Ralph Barbagallo's Self Indulgent Blog

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Archive for the category “mobile”

Displaying Maps in Unity3D

There have been a few recent examples of real-world maps displayed in Unity3D apps. The first one I noticed was the playfield in the infamous Halo 4 iPhone app that came out late last year. For unknown reasons, I was really into this game for a few months. I hung around my local 7-11 scanning bags of Doritos so much that I thought I was going to get arrested for shoplifting. Eventually this obsession led to me wanting to duplicate the map display used in the game. Here’s how I did it.

Google Maps Plug-In

Naturally the first place I looked was the Asset Store. It turns out there is a free Google Maps plug-in available. The only catch is that it requires UniWeb to work. UniWeb lets you call REST APIs and generally have more control over HTTP requests than Unity’s own WWW class allows. It can be a necessity if you’re using REST API calls but it restricts your code stripping options. This will bump up your binary size.

This asset’s sample scene works flawlessly. It downloads a map from the Google Static Map API and textures it on a cube. The code is clean and well documented, featuring the ability to request paths and markers to be added to the static map. Most attributes can be tweaked through the inspector–such as map resolution, location, etc.

I made a lot of changes to this package. I really wish it was open source. Free code assets really should be in most cases. I will try to isolate my changes into another C# file and post a Gist.

The first change I made was to add support for themed Static Maps. If you look at this wizard, you can see that there are a lot of styling options. This appears to be the same technique used in the Halo 4 app because with the right set of options you can get something that looks really close. Supporting styling in Unity3D is just a simple act of appending the style parameters to the end of the URL used by the Google Maps plug-in.

Displaying Markers in 3D

The next thing I wanted to do is display the markers as 3D objects on top of the map instead of having them inside the texture itself. This requires 3 steps:

  1. Determine where the markers are in pixel coordinates in the static map texture.
  2. Calculate the UV coordinate of the pixel coordinate.
  3. Calculate the world coordinate of the texel the UV coordinate resides at.

Step 1 can be tricky. You have to project the latitude and longitude of the marker with the Mercator projection Google Maps uses to get the pixel coordinate. Luckily, this guy already did it in PHP to create image maps from static maps. I adapted this code to C# and it works perfectly. You can grab the Google Maps utility functions here. (All this great free code on the net is making me lazy–but I digress)

Step 2 is easy. This code snippet does the trick. The only catch is that you have to flip the V so that it matches with how Unity uses UV coordinates.

Step 3 is also tricky. However, someone with much better math skills than I wrote a JavaScript method to compute the world coordinate from a UV coordinate. It searches through each triangle in the mesh and sees if the UV coordinate is contained inside it. If so, it then calculates the resultant world coordinate. The key to using this is to put the static map on a plane (the default scene in the plug-in uses a cube) and use the C# version of this function I wrote here.

3D objects floating over marker locations on a Google Static Map.

3D objects floating over marker locations on a Google Static Map.

Here’s the end result–in this case it’s a display for the Donut Dazzler prototype. 3D donuts are floating over real-world donut shops and cupcakes over cupcake bakeries. I got the locations from the Foursquare API. This is quite easy to do using UniWeb.

Slippy Maps

The aforementioned technique works great if you just want a static map to display stuff around the user’s current location. What if you want to be able to scroll around and see more map tiles, just like Google Maps when you move around with your mouse? This is called a Slippy Map. Slippy Maps are much more elaborate–they require dynamically downloading map tiles and stitching them together as the user moves around the world.

Thankfully Jonathan Derrough wrote an amazing free Slippy Map implementation for Unity3D. It really is fantastic. It displays markers in 3D and pulls map tiles from multiple sources–including OpenStreetMap and Bing/VirtualEarth. It doesn’t use Google Maps because of possible TOS violations.

I couldn’t find a way to style map tiles like Google Static Maps can. So the end result was impressive but kind of ugly. It is possible with OpenStreetMap to run your own tile server and run a custom renderer to draw styled tiles. I suspect that’s how Rescue Rush styles their OpenStreetMap tiles–unless they are doing some image processing on the client.

