Download presentation
Presentation is loading. Please wait.
Published byMarcia Farmer Modified over 9 years ago
2
Browser vs. Client-based Freetoplay MMOs Jonah Hong (Symbeyond) and Frank Cartwright (GamersFirst)
3
Jonah Hong
4
Frank Cartwright VP, Product, Platform Development and Digital Marketing at Gamersfirst. VP Online Entertainment at GSN Television Network VP, Product Development and Engineering at Global Gaming League (GGL) VP, Production for SkillJam Technologies (Liberty Media Company) Disney Internet Group (DIG) - Created Disney’s online, multi-player gaming platform along with dozens of games. Began 15 year career in gaming in 1995 on PC CD-Rom game developed for Turner Interactive called DINOTOPIA.
5
Overview Based on a panel from GDC Europe where participants included Kevin Xu (IGG Inc.) Rob Ollett (Bigpoint International) Patrick Streppel (gamigo AG) Markus Buchtmann (SevenOne Intermedia) Frank Cartwright (K2 Network GamersFirst)
6
Portfolio Trends GamersFirst – Current - 12 games (9 client, 3 browser) Last Year - Added browser in last year Going Forward - 50/50 IGG Current - 25 games (12 client, 5 browser 8 Social) Last Year - Browser and Social games Going Forward - Same percentage
7
Portfolio Trends Proseiben/SevenGames Current - 28 Games(20 browser / 8 client) Last Year – 2 nd year of Browser Games Going Forward – More focused on browser Gamigo Current - 15 Client Games Last Year - Moving towards browser Going Forward – 75/25 Browser
8
Portfolio Trends Bigpoint Current - 5 client the rest Browser Last Year – Started Client Going Forward - Primarily Browser
9
Why Browser? Greater Accessibility Smaller Download Less funnel friction No native installation Lower Development Cost (Godswar only $800k USD) Quicker ROI
10
Why Client? Higher Quality Longer Tail Proven Monetization Higher ARPU $40 for client vs <$10 for browser
11
User Acquisition / Conversion to Pay All agree that funnel is better browser games. Client 2-6% conversion to paying users (IGG/GamersFirst)
12
Download Size Client games currently 500MB – >10GB Max Size Depends on Demographic and Location US/EU Core Games < 2GB US/EU Casual Games < 1GB (pref. < 500MB)
13
Quality Browser Has improved at greater rate than client games over the last 2 years. Better fit for casual and social games Will continue to close the gap. Client Still better especially for core games Engines like Unreal 3 continue to break new ground.
14
Browser Platforms Flash – Will continue to lose marketshare Unity – Emerging as the clear leader and best technology Trinigy – Good technology but may not be able catch up with Unity
15
Publisher/Developer Integration Browser games much easier Browser game developers usually much more familiar with web technologies and therefore the integration with publisher. Less risk and barriers to easily makes enhancements and changes.
16
Multiplatform Browser games have clear edge. Client games are very customized A big contributor to the strength of Unity is the cross-platform support including iPhone. Mitigates risk by not forcing a choice of type of platform to target.
17
Fraud, Hacking and Trust Users feel much more comfortable with browser games since they are not installing native code Equal opportunity for fraud and hacking. Less control with browser games if exploit leverages browser layer.
18
Hybrid New opportunity Start on browser Committed players move to larger client-based version
19
Conclusion Trend is moving towards browser Client not going away There is much browser games can learn from client monetization Huge opportunity for disruptive hybrid model.
20
Contact Jonah Hong Frank Cartwright frank@gamersfirst.com frank@gamersfirst.com 310-902-6613
21
Thank You GDC China
Similar presentations
© 2025 SlidePlayer.com. Inc.
All rights reserved.