20150605 what i've learned from candy crush saga
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Transcript of 20150605 what i've learned from candy crush saga
Christina Hsu
What I’ve learned fromCandy Crush Saga
About Me
• ID: Christina Hsu ( 徐志瀟 ) • HP: 17 Years Old (Since 1996)• Guilds: UserJoy( 宇峻奧汀 ) 、 Dreamforce ( 次
方 ) 、 Lager ( 雷爵 ) 、 Gamania ( 遊戲橘子 ) 、FunTown ( 戲谷 ) 、 Aspect Gaming, Shanghai
• Attributes: Game Designer (assistant of ADM and CS ) 、 Marketing Manager 、 Product Manager 、 Biz Dev. Manager 、 Market Intelligence Researcher 、 Producer
My Strength in Game Industry Go through the complete flow
Pitch ➙ Proposal ➙ Development ➙ QA ➙Manufacture ➙ Release ➙ Distribution ➙Marketing ➙ Operation
Cross-platform, multi-devices PC, Console, Mobile (Missing Part: Arcade) Set-top-box, Inflight Game
Cross-culture Experience Dozen Version for Ten Territories BD, Localization, Support
Agenda Success Story of <Candy Crush Saga> What We Can Learn from <Candy Crush
Saga> Q&A
Success Story of <Candy Crush Saga>
Developer / Publisher
About King.comKing is a leading interactive entertainment company for the mobile world. We have more than 185 fun titles in over 200 countries & regions; and we have 364 million average monthly unique users, as of first quarter 2015, across web and mobile platforms.
King.com was founded in 2003, now has game studios in Stockholm, Bucharest, Malmö, London, Barcelona, Berlin, Singapore, and Seattle, along with offices in San Francisco, Malta, Seoul, Tokyo and Shanghai.
150+ casual games
On Facebook: the ‘Saga'
“Saga Framework”Proven Game
<Candy Crush Saga> First Released-April 2012 on Facebook-November 2012 on iOS & Android-December 2014 on Windows PhoneKey Metrics-Average Daily Installs: 100,000-DAU: 46 millions-MAU:
<Candy Crush Saga> Makes Over $1.3 Billion revenue in 2014<Candy Crush Saga> and <Candy Crush Soda Saga>, reported revenue of $546 million for Q4, 2014.
The Formula of Success = A*
Accessibility: 1st time gamers
Accessibilities: Play everywhere
Game State-Progress
?
Accessibilities: Free
75% of those who completed all levels do not pay
Accessibilities: Intuitive Controls
YouTube: Bullfrog playing Ant Smasher
Mouse
Touch Screen
Joypad
Accessibilities: Bite Size
Short sessions for you to play and kill time
Lots of Levels
A very long game
The Formula of Success = A*N
More Never Ending
Against your ideas of casual games, it is difficult!
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The Formula of Success = A*N*C
Campfire Index = How Social It Is
The Formula of Success = A*N*C
The Aisle Effect
The True Definition of Social is
FB connected users are MUCH more valuable
* Retention * Engagement * Likelihood to pay
PR Word of mouth
Feature by Apple
Facebook traffic
Ads Cross promotion
Saga: Marketing &. Branding
PC: Facebook App discovery mainly viral
(AppData 2012)
43%
19%
18%
10%
6%
4%
Friend Invite
Advertisement
Don’t Remember
Word of Mouth
Newsfeed
Other
0 0.1 0.2 0.3 0.4 0.5
Column1
Mobile: App discovery driven by App Stores
(Nielsen Q3 2011)
Over 50% of smart phone users are connected to Facebook
More than 500m of Facebook’s monthly users use mobile
Facebook Enable Cross-platform Viral User Acquisition
Facebook enables discoverability both on
canvas and mobileNotificationsNews feed
andTimeline
Bookmark
Ads
What We Can Learn From <Candy Crush Saga>
1999
Mobile Games
29
Paradigm Shift2005 2010
SNS Games
2009
Browser Games
2007
F2P Biz model
Online Game
1988
Developed in Taiwan
~1980
Pirate / Localized / Licensed / Outsourced Games
In Short, Innovation Comes From
What is Viable in the Marketplace?
http://www.youtube.com/watch?v=Mi7BRsIzBuw
Easy to Pick-up
IF YOU NEED A TUTORIAL TO EXPLAIN YOUR GAME, THEN PERHAPS IT’S NOT REALLY CASUAL AND ACCESSIBLE TO THE MASS MARKET.
Think Differently
Jump Out from Comfort Zone
THIS BUSINESS IS ALL ABOUT RESHAPING AND CHALLENGING THE WAYS WE WORK. NO ONE CAN AFFORD TO STAY IN THEIR COMFORT ZONE FOR LONG.
Design to Monetize
As More Platforms as Possible
Thank You! Any Question?