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Games 2.0
Web 2.0 Expo
April 25, 2008
Jeremy Liew
MD, Lightspeed Venture Partners
www.lightspeedvp.com
lsvp.wordpress.com
[email protected]
Birth of Web 2.0 has been driven by
making costs variable
Lightspeed Confidential - Not to be copied, distributed or referred to without the prior written consent of Lightspeed Venture Partners
Web 1.0
Web 2.0
Build everything from
scratch
Open Source
Marketing
Superbowl ads
CPC and CPA
Distribution
Multi year, multi million
dollar portal deals
Social network platforms
Content
Teams of writers and
editors
User Generated Content
Monetization
Internal sales teams
Ad networks
Development
Outsourcing
Viral growth
2
The games industry is starting to feel
the same dynamics
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Development
Games “1.0”
Games “2.0”
Massive development
projections
In browser gaming
Fat clients
Flash and other rich media
improving
Marketing
Offline advertising driving
players to retail
CPC and CPA online
advertising driving online play
Distribution
Controlled by retail and
big game portals
Social network platforms
Content
Teams of level designers
Multi player is user
generated content for games
Monetization
Selling games in jewel
cases
Digital download
Viral growth
Free to play supported by
subscription and digital goods
Advertising
3
Development: “Low fi” games
gathering more users
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Development Costs ($M)
Halo 3
Players (M)
10
30
Power Challenge
<8
Zynga’s
Texas Hold’em
<1
Friends for Sale
<1
SGN’s Jetman
<1
1
8
7
3
Sources: Lazard Capital Markets, Adonomics, Press Releases, LSVP Estimates
4
Marketing: Online distribution allows
CPC and CPA advertising
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$30M in marketing
- Primarily offline
10M copies sold
- 90+% through retail
5
Distribution: Viral growth and social
networks allow games to grow virally
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New user growth (illustrative)
Marketing campaign
supports big launch,
with sales declining
thereafter
TYPICAL AAA GAME
* Not to scale
Friend invitations
drive increasing
growth curve as user
base grows
SOCIAL GAMES
6
Content: Multiplayer is user gen
content for games
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Single-player games
-Need new levels to keep player
interest
-AI for NPCs to maintain
challenge
-vs.
Multiplayer Games
-Each game is different, keeping
player interest
-Other players have real
intelligence, not AI
Source: Ian Bogost, Lightspeed analysis
Asynchronous Play
- Large pool of other players
- Easier to play against friends
- Players playing in sequence, not
in tandem.
- Requires persistent state which
all players affect, and which in
turn affects all players.
- Breaks between players are the
organizing principle
7
Monetization: Online games market growing
as revenue sources become more variable
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ONLINE GAME REVENUES
$11.7B
Sale of downloads
$10.6B
Advertising
$8.8B
Digital goods
Self expression
In-game power
Extra levels/content
Attention
Convenience
$6.9B
$5.2B
$3.8B
2006
2007
2008
2009
2010
2011
8
If Web 2.0 is the social web, then
Games 2.0 is social gaming
Lightspeed Confidential - Not to be copied, distributed or referred to without the prior written consent of Lightspeed Venture Partners
MODERATOR
Jeremy Liew:
MD, Lightspeed
Venture Partners
PANELISTS
Siqi Chen:
CEO, Serious Business
(Friends for Sale)
Johan Christenson:
CEO, Power Challenge
Shervin Pishevar:
CEO, Social Games
Network
Mark Pincus:
CEO, Zynga Game
Network
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