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Features
  The Casual Games Manifesto
by Daniel Cook
8 comments
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April 8, 2008 Article Start Previous Page 6 of 6
 

References

A definition of disintermediation: http://en.wikipedia.org/wiki/Disintermediation

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Appendix A: Specific recommendations for medium to large casual game developers

It makes good strategic sense to make a major investment in services offerings that go beyond dabbling with user accounts and simple achievement systems.

  • Purchase or hire a small MMO team as the core of a cross functional team of web, game devs and MMO experts. A partnership is possible; though the greatest benefits will come from bring the knowledge in-house.
  • Build an online game molded after titles like Puzzle Pirates. Use existing flagship games as the core mechanics. Be sure to include persistent material goods, persistent player identities, robust communication systems, and game supported social structures.
  • Start transitioning the web team over to a team capable of supporting a live game. This means hiring more community support personnel and game masters.
  • Create portal versions of popular games that lead players back to your online game. Turn portals into a marketing channel for your community.
  • Start tracking customer lifetime value and building game systems to increase this metric, either by increasing retention or creating offerings that let passionate players spend more.

Appendix B: Why lifetime customer value matters

I've briefly mentioned above that lifetime customer value is a useful metric for a business. Here's a little exercise. Note that the numbers are hideously simplified for the sake of illustration.

Strategy A: Cash now, please

You release one game. You give up 50% of its sales to the portal and sell 1000 copies at $20 a pop. You make $10,000. You pay $10,000 to the portal. You get no customer information.

10 games, each selling 1000 copies, will net you $100,000 in revenue.

Strategy B: Customer information, please

You release one game. You give up 70% of its sales to the portal and sell 1000 copies at $20 a pop. You make $6,000 and the portal gets $14,000. However, now you also direct the customers back to your online service. You know their names, their email addresses, how long they've played your game and which activities in the games they seem to have enjoyed.

The next time you release a game, you contact the customer directly through your service. Of those, 10% purchase directly, giving you 100 sales and making you $2000 up front. That 10% might seem high, but you aren't selling to strangers. These are people that know and like your products. You've made them happy before; they play your games every day. It is the difference between asking for money from a random stranger on the street and asking for money from your good friend.

You also use the portal again, and gain another 1000 customers and another $6000. Now you've made a total of $8000 on your second game where you only made $6000 on your first title.

Following this logic, by the 10th game, you'll have revenues of $150,000, with $60,000 coming from the portal sales and $90,000 coming from direct sales. By focusing on a close relationship with your customers instead of the easy money, you've made 50% more.

Lifetime customer value

Early on, you paid the portal $14,000 to acquire 1000 customers. However, for each subsequent game that you released, those customers paid you $2000. Over the course of 10 games, they paid you $20,000. That's a profit of $6000 over your initial acquisition costs. Focusing on lifetime customer value helps you make difficult decisions early on in order to reap superior profitability later.

 
Article Start Previous Page 6 of 6
 
Comments

Anonymous
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Great article and echoes many of my thoughts, feelings and fears for the causal indie industry. Having worked on and recently completed two best-of-breed quality games I can say Strategy B: already fails. Portals are already demanding 75% and have no intentions of giving you their customer info. Not even if you were to give them 100% of your profits. They know, as you pointed out, it's the customer thats the gold. :-/

Anonymous
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The main problem I see is that the portal themselves are utilizing community building to achieve lifetime customer loyalty, and if the developers try to compete against that, then the portals would nip the whole thing off at the bud when negotiating the initial publishing deal--stating that the developer cannot design such a system into the game that will lead the customers away from the portal and to the developer's own community. When that happens, what then? If no portal is willing to sign a contract with you unless you don't compete against their online community service, what do you do then?

Jason Pineo
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Compete and win?

Charlie Nyisztor
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Thank you for this detailed analysis!
I needed such a description as I will publish my game soon through online channels. Hope it will work!

Best regards,
Charlie

Anonymous
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Jason Pineo - I don't think you can simply say that. That's like saying "Just compete with core game publishers and win." Portals have massive financial backing and are in many ways far more powerful.

Chris T
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"Portals have massive financial backing and are in many ways far more powerful."

You are actually being naive. Sure, if there was one portal (publisher) and they had a monopoly on distribution (EA) then yes, you would be beholden to their demands. But that's not the case. There are a ton of Portals. If one of them is being unreasonable, go to the next, and keep going to the next until one of them doesn't put unreasonable demands on your product. Its unlikely that every single portal will be savvy enough to demand no-developer-services.

Not only that, but its simply a case of framing the pitch. If you say "my program has online scores!" then they'll actually use it as a selling point, rather than immediately assuming you are attempting to steal their revenue.

If all else fails, you can go it alone without the portals anyway. Since you as a service provider have instituted your own billing mechanisms, you have covered one-half of what the portals offer, and the other half is simply word-of-mouth. That means its time to go guerrilla, and email every online-game-blog, every review site, post on forums, and take the marketing aspect into your own hands.

At no point are you completely overwhelmed and smothered by the existing giants. It's simply an issue of thinking creatively and going around them when you can't go through them.

Anonymous
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PlayFirst's Diner Dash Hometown Hero has a generic portal version which is sold at $19.95 and a Gourmet Edition with microtransactions and (PF-registration required) multiplayer which they sell at $19.95. Which distribution channels are giving away their customers by selling the Gourmet Edition?

Dress Up Games
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Great article. I think that the casual game market is very competitive especially as the quality of free online games rises. As you pointed out, as tools used to create flash games and other like "Second Life" continue to improve they will play a much more prevalent role in the casual gaming community.


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