There are only 3 business models in the world Sell Rent/Lease Give Away
Casual Games Were Born in the Recession
December, 2001 Ad market collapsed Tech economy in recession No funding Try Before You Buy Casual Game Industry Takes Off
Why recession + TBYB? Like Google AdWords: Risk-sharing Portal Customer Strength: higher share Weakness: less predictability, poor conversion (1%)
Then, the market improved Advertising resurgence Other models explored Mostly to recoup 99% of TBYB “waste”
Korea/China: Freemium Combine free & sell Give away the basic app Sell to engaged/power users Sell customization When you think about it: a lot like try before you buy…differently packaged
Expanded on by a lesson from core games Sell the app and sell premiums
Feel inferior? Subscriptions = great recurring revenue Chugging along Bad comparison: Cost of acquisition = high Critical mass required
THEN CAME STEVE
Rules Changing Again: Microsales are real iPhone and other mobile platforms mean microtx are upon us Great opportunity for game devs Shape the dialogue – get involved Mobile phones may be payment mechanism, platform or both
However: no ad oppty
Unless you’re top ten
What hasn’t worked (for revenue)? Charge by minute Casual game rentals (true sense) Facebook/Soc Net games for most developers Non-smartphone mobile for indie developers Fully ad-supported large-scale casual
The magic numbers 60/40 (70/30)