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Friday 5 September 2008

The sweet spot in free-to-play, pay-for-stuff market

I've been talking recently about a few particularities in the business models based on end-user micropayments that have created lots of followup discussion and questions. So much, in fact, that I decided it's time to try to explain one crucial and somewhat counter-intuitive detail in writing for later reference.

First, a bit of background: this information is based on my work with Habbo over the last 5 years, and is half learned from experience, half based on theoretical models built from that experience. I'm sharing this with the world because while it's been an interesting ride to build an online social game with an end-user business model, breaking pretty much every conventional rule in the process ("games have to have objectives", "there is no profit in micropayments", and so on), it's still better for our business if people understand why it works. If this allows a competitor to fix a problem in their product and get off the ground, so be it - there's plenty of growth to go around here, and failures don't help anyone. As a disclaimer, the numbers I'm discussing here have no relation to Habbo, though the basic observations certainly apply.

Let's start with an obvious statement and follow it up with something less obvious: Everyone wants to maximize revenue per player. However, in a free-to-play environment, where the majority of players do not contribute direct revenue, the right tool for the job is not to try to extract the maximum amount of money from those who do pay - rather, to increase the number of players buying anything at all - even if it's just $1 over their entire lifetime. In other words, it's good to have a lot of very low individual value players.

To explain it in detail, lets look at two assumptions behind a flexible pricing business model: first, that the number of customers grows as the cost of goods drops, and second, that the maximum consumption is unrelated to the minimum. There is no average customer who would spend more than half of others, and less than half of the rest. If there were, the picture of that customer base would look something like the image here, and it's pretty strange looking, wouldn't you say? You've probably seen pictures resembling this one where they don't start from the dominating $0 value point - that's the normal distribution.

The first assumption really is very simple: more people are willing to buy a product at a lower price. This is true for most goods, with some notable exceptions in the luxury goods market, where the perception and desirability of a product goes up with its price. However, it is difficult to create a mass-market luxury item, and those do tend to be cheap (and small).

The second is perhaps slightly more involved especially if one is used to thinking of fixed-price models such as one-time purchase of a boxed product or monthly subscriptions, both of which are difficult to scale up on a revenue per customer basis, so scaling them down is highly undesirable as well. However, it's more clear, if not obvious, by looking at other consumer goods - whether tangible such as drink- and foodstuff or intangible like movies, music and other entertainment. Buying these once certainly does not exclude further sales of the same product to the same customer - rather, it's a strong indicator of sales potential!

The free-to-play, pay-for-stuff model follows both of these assumptions. Cheap purchase price attracts more customers out of the existing free users, and transactional item-based sales allows repeat purchases of theoretically unlimited amount. Those who are willing to buy more will do so, up to some practical maximum of consumable goods and discretionary spending.

In this environment, focusing on higher-paying customers makes sense only if the number of customers drops by less than half when the revenue per customer doubles. Again, with the exception of some luxury goods segments, this rarely happens. Think about it: how many chocolate bars of standard quality would you expect to sell for $1? How about for $2? More or less than half? How about for $10 for the exact same package? I'd wager chocolate bars sell at least 10x better at the price of $1 than at the price of $10 each, and the increase of customer base more than covers the lower per-unit revenue.

This is a simple exhibit of power-law market dynamics, and is easiest observed when looked at through a logarithmic chart. Readers of books like The Long Tail or Critical Mass should not be surprised. There's a twist through - because this starts from zero gains (at the free players), the exponential behaviour follows a different path in the beginning. This model also turns Pareto's Law on its head - due to the (in my experience) relatively high exponent, the highest total value is at the lowest end of the spending.

Now, of course there is a minimum profitable price for a bar of chocolate that does not become near-$0 even at very high volumes, unlike purely digital products, so increasing chocolate-sales revenue by dropping prices does not necessarily increase profits, and I'm completely ignoring the effects of packaging and marketing on the perceived value of items. For digital sales, where packaging is more flexible and material costs are effectively non-existent, we still have to consider not-unsubstantial fixed development costs, a certain amount of costs associated to servers and bandwidth, some transaction-related pricing friction, and so forth, but certainly the minimum value (and price) of one unit of digital sales can be driven much lower than a bar of chocolate.

