item model: the future online business model? casuality - seattle june 2006 -- erik bethke item...
Post on 18-Dec-2015
212 views
TRANSCRIPT
Item Model: The future online business model?Casuality - Seattle
June 2006 -- Erik Bethke
Item Model: The Future Online Business Model?
Yes.
Erik Bethke
CEO GoPets, Ltd.Seoul, Korea
Item Model: The future online business model?Casuality - Seattle
June 2006 -- Erik Bethke
Overview
● Korea the Front line in the Business Models
● Time line of Business Models● Inefficiencies of the Packaged Goods Model● Subscriptions Solve most Problems of the Packaged Goods
Model● Advantages of the Item Model● Types of Items● Fairness, Gameplay, Communism and Capitalism● GoPets Premium Subscription
Item Model: The future online business model?Casuality - Seattle
June 2006 -- Erik Bethke
Korea: The Battlefront
● Due to piracy packaged goods model died out circa 1997
● Large North American publishers still put up sales
offices from time to time and make noise about
combating piracy● Blizzard and a few other special titles make some
sales – never in ratio to the hit levels if it were to be
sold in a low piracy territory like Japan or the USA
Item Model: The future online business model?Casuality - Seattle
June 2006 -- Erik Bethke
First Generation Korean MMOs
1997 - 2000
● NC Soft – Lineage I● Nexon – Param e Nara● PC Cafe IP-based sales, very low end-
consumer payment collection
Item Model: The future online business model?Casuality - Seattle
June 2006 -- Erik Bethke
Rise of Casual Content
2000 – 2003
● NetMarble – Multiplayer Parlor & Arcade Games● Hangame – Multiplayer Card Games● Cyworld is launched – online community● 3D MMOs become crowded with Lineage and MU
clones● Prepaid Cards begin to become important
Item Model: The future online business model?Casuality - Seattle
June 2006 -- Erik Bethke
Advanced Casual Games
2004 - Current
● Nexon's Kartrider – definition of the category● Pangya Golf● Freestyle Basketball● Now these games command the highest attention from
the rest of APAC for licensing● Mobile Payment, bank wire, landlines – Payments are now fully
commoditized, cheap and convenient for content providers and
consumers
Item Model: The future online business model?Casuality - Seattle
June 2006 -- Erik Bethke
Rippling Ponds
● Taiwan – 18 months behind
● Philippines – 18 months● China – 2 years behind● Thailand – 2-3 years behind● Japan – 5+ years● USA – 5+ years● All Territories Catching up Fast
Item Model: The future online business model?Casuality - Seattle
June 2006 -- Erik Bethke
PC-OnlinePC-Online/MobilePC-Online/MobilePlatform
PPC, CC, Mobile,
Phonebill
PPC, CC, Mobile,
Phonebill
PPC, CC, Mobile, Phonebill
Types of Payments
Item Sales/
PC Café Premium
Item Sales/
PC Café Premium
Item Sales/
PC Café Premium
Revenue Model
KoreaKorea, Japan, Thailand, Taiwan, Philippines,
China, Indonesia, US, Canada, Brazil
KoreaServicing Countries
50,000~80,00020,000~30,000120,000~150,000Concurrent Users
(Korea Only)
13~25yrs old
(Male dominant)
15~25yrs old
(50% Female)
13~18 yrs old
(Children)
Av. User Age
Over 20 yrs. OldOver 20 yrs. OldOver 20 yrs oldPaid User Group
N/A
(Paran is 4th Portal)
4,000,000
(As of 3Q2005)
14,500,000
(As of 2Q2005)
# of Members
(Korea Only)
KTH-Paran
(Portal)
Hanbitsoft
(GSP)
Nexon
(GSP)
Publisher
1Q, 20051Q, 20042Q, 2004Release Date
15uk~24uk
($1.3M~$2.2M)
8uk~10uk
($750K~$950K)
40uk~50uk
($3.7M~$4.7M)
Average
Monthly Revenue
(Korea Only)
JC EntertainmentNtreev softNexonDeveloper
FreestylePangyaKartrider
Item Model: The future online business model?Casuality - Seattle
June 2006 -- Erik Bethke
Item Model: The future online business model?Casuality - Seattle
June 2006 -- Erik Bethke
Item Model: The future online business model?Casuality - Seattle
June 2006 -- Erik Bethke
Inefficiencies of Packaged Goods
● Retail markup
● Shelf space limitations● Physical Cost of Goods● Inventory and transportation management● Cartel-like distribution bottlenecks● High price point puts off consumers● Propriety formats● Sales tax● Loss of connection between content creator and content consumer● Lack of a free play experience
Item Model: The future online business model?Casuality - Seattle
June 2006 -- Erik Bethke
Advantages of Packaged Goods
● Expensive to market
● Expensive to distribute● Shelf space only to the top 10 or top 5 titles● In short, if you are the monster publisher with the
monster licenses, you like the packaged goods model● Only long-term piracy as seen in the music and PC
game categories will kill your business – as true in most
countries
Item Model: The future online business model?Casuality - Seattle
June 2006 -- Erik Bethke
Subscription Model
● Allows for Electronic Distribution
● Retail package for axillary sales● Neatly solves piracy (note: pirate servers)● Allows limited demo experience● Enjoy pre-payment of services from your customers● Organization thinks like a service company not like a
goods company● Perfect right?
