Title: Making The Case: Business Models in Online Gaming
1Making The CaseBusiness Models in Online
Gaming
Greg Costikyan Chief Design Officer, Unplugged
Games costik_at_ungames.com http//www.costik.com
Jessica Mulligan Jessica_at_mm3d.com
2Who We Are
Greg Costikyan Chief Design Officer, Unplugged
Games MadMaze, Fantasy War, 25 others The Future
of Online Games http//www.goodreports.com/r-olg
ame.html
Jessica Mulligan Rim Worlds War GEnie Game
Manager Engage Origin Consultant
3The Agenda
- Todays Markets What are they and who are the
customers for each? - Current Models
- In-Test Evolving Models
- Likely Future Models
- Rules of the Road
- QA 10 to 15 minutes
4Todays Market Segments
- Mass Market
- 70 of all game players
- Casual
- 15-20 of the group
- Hard Core
- 10-15 of the group
5The Online Gamer Pyramid
6Current Models
- Advertising/Sponsorship
- Classic card (Spades, Poker) and board (Chess,
Backgammon) games, trivia, gameshow games,
often prize-driven. Players play for free, but
view ads and/or sponsor notices. - Buy at Retail, Play Online for Free
- Quake, Unreal, Starcraft, Diablo II.
- Retail Purchase Monthly sub
- Buy the SKU, pay a monthly fee e.g. Ultima
Online, Everquest.
7Emerging Models
- Episodic
- Charge by episode or for the game engine.
- Console
- ISP charge for add-ons and ancillary services.
- Free client, monthly sub
8Models We Know Dont Work
- Licensing to ISPs
- Ad-Supported Hard-Core Games
- Virtual Collective Card-Game Model
- Micropayments (but PayPal may change equation)
9Whats Coming?
- Creative Divergence
- The proper technology to appeal to the proper
market and customer. - Owning The Customer
- Large publishers and content owners should seek
to control access to their subscriber base, not
aggregators. - Reach Out and Touch Someone
- Combining electronic entries into players daily
lives to send and receive game content.
10Tomorrows Models
- Ad SponsorshipShift from click-throughs to
online branding make games more appealing
(highly sticky). - Persistent Worlds Remain Big Revenue earners.
- Capturing the Middle GroundThe big middle that
will pay a little but not a lot. - Episodic Content
11Tomorrows Models II
- Consoles ISP pay for components
- Multiple platforms revenue streams
12Rules of the Road
- This is not TV. Understand the difference
between participation and observation. - Customer service rules.
- Understand that only about 5 of the world
population is currently connected. Those who
prepare now will reap the riches five, ten and
twenty years from now.
13Some Definitions
- Casual Gamer Enjoys computer and video games,
buys maybe 4 to 6 a year, enjoys competition
against other human players, may have tried one
or two persistent worlds. Prime candidate to
move into the Hard Core ranks. - Mass Market Enjoys well-known and easy to play
games such as card games, Trivia and board games.
Use these as a short social event. Least likely
to spend money on a subscription or for-pay
basis. - Online Game Any game that allows two or more
players to interact via the Internet, Web or
online service. - Persistent World Also referred to as massively
multiplayer online games or MMOGs. Major
features include persistent terrain, objects and
non-player characters, player characters/avatars
that grow in power, possessions and/or game score
and a continually growing and evolving backstory. - Retail Hybrid A home-play SKU that includes
Internet connectivity for 2 to 64 players per
online session. Online sessions are short in
duration, generally less than one hour and often
15 to 20 minutes. Generally features no
persistence. Examples include Diablo II, Unreal
Tournament and Quake III.
14- Presentation may be downloaded from
- www.costik.com/pres/iirLondon/
- Questions Queries to
Jessica Mulligan Jessica_at_mm3d.com
Greg Costikyan costik_at_ungames.com