though.

Marcus Richert
profile image
Victor, how do you mean? Kongregate offers a generous revenue share, how isn't that friendly?

Ryan Creighton
profile image
'Funneling users back to your own community -- as opposed to someone else's community -- helps build your own brand. Cook warned about operators, publishers, portals, and some payment services who say they can take care of business and community for you so that you can "just be a developer".'

Thank goodness someone else is seeing through this transparent ploy. As a developer, you NEED to control your own customer base. No customers, no monays. No monays, no bidness.

- Ryan

Nicolas Casanova
profile image
What about giving the first levels for free and charging for the full game? Does anybody knows of a successful Flash game with that revenue system appart from Fantastic Contraption? How would you fight piracy with that business model?


none
 
Comment:
 


Submit Comment