Presented by Adrian Crook of FreeToPlay.biz and Relic Entertainment
Free models are emerging in real life including the European “free to poop” campaign with ad-supported public restrooms, Ryanair, and music.
What is free to play? It is not a genre or a platform. They are revenue models that monetize attention of its players.
91% of kids PC online games are free to play (Source: NPD). Examples include Kartrider (160 million users), Runescape ($60 million annual revenue), Webkinz (7 million unique users 340% growth in one year).
Current Free to Play Revenue Models:
1. Virtual Item Sales - unlimited ARPU because users decide the ceiling. The value drivers are rarity/price and visibility. Dual currency systems allows users to purchase stuff via in-game efforts (attention-based) and real money-based. 5-10% conversion rate ranging from functional, decorative, consumable/decay, etc.
2. Merchandise - Barbie Girls has 9.5 million users in 9 months. Their primary revenue model is the sale of Barbie dolls that plug into the users PC for redeeming access to game. Webkinz recognized $20 million retail in 24 months.
3. Information Sale - Food Fight on FaceBook requires users to provide information in order to make virtual cash to buy food to throw at their FaceBook friends. They hit 36,000 users daily, averaging two surveys per user, 25 cents per survey which is $18,000 per day in revenue or $6.6 million annual (projected).
Other models include … Advertising, Auctions, Player Trades, Subscription Tiers, Event Tournament Fees, Real Estate/Land Use Fees, Affiliate, Donations. More descriptions on Adrian’s website.
Design Tips:
1. Respect the free players. Don’t ignore the 90% that don’t give you money because they make the world viable.
2. Support integrated graphics. At the Virtual Goods Summit, someone from Nexon said “If we require a graphic card, we would lose 80% of our user base.”
3. Be browser-based or small download. Things are headed towards the browser. Even WoW is allowing people to play while download completes.
4. Regional payment systems. Not everyone likes to play for games the way we do in North America. GoPets has over 90 payment methods as an example.
5. Provide short compulsion loops. This is counter-intuitive from console game developer perspective. “How many hours of game play?” is the wrong mentality here. Games like Puzzle Pirates, 3-5 minute compulsion loops with average playtime of 2 hours a day, 30 days a month.
6. Defer user sign up. Users shy away from giant forms. Get users into the game play and creatively handle the sign up. Let them get a taste of your product first and foremost.
Growth Challenges:
1. Virtual Property Law. Linden v. Bragg as an example where this area needs to be decided by the courts.
2. Slow broadband. 6mbits in the US and 45mbits in Korea.
3. Rising dev costs. Developers are pushing the quality bar up on free to play.
4. Second Life slow down causing investment concerns.
5. Secondary Markets - IGE, unsanctioned item sales
6. Kids-only: After age 18, kids are graduating to consoles.
Trends and Opportunities:
1. New Free to Play platforms including social networks, iPhone $upercash, EA Blueprint
2. Breaking down the walled garden model. Metaplace, Wow Armory, Dr Char AP as examples
3. NPD top sellers as Free to play games
“We’re looking at the sort of game that five, six or seven years ago, they would have been putting in a box and selling on retail shelves. With the new technology we can delivery this through the browser.”