benchmarks and metrics

38
Metrics, Benchmarks and buckets of money Nicholas Lovell GAMESbrief Social Games Summit, Berlin 23 rd May, 2012

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Page 1: Benchmarks and metrics

Metrics, Benchmarks and buckets of

money

Nicholas LovellGAMESbrief

Social Games Summit, Berlin23rd May, 2012

Page 2: Benchmarks and metrics

Nicholas Lovell, GAMESbrief

• Author, How to Publish a Game, GAMESbrief Unplugged

• Director, GAMESbrief

• Clients include Atari, Channel 4, Channelflip, Firefly, IPC, nDreams, Rebellion and Square Enix

• @nicholaslovell / @gamesbrief

Page 3: Benchmarks and metrics

Subscribe to the blog

Page 4: Benchmarks and metrics

Buy How To Publish a Game

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Page 5: Benchmarks and metrics

Making F2P simple

Page 6: Benchmarks and metrics

REMEMBER: It’s about the fun

Page 7: Benchmarks and metrics

25 Add friction

• Game design is about taking friction out

• Freemium design is about adding friction

• GOOD fremium design is about finding a balance – just enough friction to encourage some players to pay, without ruining it for the rest of us.

Page 8: Benchmarks and metrics

Good F2P design

Page 9: Benchmarks and metrics

It’s about the metrics

DAUs

MAUs

ARPU

ARPPU

ARPDAU

Conversion

Retention

Virality

K-factor

CPA

CPI

CAC

LTV

Page 10: Benchmarks and metrics

It’s about the metrics

OMFG

Page 11: Benchmarks and metrics

It’s about the metrics

WTF

Page 12: Benchmarks and metrics

What is the point of metrics?

• To connect game development and the finances of making games

• To teach you about your players and your game

• To help you make better decisions

KEEP IT SIMPLE

Page 13: Benchmarks and metrics

The triage principle

Page 14: Benchmarks and metrics

Beware vanity metrics

• A metric that can only go up is not useful

– Registered users is a particular culprit

– Yes, I’m looking at Bigpoint

• A metric that can’t be affected is not useful

– Track percentages, not absolutes, for quick results

• Vanity metrics impress dumb VCs and the press

– But they don’t help you run your business better

Page 15: Benchmarks and metrics

The Principles

Page 16: Benchmarks and metrics

1 Feed the funnel

• To build a successful games business, you must feed the funnel

• Potential customers arrive at the top. In the middle, you convert them to payers.

• At the bottom, they become long-term, high-spending customers.

Page 17: Benchmarks and metrics

2 ARM yourself

• A successful online game must Acquire users, Retainthem (usually overlooked!), and Monetisethem.

• All three aspects must be in harmony.

• You need all three to build a successful long-term business.

Page 18: Benchmarks and metrics

8 Avoid the leaky bucket

• Acquiring customers is both hard and expensive.

• Once you get them, focus on retention to keep them.

• Don’t worry about getting new customers until you can satisfy the ones you’ve got!

Page 19: Benchmarks and metrics

3 Make it free AND expensive

PRICE

Demand

Revenue opportunity

Marketing opportunity

• Giving your content away for free is a marketing opportunity.

• You have to find your revenue opportunity.

• Draw customers along the curve by offering them things they truly value.

Page 20: Benchmarks and metrics

The GAMESbrief spreadsheet

Page 21: Benchmarks and metrics

The spreadsheet

www.gamesbrief.com/spreadsheet

Page 22: Benchmarks and metrics

The data

Page 23: Benchmarks and metrics

6 key metrics

• MAUs

• DAUs/MAUs

• Retention rate

• Conversion rate

• Split into whales, dolphins, minnows

– ARPU

• Oh, and I have platform share but it’s not a metric

Page 24: Benchmarks and metrics

MAUs

• I start with 200k MAUs – an ESTIMATE• If I were being more accurate, I would model

customer acquisition costs. – Maybe in version 2.0

• You won’t get a sizeable audience without spending money– CPI on Facebook is $1.00 to $1.50, some say more– Fiksu quoted $1.81 at Christmas 2011, down a little now

• BUT audience isn’t your primary measure of success– Find a small, niche audience with great

retention, conversion and ARPU– Stop thinking like traditional media

Page 25: Benchmarks and metrics

DAUs/MAUs

• Also known as engagement• Bizarre stat• Driven by what Facebook chooses to publish• Odd result:

