Is completely free the next generation's F2P?
http://www.gamasutra.com/blogs/BrianPeterson/20140131/209800/What_is_Flappy_Bird_and_how_did_it_get_to_be_1.php
What do you guys think about this? A 100% free game that is viral and addictive?
First my question is, what will happen to the escalation here? Where are we going to end with this? First on Mobile Paid games were doing well, no one could get in, so bam, first 0.95$ game. Then too many 0.95$ games so here comes F2P with Micro transactions. Now totally free with only ads... With the current CPI (Cost per install) of the Mobile market being off the charts high, the ad revenue potential is also sky rocketing.
The second question for me is then, will this trend end in so many free games that the late starters to the party will again miss the bus and CPI will drop down to such a low amount that this business model just won't be worth it anymore?
Either way, I think it is a great opportunity for great designers to have an impact, because the way you can win this race is to start early and make it the most fun and addictive game available.
What do you guys think about this? A 100% free game that is viral and addictive?
First my question is, what will happen to the escalation here? Where are we going to end with this? First on Mobile Paid games were doing well, no one could get in, so bam, first 0.95$ game. Then too many 0.95$ games so here comes F2P with Micro transactions. Now totally free with only ads... With the current CPI (Cost per install) of the Mobile market being off the charts high, the ad revenue potential is also sky rocketing.
The second question for me is then, will this trend end in so many free games that the late starters to the party will again miss the bus and CPI will drop down to such a low amount that this business model just won't be worth it anymore?
Either way, I think it is a great opportunity for great designers to have an impact, because the way you can win this race is to start early and make it the most fun and addictive game available.
Comments
The game has changed in this regard.
As for its supposed effect on mobile gaming as a whole, I'm already of the Interwebz Oppinion (and I implore people to correct me if I'm wrong) that the ever-spiralling mobile price war is indicative of a small to nonexistent mass market. If people won't pay what your games are worth, it means they actually don't give a damn about them beyond being disposable time-wasters for queues and commutes. Go somewhere else, or cater to the niche groups of people who are interested in solid experiences and will pay. There's no commercial point otherwise.
This all said though, you should not be looking at the objective to only be a 1 time download. To build and sustain a game development studio, the objective is to turn your game into a service not just a one time purchase. I know some will disagree on that, and yes there are other ways, but service is the safest way. Advertising revenue is still an ongoing income that can fund your next game and the next and the next if you can maintain a high DAU: daily active user base.
See this for the potential ad revenue.
and according to www.appannie.com awesome new Intelligence function we can see that 2,786,633 is the amount of downloads they got. so if we assume every user only saw 1 ad and quit the game, that means that they made a minimum of $55,732.66 this month for a game most of us could turn out in a month.
I would say some players may drop early, but considering that it does have retention and players keep playing, we can probably assume that they have at least an average ad viewing per player of 3 - 5 which makes the revenue considerably more.
I say, why stop at mobile, what about PS4 and PSN, lol. PS4 is in such desperate need for games you might just get great sales there. haha.
Anyway, just my thoughts on it :P
That being said, I don't think that a game having adverts is truly free. A good example is on my colleagues phone he played a game (which I cannot remember the name of right now) that was ad supported, and the rate is showed adverts it used >100mb of mobile data in ~15 minutes. Perhaps it didn't just use data for adverts, but it can be way more costly to the end-user than they might think it is.
I have to agree with the sentiment that quality, marketing, and a fun game will all contribute to a mobile game's ultimate success. A game like Candy Crush could make its money by a different model if it was perhaps designed to fit another model. Saying that it has to limit fun to make money doesn't make sense, for it to be successful it needs to be most fun BEFORE you even consider spending any money on it at all. You aren't going to spend money in something that is only mediocre in the hopes that it is better when you pay. It just happens to be that the "crippled" version is fun enough.
You could go and read many success stories using many varying models, there isn't as much a specific factor as they are just good games.