Monday 11 August 2008

Leipzig GCDC next week

So, I've been working all evening on my presentation for next week's Leipzig Games Convention. Its title is the same as the one I had in ION last spring, but I keep digging up this new interesting stuff that just forces me to rewrite everything. I'd never make a great consultant because I wouldn't be happy reusing what I did for the last client. I guess that's why I love the product world instead :)

Anyhow - I'm bummed because I was planning to stay in Leipzig for the entire conference and first day of the expo to meet people and learn new stuff. Instead, it turns out I need to be back in Helsinki on Tuesday, so it's going to be an in-talk-out type of experience - precisely the kind of thing that does not make any sense for conferencing. Can't help it this time, though. If you're at GCDC on Monday though - let me know, would love to make the best of the time available and maximise the people to meet anyway.

Wednesday 9 July 2008

Virtual worlds looked lively today

This turned out to be quite a day for virtual worlds' publicity, with both Google's Lively and Vivaty Scenes launching (congrats to both), and Second Life annoucing an interop with OpenSim together with IBM. All of that is great, and validates the concept of web-based, interoperable virtual worlds supporting and interacting with other web content (and vice versa), and supports our own thoughts nicely. There's plenty of room here for more players! I'd love to write more on this, but with my last work week before summer vacations keeping me quite busy right now, I'm afraid I don't have the energy to put my thoughts down to a publishable shape. Perhaps later, though. I'm sure I will have a lot of interesting discussion about the whole scene in GCDC next month, as well. Look me up if you're reading this and plan to be there!

(oh yeah, sorry about the horrible pun in the title)

Friday 27 June 2008

100 million and other metrics

News hit the Internet this week that our favorite social play phenomenon, Habbo has reached a milestone of 100 million registered characters. Several places in the blogosphere have also pointed out the weaknesses of that figure, such as the fact that yes, most of those characters are "alts", abandoned accounts, or otherwise not very meaningful. I'd be the last person to argue against that particular point.

Still, it's a figure that has some comparison basis. MySpace didn't have 100 million registrations when News Corp acquired it, reaching that milestone a year later, and MySpace regs are arguably just as likely to be abandoned as virtual world avatars.

Overall though, we don't really put much weight to that metric compared to many others. The 20 million new registrations made in the last six months is pretty nice, but nicer still is 1.5 million logins per day and over a million hours per day spent in Habbo by users. Those are hard to discredit, never mind whether you think that free-to-play is less sticky than subscribed games or not. I tend to give more attention to that than to the 9.4 million unique monthly visitors, because ubiquitous as the UB/UV measurement style is, it, too is horribly inaccurate due to all kinds of errors from cookie washing to shared computers.

If you're interested in hearing about how we measure Habbo and decide what to do based on what we learn from those measurements, you might want to consider attending Leipzig GCDC this August, where I'll give an updated and more in-depth version of the talk the slides of which are in my earlier posting.

Friday 6 June 2008

Social gaming basics

There's a good article over at TechCrunch about the newly discovered phenomenon of social gaming. I mean newly discovered in the sense of widespread game industry recognition, of course - Habbo was reaching more teens than any other teen media (TV channels and popular magazines included) in several markets already years ago, while most so-called industry experts claimed the model can not work. We didn't come up with the terms social play and social gaming, though - unfortunately we called in free-form play in a social context, or something equally ugly. Social play works though, and that's what we call it these days. Thanks to whoever came up with that!

Wednesday 21 May 2008

Stop distracting wireless led blinking

While there's lots to like about my current laptop, one thing that had been quite annoying was the wireless indicator led. For a long time, it didn't function at all, because iwl4965 didn't contain support for driving it. Recently (effectively starting with Fedora 9 for me), that support came in, but now it's not annoying because you can't tell whether wireless is enabled, rather because the led is blinking all the time, which is a distraction.

I liked the behavior of my old laptop's ipw2200 much better: blink while searching/associating with a network, and then stay on constantly. Happily, Erich Schubert just pointed out how to fix the iwl4965 blinking behavior. That script is (I think) for Debian/Ubuntu, and a slightly different kind is needed on Fedora. I'm not sure this is the best way to go about it, but at least it works for me: put the following in /etc/NetworkManager/dispatcher.d/iwl-no-blink

#!/bin/sh
if [ "$0" = "wlan0" ]; then
    for dir in /sys/class/leds/iwl-phy*X; do
        echo none > $dir/trigger
    done
fi

Friday 16 May 2008

ION 08 wrap-up

Finished my own lecture, Reinventing Habbo a couple of hours ago to a half-full audience. Flew through 174 slides in a bit over 30 minutes. Update: I have now made a shorter version of the deck that works better as a reference, below.

Read this doc on Scribd: Reinventing Habbo

The follow-up round table probably was titled very badly, since we got nearly no attendees. Interesting discussion though, small groups get deeper in.

