true social games - ng11 - slides
TRANSCRIPT
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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
bar
0%
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Friend
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Friend
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Friend
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Challen
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Friend
bar
Giftin
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Visitin
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Challen
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Chat
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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
0%
10%
20%
30%
40%
50%
60%
Accounts Time spent
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Casual visitors Regular users Customers High spenders
0%
10%
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30%
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50%
60%
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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4550
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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]