true social games - ng11 - slides

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    True Social Games

    Why social games aren't that, and how they can be

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    Osma Ahvenlampi

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    Worlds Leading Online Hangout and

    Social Game for Teens

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    Social places for games, self-

    expression and communication

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    Games with recruitment hooks

    Games with social interaction

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    Friend

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    -2000

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    Big project, Big launch

    Upfront investment recouped in a short sales period

    costs revenues cumulative profit

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    Early launch, iterative improvement

    Gradual rise of continuous sales

    costs revenues cumulative profit

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    Units of change

    Ever-increasing demand forcapability to change

    From 6 updates a year (2006) todaily live testing

    New version to all 11 languagesglobally once a week

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    Performance measurement

    At daily updates pace, measuring change issub-daily

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    Metrics can't tell you what to do

    Constant performance measurement is lifebloodfor recognizing both problems and successes

    But numbers aren't ideas

    Great design comes from vision, skill andexperience

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    201020052000 2002 2003 20042001 20082006 2007 2009

    210 million registered Habbo-characters

    2 million paying customersin last 12 months

    1.4 million hours played / day

    Source: Sulake Statistics, April 2010

    210Million

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    new users making friends avg time spent by new users

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    Free-to-play economics

    Micropayments for virtual items and VIP membership Advertising as a secondary revenue stream

    Player-to-player marketplace and trading means a

    market which follows common economic principles Exchange volumes 10x primary sales

    Non-paying players are also valuableas community members and culture

    makers

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    What determines an economy?

    Participants must be able to exchange valuewith each other

    Virtual currencies alone don't create economies

    Exchange of goods and services do

    Casual visi-tors

    Regularusers

    Customers Highspenders

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    Accounts Time spent

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    Casual visitors Regular users Customers High spenders

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    Accounts Time spent

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    1 No currencies at all

    2 Emergent currencies

    3 Paid currency4 Tradable paid currency

    5 Dual currency

    6 Official secondary market

    Economic system in phases

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    Habbo's emergent economy

    The early years...

    Direct sales of items to users (P-SMS)

    Already allowed transfer of items between users

    Introduction of Habbo Coins as stored value

    Later, transfer of coins between accounts

    Common items as an emergent exchange

    currency Beginning of an economy, including (external)measurement google habbo furni values

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    Paidcurrency

    coins pixels

    how to get? buy & trade Earn by playing

    good forpersistent goods,

    consumables& services

    consumables &discounts on theprimary (credit)

    market

    purpose monetization

    retention &conversion,

    supporting primarymarket

    Earnedcurrency

    PHASE 5: Dual Currency

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    PHASE 6: Official Secondary Market

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    Business implications of 2nd market

    Secondary market is much larger than firstsales: perhaps $0.5B annually

    Items stay in active inventory

    Often even after original owner quits Habbo

    Could mean the world fills up, especially ifgrowth slows

    Requires special design to avoid the problem

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    Design strategies for working market

    No trading No market, no permanent value

    Items wear out or disappear over time

    No market

    rentable model

    Persistent items & trading

    Creates a market, enables collectible value

    1% trading fee on value, grow market to 10x size

    Fee also helps manage inflation

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    2001 2002 2003 2004 2005 2006 2007 2008 2009 2010

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    65Revenue, million

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    Osma Ahvenlampi - Nordic Game 2011

    Thank [email protected] - twitter.com/osmawww.sulake.com - www.habbo.com

    mailto:[email protected]://www.sulake.com/http://www.sulake.com/mailto:[email protected]