– MAUs easier for financial results, long term planning– DAUs drive monetisation, more accurate snapshot

• Target: 0.15 (aka 15%)• Ratio fell steadily through 2011

– Trip Hawkins said “FB games are shallow”– I said “its just the summer”

• Facebook’s changes in 2011 bumped the engagement ratio up again

Page 26: Benchmarks and metrics

Facebook engagement

Game Publisher MAUs DAUs DAUs/MAUs

1 Scrabble Gamehouse 330,000 130,000 0.39

2 Bejewelled Blitz PopCap 9,700,000 3,200,000 0.33

3 Pioneer Trail Zynga 3,500,000 910,000 0.26

4 Mafia Wars Zynga 1,600,000 400,000 0.25

5 Diamond Dash wooga 18,900,000 4,300,000 0.23

6 Treasure Isle Zynga 930,000 190,000 0.20

7 Farmville Zynga 22,400,000 4,500,000 0.20

8 The Sims Social Electronic Arts 15,500,000 3,000,000 0.19

9 Frontierville Zynga 360,000 60,000 0.17

10 Pet Society Playfish 5,000,000 830,000 0.17

11 Social Empires Social Point 6,100,000 940,000 0.15

12 Millionaire City Digital Chocolate 1,700,000 250,000 0.15

13 Empires & Allies Zynga 10,900,000 1,400,000 0.13

Source: Appdata

Page 27: Benchmarks and metrics

Retention rate

• I have an sighting estimate of 75%• Churn rate = 1 – retention rate (i.e. 25%)• Duration = 1 / churn rate (i.e. 4 months)

• Zynga has a duration of < 2 months.• Very hard to get accurate benchmarks for retention• My view: 75% is not average, it’s great.

• NOTE: Where you calculate retention from makes a difference.

Page 28: Benchmarks and metrics

The retention decay

Page 29: Benchmarks and metrics

6 Acquisition lasts longer than you

think

• The Acquisition process doesn’t end when I click “install”!

• 20 million people every month take a look at Cityville – and never return!

• You haven’t got a customer until they spend 20 minutes playing. Make sure those first 20 minutes are your best stuff!

Page 30: Benchmarks and metrics

Conversion rate

• Should I look at it daily or monthly?• I use daily• When looking at benchmarks, try to work out what

conversion rates they are using:– What percentage of daily users spent money?– What percentage of monthly users spent money?– What percentage of all users have ever spent money?

• Tiny Tower: 3.8% of users in the first six weeks• ngMoco: 2% of DAUs• Jetpack Joyride: 5-10% ever• Temple Run: 1% of users• Anything from <1% to around 20% is feasible

Page 31: Benchmarks and metrics

Whales, dolphins, minnows

• An approximation of the power-law

• Minnows: spend the minimum ($1), 50% of spenders

• Dolphins: a “middling amount” ($5), 40% of spenders

• Whales: spend a lot ($20), 10% of spenders

PRICE

Demand

Revenue opportunity

Page 32: Benchmarks and metrics

The importance of the power law

• Whales are 0.5% of your users; 44.4% of your revenue• 89% of your revenue comes from your higher spenders• Across the whole business:

– ARPU: $0.41– ARPPU: $4.50

Revenue

($) (%)

Whales 36,000$ 44.4%

Dolphins 36,000$ 44.4%

Minnows 9,000$ 11.1%

Gross revenue 81,000$

Page 33: Benchmarks and metrics

How to use the spreadsheet

Page 34: Benchmarks and metrics

DISCLAIMER

• Your business will not look like this.

• You will not make $2,946,789 in year one

• Do not rely on this spreadsheet as an accurate financial predictor

Page 35: Benchmarks and metrics

The practical use

• All game developers have too many ideas to improve their game

• You need to prioritise• Use the GAMESbrief spreadsheet to get a

snapshot of the headline areas of Acquisition, Retention, Monetisation

• Identify which are below benchmark• Work on those areas for the next sprint• Move on• Repeat

Page 36: Benchmarks and metrics

Conclusion

• You need metrics to make a successful F2P game

• They are useless unless you use them to make informed decisions

– And then act on them

• It doesn’t even matter if my spreadsheet is right: look for the improvement over time, not the absolute number

• If the spreadsheet doesn’t fulfil your needs, change it

• (And if you want to, send it back to me, or tell me what you’ve changed)

Page 38: Benchmarks and metrics

Thank you

[email protected]

Follow my blog

www.gamesbrief.com

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