Apart from that, I have a collection of 40-50 business cards from interesting new acquaintances, and several very good discussions I'm looking forward to continuing and/or applying to what we're doing. All in all, good experience. Still, I'm looking forward to getting back home too.

2nd update: Adam Martin has coverage of the event, including notes from one of the panels I was on.

Sunday 11 May 2008

Last-minute preparations for ION 2008, and issues with Shockwave

I'm leaving early tomorrow morning to Seattle for the ION 2008 online games conference. I'm looking forward to this trip quite a lot - I haven't been to this conference before, but I've heard good things about it. It's also the first time I'm doing a one-hour presentation in an American conference in front of an audience that I expect to be pretty much experts in the same field as I am. That's for sure going to be interesting, I hope the turnout is good. Been working to finalize the content of the session for a while, but I'm still to start compiling the slide deck; that's going to be a job in itself since I certainly don't want to be left second compared to Sulka's 160-slide rapid-fire session in GDC San Francisco that I now notice he never blogged about.

Continue reading...

Saturday 10 May 2008

RIght move, MySQL

Again a week late, but hey, I only need to keep up with this stuff, not comment on it all the time. MySQL changed their minds and turns out the core server will continue to be open source, allowing customers to depend on being able to inspect it if required, extend on any bit as needed, and most importantly, get the benefits of a large community using and testing all features. Thanks for that. I just hope you're going to be consistent about this, for precisely the reason that as a MySQL Enterprise customer, I don't pay you to deliver bits that haven't received that community testing, but to rapidly fix problems if they exist despite that exposure.

It was interesting to hear Monty Widenius comment about it in this week's Open Tuesday event, and I also got to talk to him about attending a MySQL Users session in Helsinki next time I or someone else (anyone? anyone? Bueller?) manage to organize one. Would be nice to hear about the upcoming storage engines straight from the horse's mouth - Monty's Maria effort has certainly been less covered than the Falcon engine I have also commented on, and I can't say to know anything about it myself.

Tuesday 22 April 2008

MySQL Users Conference followup and MySQL's business model

Last week saw MySQL User Conference 2008 in Santa Clara, but I was not able to make time for it this year either. However, in the wake of Sun's acquisition of MySQL, it was very interesting to follow what was going on. A few things that caught my attention:

MySQL 5.1 is nearing General Availability and an interesting storage engine plugin ecosystem starts to emerge. It's this latter, but related event that I see as the first real sign of validation for MySQL's long-ago chosen path of pluggable storage systems instead of focused effort on making one good general-use engine.

Oracle/Innobase announced InnoDB Plugin for MySQL 5.1, which much-awaited features which promise a great deal of help for daily management headaches. More than that, InnoDB Plugin's release under GPL lifts quite a lot of the concern I'm sure many users like us have had about the future viability of InnoDB as MySQL storage engine.

A couple of data warehousing solutions are launched, also based on MySQL 5.1 -- Infobright is one I've already researched somewhat (looks very interesting, as soon as a few current limitations are lifted), Kickfire I know nothing about right now but would love to learn more of.

There's a huge amount of coverage graciously provided by Baron Schwartz that I have yet to fully browse through.

A few remarks by Mårten Mickos regarding MySQL's business model seem to have kicked up a bit of a sandstorm. I don't really understand why; I read these to just verify that the direction MySQL took last year is to continue this year as well. I don't see any major changes here regarding the licensing structure, software availability, or support models. Frankly, it seems like yet another case of Slashdot readers not reading, let alone understanding, what they're protesting against, and press following up on the noise.

I do understand the critique made against MySQL's chosen model, though. In fact, I went on record last September to say that I understand that critique. I still see the same issues here. I believe we represent a fairly common profile of a MySQL Enterprise customer in that what we want from it is not the bleeding-edge functionality but a stable, well-tested product that we can expect to get help for if something does go wrong. We don't see great value in having access to a version of software that isn't generally available to "less advanced" or more adventurous users for free in a community version. In fact, we see it as a negative that such functionality exists, because it hasn't received the community testing, feedback and improvements that makes great open source software as good as it is. While new functionality is interesting, and we're trying to spend time getting familiar with new stuff in order to use it in production later, it simply isn't prudent to put business-critical data in a system that hasn't received real-world testing by as large a community as possible (unless you have no other alternative, and then you takes your chances).

Yet it seems to me that this is essentially what Sun/MySQL continue to propose for the Enterprise customers by delivering "value add" functionality in a special version of the server or plugins to it, possibly in a closed-source form that further reduces transparency and introduces risk. Mårten, I'd prefer it to be otherwise. How can I help you change your mind about this?

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