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Round 2

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Free web games monetize poorly. 10% of players download trial versions ... Majority are 'lifetime free players' - never download trials ... – PowerPoint PPT presentation

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Title: Round 2


1
Contracts Royalties
  • Round 2

2
Background
  • Contracts Royalties at Seattle Casual Game
    Conference
  • Panel discussion on contractual issues
  • Debate among developer, publisher, aggregator,
    portal
  • Received positive feedback for frank discussion
    of difficult subject

3
Industry Overview
  • Industry growing / changing quickly
  • Partners throughout value chain jockeying for
    position
  • Todays partner tomorrows competitor
  • Issues affecting creation of value especially
    contentious
  • Prisoners Dilemma can we find solutions that
    increase value for all parties?

4
Vision for Round 2
  • Create forum to promote frank discussion
  • Try to actually find some solutions!
  • Present variety of difficult topics
  • Split into groups each group picks a topic
  • Groups debate / discuss overnight
  • Groups present results tomorrow

5
Discussion Topics
  • How can community games go to market on major
    portals?
  • How should advertising revenue be shared across
    partners?
  • How should software bundling revenue be shared?
  • How valuable are brands in the casual space?
  • Is exclusivity worth fighting for?
  • Do we need industry standards? And if so, where?
  • Is the market ready for a broader range of price
    points?
  • Value of market development funds?
  • How should royalty shares shift over the next
    12-24 months?
  • Do subscription programs generate more value than
    try-and-buy?
  • Why havent we seen more specialization in the
    value chain?
  • Is developing promoting clones good for our
    market?

6
Community / Multiplayer Games
  • Games with multiplayer or community features
    could be very popular
  • But depend on having a large community to be
    successful
  • Portals are best way to promote casual games
  • But reluctant to risk losing customers to
    developer-hosted communities
  • Are communities valuable enough for us to solve
    this?
  • How can we solve it?
  • Pay bounties to portals from subscription
    revenue?
  • Limit all interactions to within the game?

7
Advertising Revenue Shares
  • Free web games monetize poorly
  • 10 of players download trial versions
  • 1.5 of trial players purchase game
  • 0.03 per player
  • Majority are lifetime free players - never
    download trials
  • Advertising is ideal way to monetize free plays
  • 10 plays 2 ads 20 ads / player
  • 10 CPM 0.20 per player 6.6x greater
  • Should sites refocus around ads instead of sales?
  • Should ad revenue shares be standard part of
    deals?

8
Software Bundling Revenue
  • Free trials monetize poorly as well
  • 0.30 0.60 per player
  • Google will pay 1.80 per toolbar install
  • Other companies will pay even more
  • Toolbar is bundled along with game download
  • How should this revenue be shared?

9
Value of Brands in Casual Games?
  • Lots of types of brands
  • Movie / TV brands (e.g., Law Order, Family
    Feud)
  • Classic game brands (e.g., Scrabble, Monopoly)
  • Successful game brands (e.g., Bejeweled, Diner
    Dash)
  • Developer brands (e.g., iWin, GameHouse)
  • Which brands are important for casual games?
  • Better to license a successful brand or clone it?
  • Should developer brands be promoted?
  • Or invitation to lose customers to developers
    web site?

10
Exclusivity
  • How important is exclusivity?
  • Sites often want it
  • Does it help or hurt sales?
  • Do customers shop around?

11
Industry Standards
  • Where would standards help our industry?
  • DRM interface standards
  • Sales data reporting standards
  • Electronic data formats
  • Standards for what information is shared
  • Web-game advertising standards
  • Community interface standards
  • Revenue sharing guidelines
  • Standard boiler-plate contracts
  • Etc

12
Broader Price Points
  • 19.95 often seems fixed in stone
  • Should we reconsider?
  • Is price elastic or inelastic?
  • Different games worth different prices?
  • See Xbox Live Arcade
  • Different trial lengths?

13
Market Development Funds
  • Promotion is key tool to drive traffic
  • Free promotion top 10 lists
  • Paid promotion house ads
  • MDF provide some transparency to promotions
  • Publishers pay for promotion by tying MDF to of
    revenue
  • Promotion is thus tied to success / popularity of
    game
  • Requires increased transparency in sales
    reporting
  • Revenue shares based on gross not net
  • Allows apples-to-apples site comparisons

14
Specialization
  • Most companies ultimately specialize
  • We are all still trying to be all things
  • Developers as retailers, retailers as publishers,
    etc
  • Source of most contractual friction
  • Portals worry about developers cannibalizing
    sales
  • Developers worry about resellers developing
    clones
  • Would we generate more value by specializing?
  • Would non-competitive developers earn higher
    royalties?
  • Would non-developer portals get closer
    cooperation?

15
Clones
  • Many great games inspired by other games
  • We stand on shoulders of giants
  • Clones do not attempt to innovate
  • Same game-play, different art/theme/music
  • Sometimes its a fine line
  • Are clones good for the market?
  • Giving customers more of what they want?
  • Or will a flood of look-alike games turn off
    customers?
  • Dilute the incentive to create original games?
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