Either Or

For my prototype I ended up using Google Static Maps because Slippy Maps were overkill. Also, pulling tiles down from the servers seemed much slower than grabbing a single static map. I suppose I could add some tile caching, but in the end static maps worked fine for my purposes.

Keep in mind that Google Maps has some pretty fierce API usage costs. If your app goes viral, you will likely be on the hook for a huge bill. Which is why it might be worth figuring out how to style free OpenStreetMap tiles.

Unity3D 4 Pet Peeves

I’ve been updating my older apps to use the newly released Unity3D 4 engine, as well as starting an entirely new project. I haven’t used many of Unity3D 4’s new features yet, but I figured this is as good a time as any to list a few of my pet peeves with Unity3D 4 as I did with Unity3D 3 a few years back.

It’s time Unity3D had a package manager.

Unity3D plug-ins and assets purchased from the Asset Store are invaluable. It’s becoming the most important feature that makes Unity3D the superior choice. However, managing projects with multiple plug-ins is can be a nightmare. A lot of this is how Unity3D handles file deletions.

If you click the “update” button to overwrite an existing plug-in with the latest version from the Asset Store, it may wreak havoc upon your entire project. Unity3D’s file hashing system will sometimes fail to overwrite files with the same name, even if you are importing a newer one. You’ll end up with a mess of old and new plug-in files causing chaos and mayhem. The only way to prevent this is to manually find delete all the old plug-in files before updating with the latest version.

Not to mention the fact that native plug-ins either require you to manually setup your own XCode project with external libraries or have their own proprietary scripts that edit your XCode project. Unity3D should provide an API and package manager that lets plug-ins forcibly delete and update their own files as well as modify settings in the XCode project Unity3D generates.

Let me import files with arbitrary extensions.

A minor annoyance is how Unity3D will only accept files with specific extensions in your project. If you want a custom binary data file you HAVE to give it the txt extension. It’s the only way you can drag the file in to the project. Unity3D should allow you to import files with any extension you want, but provide a method in the AssetPostprocessor API to be called when an unknown file extension is detected.

Where’s the GUI?

Come on now. It’s 2013. The new GUI has been “coming soon” for years. Unity hired the NGUI guy, which leads me to believe the mythical Unity3D 4 GUI is merely the stuff of legends and fantasies. I like NGUI but I’m really looking forward to an official solution from Unity. Although I’m not looking forward to re-writing all my GUIs once it arrives. Let’s just get it over with. Bring it on.

Monodevelop sucks.

My god. Monodevelop sucks. Lots of people use other text editors for code, but you still can’t avoid touching Monodevelop when it comes to debugging on OSX. I’m sure it can be whipped into shape with a minor overhaul, but it’s been awful for so long perhaps this is unlikely. Aside from the crashes and interface weirdness, how much human productivity has been destroyed waiting for Monodevelop to reload the solution every time so much as a single file has been moved to a different folder?

Is it time to update Mono?

While we’re at it, Mono recently updated to C# 5.0. I’m not sure if this is a big performance drag or not, but I’d love to see Unity3D’s Mono implementation updated to the latest. There are some C# 5.0 features I’ve been dying to use in Unity3D.

Tough Love

Don’t take it personally, Unity3D is still my engine of choice. This list of annoyances is pretty minor compared to previous ones. Every year, Unity gives me fewer and fewer things to whine about. It seems competing solutions are having trouble keeping up.

Native Code is Dead

Although Android has a larger market share when you count it by pure number of devices and users, iOS still dominates monetization. Research I did earlier this year about apathetic Android users still rings true. However, vast improvements in Android as an OS and Google Play as a way to monetize apps are changing this. Not to mention changes to the new iOS 6 App Store are making app discovery even more difficult on Apple devices. A lot of developers are grumbling about their fortunes on iOS and are looking elsewhere.

Platforms are volatile. Five years ago, Facebook was the ultimate destination for game developers. Now it’s a ghost town. iOS is the hot ticket now, but Android is becoming increasingly competitive. As a developer you need to be prepared to move platforms in an instant. For this reason, native code is dead.

