Turkish Delight ! Rahul Sandil GamersFirst Case Study: Knight Online Monetizing a Free2Play game and keeping it alive and fresh over 8 years section Background ONE •Key Market Indicators •Founded GamersFirst in 2001 •Found Knight Online in 2003 Key Market Demo Average age :25 70% < 30 yrs 63% of gamers are 1417 years old 1/3 of population > 14 are gamers 25,000,000 gamers in total 15 000 PC cafes 3G subscribers: 40M in 2011 (7M in 2009) 1/3 of all mobile phones are smartphones 6 hours of game play/week 250 online video/ month watched on avg per subscriber TURKISH ONLINE USERS 70% are YOUNGER THAN 30 YEARS 35M INTERNET USERS 5TH BIGGEST INTERNET POPULATION IN EUROPE 13TH BIGGEST INTERNET POPULATION IN THE WORLD 9 M TURKISH ONLINE Vs. SHOPPERS 39% are YOUNGER THAN 30 YEARS IN UK THE WORLD‘S 2ND TURKISH ECOMMERCE FASTEST GROWING US$12.4 bn ECOMMERCE IN 2011 IN 2011 MARKET 68% Growth Turkey is Ranked Social Media 1st FriendFeed 4th Facebook 9th Twitter Combined CCU of Top 5 MMOs 175,000 BACKGROUND • Found Knight Online in 2003 • Already released in Korea in 2001, it set the land speed record for failure… • Which meant that by the laws of Inverse Demographics (which I just made up), it would blow the roof off of the North American Market! • Game was translated to English and published by K2 shortly afterwards section TWO HORIZONTAL EXPANSION ALT TITLE: MORE TURKEY PLEASE section TWO Horizontal Expansion – Initial wave of Turkish players in 2006 – Within a year game overrun with Turkish players (in a good way) – Gaming phenomenon!! HORIZONTAL EXPANSION • 1 in 10 Turkish citizens has played Knight Online • OEM “hardware” appears: The KO Pedal • Turkish player data: – Conv Rate: 8% - 12% – ARPPU: $18-$26 – Average LTV: $80-$120 HORIZONTAL EXPANSION • 1 in 10 Turkish citizens has played Knight Online • OEM “hardware” appears: The KO Pedal • Turkish player data: – Conv Rate: 8% - 12% – ARPPU: $18-$26 – Average LTV: $80$120 EVERYTHING WAS LOOKING GOOD . . . UNTIL THE DARK TIMES… • Hackers/cheaters begin to appear en masse • DDOS attacks in 2007 cripple game servers for months • Turkish government BANS Knight Online (possibly preparing for 2011’s attempt to ban the internet) • Net result? • • AHackers/cheaters few million more begin to appear en masse unique logins appear DDOSCCUs attacks in 2007 • • Max double cripple game servers for • Number of months • transactions Turkish government BANS quintuple Knight Online (possibly preparing for 2011’s attempt to ban the internet) • Net result? section THREE Three Cs of Monetization • Community • Currency • Content • Combos and Sliding: Two features that started their lives as bugs 1. COMMUNITY • Daily/Weekly/Monthly Live events • Localized GM/CS • Embraced Social Media early • Pricking with E-Pins • KOL everywhere! • Everyone Makes Money [on the2. secondary market] CURRENCY • PVP: The UGC gift that keeps on giving • Everyone Loves a Trader • Annual Content 3. CONTENT Updates SUMMARY summary LEARNINGS Play DON’T Play Tipping the Scales Play DON’T Play I want items Tipping the Scales I want items I don’t want to spend money Tipping the Scales Play DON’T Play Tipping the Scales Play DON’T Play Tipping the Scales I can pay with Cash I want to PVP I want items Play How did my friend get that? My clan needs me DON’T Play I don’t want to spend money Tipping the Scales Play DON’T Play DON’T Play Tipping the Scales Tipping the Scales Life Time Value of Paying Player $80 - $120 DON’T Play Peak CCU 45k -55k Conversion to Paying 8% to 12% THANK YOU (ALT TITLE: SHAMELESS TWITTER WHORING) @rahulsandil
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