Chris Anderson, author of The Long Tail, uses free-to-play web games as a case study on conversion rates for freemium products. I wrote about the conversion and monetization rates in this world two months ago as a followup to my GCDC presentation from last summer. I can't really think of a better example of freemium model than Habbo - a freely accessible service with high engagement and a large audience really gets to utilize and showcase the model at its very peak. The only thing missing is even easier micropayment models. We'd love to use the iTunes store for selling Habbo items, for example.
Tag - free-to-play
Sunday 16 November 2008
Chris Anderson on freemium conversion
By Osma on Sunday 16 November 2008, 13:38
Thursday 16 October 2008
Splitting the virtual worlds market to segments
By Osma on Thursday 16 October 2008, 11:01
IMVU founder Eric Ries commented on Virtual Goods Summit and suggested that virtual worlds can be divvied up along three axes of UGC/first-party, subscription/pay-for-stuff, and economy/gameplay focus. This is certainly one good way of thinking about the focus decisions needed when designing and developing a product in this market, but personally, I think this model, along with others I've seen and played with myself, suffers from a few key weaknesses that arise from the need to simplify things. I'm not saying the model can't help put things in order, just that there's more to finding the right solutions than this. Lets go with the great blogger tradition of point-for-point response.
UGC vs first-party
It's amazing Sulka didn't comment on this: UGC is not just about letting users upload pictures or items to a world. More to the point, Habbo certainly is not first-party content focused. Yes, all our furni is designed and developed by our own teams, and we don't enable user uploads. But at the same time, over 90% of all of the activities in Habbo emerge from the community - users take what we've made, and do their own things with it. Most of what's going on, we had no idea would happen.
Eric says IMVU's efforts to enable UGC dwarf those to create their own first-party catalog. Well, so do ours, despite his classification of Habbo being first-party content focused. Every feature, every furni, every activity, every news item receives more thought on "how do we support users to go to their own directions here?" than "what do we want this to be about?". Plus the significant fraction of our work that has absolute no effort to produce content attached to it, and is fully focused on player activities.
Lets just use the old, tired LEGO analogy here. How much of LEGO is first-party content? Just enough to get the imagination of the players going so they can create something of their own. Anything more would be too much, and this applies to any VW that can call itself "social" - and none that isn't social isn't going to be interesting. Trying to make a useful UGC split for any purpose other than copyright infringement monitoring is a red herring, and even for that one purpose it's not very likely to be useful due to other moderation requirements.
Subscription or pay-for-stuff
This is one of the stronger arguments, if only just because those are the business models the industry has latched on to. They're certainly not the only possibilities though, nor are they alternatives to each other. Eric's points about the strenghts and weaknesses are good - but you can benefit from both at the same time, and support the weaknesses of one model with the strenghts of the other. This is certainly an area where we have a lot of experience, over 8 years of it, and I don't think we've gotten very far yet..
Economy or gameplay
Eric used the word "merchandising" instead of economy, and I think that's the crucial over-simplification that leads to thinking that pay-for-stuff games and worlds are just about cross-selling opportunities best left to a competent marketing department to handle. I'm wondering whether he's simplifying the choice to make it easier to explain, or purposefully misleading someone on what's crucial to think about, or whether our friends at IMVU simply haven't realized this yet: the first-hand sales are a small fraction of the total trade in an item-based game, and the gameplay balance is just as critical here as it is in a game built out of designer-created quests and gameplay mechanics. What's more, because its emergent behaviour, it's nearly impossible to predict, and very difficult to measure, model and understand. Yet that's exactly what's required in order to succeed.
I hope that explains why I choose to call it economy-driven rather than merchandising.
PS. Browsing around Eric's blog a bit further, this article is a gemFriday 5 September 2008
The sweet spot in free-to-play, pay-for-stuff market
By Osma on Friday 5 September 2008, 13:53
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.