Using a solution such as Unity3D, Flash, or HTML5 allows you to easily move apps from one device to another. Or, from mobile to the Web. Or, from Web to desktop. You get the idea. It’s true that each one of these solutions has tradeoffs in features or performance to accomplish frictionless cross-platform porting. However, most studios can’t afford to double their engineering staff to multiply the amount of platforms they deploy on.

If you’re starting a new project from scratch, you have to consider your cross-platform options:

Unity3D

As one of the (very few) detractors said of my recent GDCO 2012 presentation on Unity3D: “This guy was a bigger Unity fan-boy than the company would have been.” It’s true! I am a self-declared Unity3D zealot. My experience moving between platforms has been incredibly easy. You can check this older post on the process I went through to bring Brick Buddies to Android. Unity3D has issues, but it’s the best solution I’ve found yet.

Corona

I’ve not used Corona myself, but did research it a bit when deciding which platform to hang my hat on. I know other developers who have created very successful apps with it. The major drawbacks are it uses Lua as its scripting language and it still doesn’t allow native code extensions. Yeah, I know I said native was dead–but not totally dead. I occasionally have to write native code plug-ins for Unity3D to access parts of a platform’s API that aren’t abstracted in Unity itself. This is a critical feature. Also, Corona can’t be used on the web or desktop platforms.

Flash

Flash has a tragic branding problem. The declaration of mobile Flash’s death doesn’t mean Flash is dead on mobile. This means the browser plug-in on Android is defunct. Good riddance. Flash made the mobile browsing experience on Android unusable.

Adobe has stepped their game up with Flash’s iOS and Android exporters. The packager allows Flash projects to be exported as apps on the target device. Flash’s CS5 exporter was atrocious, but I’ve seen some impressive work with the latest version. Flash even supports native code extensions. Adobe’s extortionate demands for revenue share mean Flash is out of the running for me if I intend to use their more advanced features. Otherwise, it is a superior option over Corona.

HTML5

For game development, HTML5 is insane. If you really want to give it a shot, there are some relatively performant libraries such as impact.js that might help you out. I don’t recommend it. HTML5 isn’t much of a standard, needing a lot of workarounds for various browsers. Not to mention its horrible performance on mobile browsers. You just can’t win.

For non-game GUI-based apps (like Yelp or Evernote) HTML5 makes a lot of sense. PhoneGap/Cordova makes this possible by providing a framework for running HTML5/CSS/JS based applications inside a mobile web view and packaged as a native app. Coming from a native code background, constructing interfaces in HTML5/CSS seems absolutely insane. Friends don’t let friends write HTML/CSS. It should remain purely the output of tools such as Handheld Designer. HTML/CSS is becoming the Assembly Language of the web–it’s good to know, but hopefully you’ll never have to touch it.

Etc.

There are plenty of other options I haven’t mentioned: Moai, Marmalade, Titanium Studio, UDK, and the list goes on. The important thing is to research your platform independent option and find what’s best for you. For games, I’m biased towards Unity–but other options are just as valid…I guess. Obviously there are applications for which native code will always be the solution. Yet, for the incredible glut of dying console game studios “pivoting to mobile,” this is an increasingly remote option.

Kakao is the new Asian mobile gaming powerhouse

Kakao has leveraged their insanely popular mobile group messaging app, Kakao Talk, to launch a social gaming network called Game Center in Korea. This is similar to Tencent’s strategy of using their Chinese instant messaging network, QQ, to drive traffic to f2p PC games. Yet in the West, Apple’s iMessage seems to have killed off most group messaging startups, and the only one to pursue a gaming strategy released a tower defense game based on Shannon Tweed. No, really.

Kakao has successfully commissioned established game developers to produce high quality games for Game Center. The slickly produced Match-3 game, Anipang, recently rose to the top of the Korean App Store due to its use of Kakao Talk as a viral messaging channel. (It’s also available for Android) Encouraging users to message friends in order to get extra plays, Anipang uses social news update notifications similar to the early days of Facebook games to drive reach. Korean friends of mine have deleted the app from their iPhones to avoid the onslaught of game messages–reminiscent of the bad old days of “Lost Sheep” Farmville spam. Regardless, Kakao has mined a passionate and highly monetizable social network of gamers from Kakao Talk.