Item Model: The future online business model?Casuality - Seattle
June 2006 -- Erik Bethke
War on Money
Korea: 2003 - 2004
● Dozens and dozens of 3D MMORPGs from
Western Fantasy to Eastern Fantasy to Cartoon
styled, female and/or children's focused● Classic Over Supply● Prices → zero → Free! ● Open Beta periods were extended from 2 months to
4 months, to 6 months to a year!
Item Model: The future online business model?Casuality - Seattle
June 2006 -- Erik Bethke
Birth of the Item Model
● Play my 3D MMO for Free!
● Forever Free!● Well not really...● (instant reincarnation only $2)● (swords that actually do damage only $5)● (spiffy armor $6)
Item Model: The future online business model?Casuality - Seattle
June 2006 -- Erik Bethke
Advantages of the Item Model
● Invisible transition from beta to commercial
● Eliminates the Beta Tribe phenomena of users
fleeing en mass from one open beta to the next as
companies pitifully attempt to monetize their
investment● Allows users to gracefully transition from freeloader
to nibbler to active consumer to great fat happy
customer!
Item Model: The future online business model?Casuality - Seattle
June 2006 -- Erik Bethke
Types of Items
● Appearance Changing
● Gameplay Effective● Permanent● Consumable● Rarity● Least valuable: Common Temporary Appearance● Most Valuable: Unique Permanent Gameplay
Item Model: The future online business model?Casuality - Seattle
June 2006 -- Erik Bethke
That's not Fair!
● Item model allows users to have differentiated play advantages based on their individual spending patterns
● Last time we saw this big time in the USA
was Magic the Gathering! (groan or cheers?)● Sony is inching their way in● MUD-Dev quote from a whiner
Item Model: The future online business model?Casuality - Seattle
June 2006 -- Erik Bethke
Communism vs. Capitalism
● Traditionally in sports it is okay to buy better equipment
● Traditionally in games you should compete on skill,
luck, or time – not money for some reason● MMOs are not really games – they are worlds● The 20th century consumed say 60 million people to
establish that Communism does not work in the real
world – nor does it work in online worlds
Item Model: The future online business model?Casuality - Seattle
June 2006 -- Erik Bethke
Premium Subscriptions
● What!? I thought you said subscriptions suck?
● Allows for a differentiated level of services to further
help your users feel a sense of status and
recognition● Robust and flexible services will slice up the
offerings to best suit the tastes of various markets
Item Model: The future online business model?Casuality - Seattle
June 2006 -- Erik Bethke
GoPets Premium Subscriptions
● Bonus Gold Shells at Purchase
● Bonus Gold Shells during the term for additional gold
shells● Limited Edition super item never for sale in our stores,
never to be duplicated (usually sells for $25+● User Customizable Texture Tool● Ring-tone like sound triggers for your pets● Premium Subscription supports further Item Sales
Item Model: The future online business model?Casuality - Seattle
June 2006 -- Erik Bethke
Why did I talk about this?
● Big NA console publishers – not listening to the beat of future drums – they will get smashed by open format online games
● The fairness (righteous) independent game developers
that are in it for the love of creation will vilify the crass
monetization of significant gameplay actions● Only people that will appreciate will be shrewed new
competition for GoPets in the advanced casual game
space ;-)
Item Model: The future online business model?Casuality - Seattle
June 2006 -- Erik Bethke
Hey great, I believe!
● So how long will it take for me to turn my
online subscription game into an item-based
game?● Creating item-based games requires higher
skill in game balance and needs to be built
directly from the beginning
Item Model: The future online business model?Casuality - Seattle
June 2006 -- Erik Bethke
Homework
● What is the next business model in the Korean Online space?
● If you turn in your homework early you will get a bonus
Item Model: The future online business model?Casuality - Seattle
June 2006 -- Erik Bethke
Thank you!
Thank you!
Questions?
Contact: [email protected]