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Đỗ Văn Thành - Lead Game Designer Game Studio North MONETIZATION EXPERIENCE From Social to MMORPG Hybrid

Ogdc 2013 monetization experience

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Page 1: Ogdc 2013 monetization experience

Đỗ Văn Thành - Lead Game DesignerGame Studio North

MONETIZATION

EXPERIENCE

From Social to MMORPG

Hybrid

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Who are talking?

Game Designer

Lead Game Designer Product Manager

Lead Game Designer

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The two journeys…

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What I talk and talk not about…

How our games WORK How all games WORK

Real historical data of our running games

PR for us

Mental working of Game design

Game development process

Monetization theory & practice

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• Genre: Social Farming

• Platform: Zing Me

• Target Users: 13-16 years old

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Easy Come Easy Go

Easy Come Easy Go

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• Genre: Social -Farming – Fighting based

• Platform: Zing Me

• Target users: 13-16 years old

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• Idea: War fares are always good merchandises.

• Switching core gameplay from social to social - turn base - RPG.

• Monetization switch from decoration to Stats type (MMO Style).

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Events Short-Cut

VIP Items

PvE & PvP Features

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•Users love beautiful items but prefer stronger things.

•Users always want a short-cut.

•Users love-love-LOVE VIP items.

•Users (especially Vietnamese) love competition.

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MMO Part - Good

Paying Users

Social Part - Good NR

Users

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Less Money than

expected

High Churn Rate

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Flexible Selling Point

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Every Penny is valuable.

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VIP - Short Cuts

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Sell Simple & Elegant Stats

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•Triple the revenue by day

•ARPPU 3 times > myFish - 300K+

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•Flexible selling points

•Always have a short-cut

•Value money from tiny to very big Spenders

•Always selling stats, especially the permanent ones

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Summarize

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