With over 55 million users, Kakao may eclipse the size of DeNA’s Mobage platform. It remains to be seen what their plans for the US are. Although Game Center will probably have to be renamed before it launches in the West. I hear Apple can be quite litigious when it comes to their intellectual property.

Come to my session next week at Austin GDC

By the way…On Wednesday, October 10th at 5:35 PM at Austin GDC come see my talk on cross-platform Unity3D mobile games development. Hey, it’s only 25 minutes long. How bad can it be?

In Search of…Rage of Bahamut Players

I recently listened to the excellent Walled Garden Weekly podcast about the massively successful collectible card game, Rage of Bahamut. The brave hosts played the game for a while in an attempt to analyze why it has dominated the top grossing charts on both iOS and Android for so long. In the end, they had no idea why.

I thought this episode was hilarious because I recently had the same experience with a friend of mine. We forced ourselves to play this game to understand why it is so successful. We came away from the experience just as mystified as Walled Garden. Is it a masterpiece of mobile gaming? Are we just too old and can’t comprehend this new genre of greatness? Perhaps it’s a combination of the two.

Rage of Bahamut is a collectible card game with no apparent skill involved. The interface appears to be a series of sloppily constructed UIWebViews displaying what looks like a web page from 1996–complete with blinking text. There’s no sound. The gameplay consists of tapping the screen and watching coins fly out of monsters with Skinnerian glee. PvP card battles are automatic and involve no strategy beyond deck construction. You win or you lose.

It’s also very difficult to find out how to spend money in the game–with the IAPs buried deep in the interface. This thing has towered over the top grossing charts for months on end, yet I’ve never met another person that’s ever played it. When Angry Birds was in a similar position a few years back, I knew lots of people who were fans.

I attended the Collectible Card Game panel at Casual Connect this past July to understand the space more. The takeaway was that since Pokemon will never appear on mobile devices, there is a huge vacuum taken up by the absence of that IP. In its void, a ton of CCGs have appeared on mobile targeting the Pokemon player demographic. It was suggested CCGs have 8-10X the monetization of other social games and are the ultimate core game experience for younger gamers. Maybe I don’t know any Rage of Bahamut players because I’m not 14?

Still, where are these people? I never see any coverage of this game on the web other than articles talking about how much money it’s making. It seems that the reason why you might not see a lot of chatter about these games on social networks is because the users are too young to be on Facebook. Instead, they use YouTube to display their lavish card collections. Most of the other social interactions are contained inside the game or DeNA’s social network, Mobage.

Rage of Bahamut appears to be a pure compulsion loop. It’s more like a slot machine than an actual game. The main drive is to collect rare cards and “evolve” them to advanced levels featuring character portraits with increasingly fewer articles of clothing on. Packs of cards in Rage of Bahamut can cost over twice as much as real paper cards for Magic the Gathering or other physical card games. This game is very simliar to Mafia Wars, so perhaps its success shouldn’t be unexpected. However, could something else be afoot?

Noting strange patterns in customer review score distribution and other clues, the Walled Garden podcast seemed to suggest maybe some chart manipulation is involved. I can’t say that thought hadn’t crossed my mind. DeNA made $609 million in revenue last quarter. The top grossing game in the App Store usually brings in about $10-15 million a month. Let’s double that to include Android (which probably is generous). Is it conceivable that in addition to the usual tactic of spending $50,000 a day or more in user acquisition, that DeNA is spending $20+ million a month on buying its own virtual goods to dominate the top grossing charts? With $1.82 billion in sales last year, it doesn’t seem like DeNA would need to do this.

Considering there are tons of other CCGs that are very popular, there’s a large and lucrative market for these games. There are different sub-genres as well. Some require skill similar to Magic or Yu-Gi-Oh instead of being a mere slot machine. I’ve read plenty of enthusiastic Rage of Bahamut reviews from people who are genuinely excited about it. Just watch this video–this guy really gets amped when he’s about to evolve his card to a new level of disrobement. Real people who play this game must exist somewhere. Leave a comment–let me know why you play it.

