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Video Game Subscriptions
Deconstruction and Game Design
Chris Early
VP Partnerships & Revenues, Ubisoft
@LuckyEarly
Video Game Subscriptions
Deconstruction and Game Design
Chris Early @luckyearly
The Subscription Boom
Video Subscription Services
Music Subscription Services
Video Game Subscription Services?
Video Games - Not So Simple
Publishers
Platforms Games
Why?
Platforms
• Want Players Tied to the Platform
• Content is Devalued  Platform is a “Good Deal”
• Consistent, Predictable Revenue Stream
• Significant Flow of New Content
Publishers
• Rewards Loyal Players
• Trading Excess for Predictable
• Recurring Revenue means a higher valuation on
Wall Street than revenue from transactions
• Content depth and variety can be a challenge
Games
• Rewards Loyal Players
• Trading Excess for
Predictable
• Consistent, Predictable
Revenue Stream
• Protects from impulsive
or excessive spending
What about the
Subscription
Player?
Value to Subscription Player
 Simplicity
 Large selection of content
 Play whatever you want for
however long you want
 One low monthly price
Is it Worth It?
Monthly
$15/month x 12 months = $180
3 games to 1.5 games
Annually
$99.99 annually is less than one Ultimate Edition
(Especially if your play pattern involves sampling)
The Subscription Player
• It’s not just about the money…
• It’s really about the content!
Value to Developers
• Discovery
• Acquisition
• Leveraging Catalog Titles
What about Ubisoft?
• We’re good at using our Catalog Titles
• Promotions Work
• In an Multi-Developer Content Subscription:
• We have No Control
• No Consistency or Predictability
Deconstructing Subscriptions
• Learn the Mechanics
• Then min-max the system
License Fee
Revenue Share
Development Fee
Development Fee
Essentially an Work-for-Hire Fee
Development Fee
-
Development Cost
=
Profit
(Little or no ongoing revenues – no IP ownership.)
The Concept & The Team
License Fee
Essentially an Opportunity Cost Fee
Expected Units Sold over Period
x
Reasonable Margin
=
License Fee
(The more rights you give up, the higher the license fee.)
License Fee: Design Impact
Why does Licensor want your game?
Attract New Subscribers
 New Market for them
 Recognizable Brand
 Proven Engagement
Retain/Regain Subscribers
 New “Seasons” or “Episodes”
 One 40 hour game?
Revenue Share
Player Revenues go into pool
Developer gets a share of the pool
based on the usage of their game.
But … what share?
Hours Session Days
= Share %
Total Hours Played of Your Game
Total Hours Played of All Games
But … what share?
Hours Session Days
= Share %
Total Day/Sessions Played of Your Game
Total Day/Sessions Played of All Games
Calculation Example
70%/30% Revenue Share on $15 per month
Means $10.50 for the Developers
100 Games in the subscription service
Each game played an equal average number of days/hours
$10.50 / 100 = 1% = $0.10 per player
What if you put your game on sale for $5?
50x more Subscription Players would have to play!
Being Average
isn’t Winning
How to Win? Game the System
Maximize Visits, Maximize Hours of Play,
It’s just like FTP, right?
No Pay Walls
No Additional Cost
Be Generous!
Increasing Rewards
• No Penalties
Make it fun to stay!
Design for the
Business Model
And Win!
Chris Early
Chris.Early@ubisoft.com
@luckyearly
Chris Early
Chris.Early@ubisoft.com
@luckyearly
Thank you!
Video Game Subscriptions: Deconstruction and Game Design for Subscription Services

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