Oh, and while I’m at it, my referral code is mhk64683 if you want to start playing.

Video Game Companion Apps

The so-called “companion app” is becoming a common marketing tool for console game publishers. The idea being that you extend the game’s brand to mobile to create awareness of your upcoming console release, or to further build upon the IP. Perhaps the earliest example is Microsoft’s Fable III Kingmaker location-based game for iOS. You could play Kingmaker without the console game, or transfer currency earned in the app to Fable III on the XBOX 360. Last year we had the Deus Ex QR Missions scavenger hunt game. More recent ones include EAs Mass Effect 3 Datapad, Capcom’s Pawns Unleashed / Compendium of Wisdom for Dragon’s Dogma, Starhawk Uplink, Battlefield 3′s Battlelog, and the Soul Harvest location-based game released as part of Darksiders II’s marketing effort.

The idea for a console game companion app is inspired by the fact that most of the target audience has a tablet or smartphone. The obvious question is, instead of putting a companion app on mobile why not put the actual game there? The answer is usually irrelevant, as dinopubs are preventing the game from being on a platform where the audience actually is. Strategies such as this can at least partially explain the AAA publisher slide.

MMOs have a long history of companion apps. Perhaps the earliest example is the iPhone app made for Champions in 2009–although now they are commonplace. Companion apps make a lot of sense for MMOs since the world is alive when you are not playing. An app is a perfect way to perform housekeeping duties on your character or check in on what’s going on while you are away from your desktop machine.

Since most console games aren’t persistent, there’s no reason to run an app to keep up to date on what’s going on. Nothing is happening while your console is turned off. In their current form, console companion apps make more sense as a marketing tool. Put out the app well ahead of the game’s street date and allow the user to unlock content and advance his character before the game comes out. It can be useful as an advertisement and a place to build a community around your game.

Microsoft’s SmartGlass initiative at E3 is evidence that they are serious about this “second screen” experience. Their XBOX Live iOS app is actually quite good, and shows they are putting some effort into this. A smart approach for next generation consoles is to have companion apps part of a core strategy. As for the promotion of individual games–I haven’t seen any companion apps chart very well on the App Store. Nor have any publishers reported companion apps having any positive impact on sales. The killer companion app has yet to be made.

The $2 Million Mobile Game

Mobile game publishers are in a war over users. Japanese giants such as DeNA and GREE are attempting to lure as many players as possible to their respective social networks (Mobage or OpenFeint) so they can hit players with ads when trying to goose another game up the App Store charts. The widgets for Mobage and OpenFeint have viral features to suck in a few free users as an attempt to reduce acquisition costs even further. This is thought to be a cheaper long-term user acquisition strategy than buying users via banner ads, interstitials, and incentivized video trailer views that smaller publishers without a large network of games resort to.

The more users a publisher has, the more valuable they are. Users are the shelf space of the social gaming era. Companies like EA whose entire competitive advantage was down to domination of the retail channel are crumbling as physical shelf space becomes completely irrelevant. It turns out that the games aren’t the product, the users are.

How expensive have user acquisition costs made mobile games development? How much money do you have to spend to actually make a profit?

If your game is successful, you probably have a conversion rate of free to paid users at 5%. Recent estimates peg ARPPU (Average Revenue Per Paying User) at around $40. I’m sure companies like Kixeye and Kabam are seeing well beyond that. Let’s use $40 as our target for a core f2p mobile game.

We’re assuming a $250,000 development budget (which can be quite conservative for more elaborate games). How many users do you have to buy to make back your costs? Right now it’s safe to assume a user will cost you $2. Although Fiksu’s index reveals a lower cost per user, some companies are paying much more than this depending on factors such as how likely the user is to spend money in the game.

Let’s buy a million users. That costs $2 million. How much revenue do they generate?

1,000,000 * .05 = 50,000 paying users. That’s 50,000 * $40 of revenue for a total of $2,000,000.

So uh…we spent $2 million to make $2 million? Not a very good business proposition. In fact, take out Apple’s cut and you’re losing money.

If you can’t buy users profitably how can you make money? First you need additional sources of revenue. This means Tapjoy offer walls and advertising. In the glory days of incentivized installs, Glu Mobile reported 1/3 of their revenue was from offer walls. Zynga’s most recent (and disastrous) quarterly report showed that they bring in about 12% of their revenue from advertising. Let’s peg ad revenue at a generous 20%. Luckily, this revenue is untouched by Apple or Google’s take.

Now you’re going to get an extra 20% on top of that $2 million in revenue–congratulations, you spent $2 million to make $400,000 in profit.

You can further bring user acquisition costs down through viral ‘free’ user acquisition. All the users that come in through friend invites, clicking on wall posts, or Tweets are free and effectively lower your user acquisition costs. The glory days of k-factors in the 1.2-.7 range are long gone. Now I usually model a .1 k-factor–meaning for every 10 users, you get one brought in through viral channels. Perhaps doubling it to .2 is a good way to also guess at the amount of users brought in through organic traffic via App Store charts, PR, etc. Let’s go with that (yeah, this isn’t really an exact science).

So $2 million buys you 1,000,000 users + 200,000 viral users for a total of 1,200,000 users.

This equates to 1,200,000 * .05 = 60,000 paying users.

The amount of revenue generated from these users is estimated at 60,000 * $40 = $2,400,000.

Add in $2,400,000 * .2 = $480,000 for advertising and offer wall revenue.

That’s $2,880,000 back on a $2 million spend. Subtract the $250,000 you spent developing the game and you’re left with a $630,000 profit. If you take Apple’s cut into account, you’re actually taking a loss of $90,000. (30% of $2,400,000 in non-advertising revenue is $720,000 going to Apple).

Sure, your paying users hang around–so you might be able to get a few $40 months out of them. Still, churn is a harsh mistress–especially in mobile where user retention can be as low as a week. You need to keep bringing in users every month to generate a healthy revenue stream from your game.

So, do this every month factoring in the overhead of maintaining and operating the game and you can see why most mobile gaming firms have a relentless focus on driving up user monetization while finding ways to acquire users cheaply. As the old adage goes, you need to spend money to make money.

The Big Business of Small Audiences in Mobile Games

Is mobile dead? It appears to be a silly question given all the hype–but it seems like the majors have it sewn up. Take a look at the top grossing apps. The vast majority of them are now published by large companies or independent developers that played their cards right early. Trying to get in the top grossing app list has become a challenge as monolithic “startups” blow millions of dollars from VC war-chests on acquiring users. This has driven up user acquisition costs to the point where even games that monetize well are having their profitability threatened.

The days of the free lunch may be soon over. Mobile can’t grow forever. Eventually smartphone user growth will flatten much like it has on social networks. The rising tide that floats all boats may stop rising.

Given these circumstances, is being a well-funded publisher the only way to go? Even with the use of Russian bot nets, daily free app promotional networks, and PR barrages it’s getting harder for the majors to score a slot in the top grossing apps. This broad and shallow strategy is expensive to execute. Now that the mobile market is large, mainstream, and mature it’s time to start monetizing lucrative niche audiences–narrow and deep.

I’ve encountered several mobile gaming startups employing this strategy to go after a number of different gamer sub-categories.

CORE GAMES

Whether you are “hardcore” or “mid-core”, the “core gaming” business model targets highly engaged gamers. These are the type of consumers that would have purchased an XBOX 360 in 2006, but for whom the tablet or mobile device is the platform of choice. This demographic is still (for now) largely young and male.

On the PC, World of Tanks earns over $10 million annually and League of Legends brings in over $60 million a year monetizing hardcore gamers with f2p economies. Although there are lessons to be learned from these titles, it’s important to apply hardcore game designs to the way core gamers wish to consume content on mobile.

Kixeye and Kabam proved the core gaming model on Facebook, earning over 10X what Zynga does per user. Both are making moves into mobile. Playing defense, Zynga is fighting back with their own core games push. Apparently unable to find a copy of The Innovator’s Dilemma, many legacy game publishers have surrendered, allowing barbarians to invade and steal their customers.

GAMES FOR WOMEN

I’ve been approached by several startups over the past few months looking to monetize female gamers with persistent social mobile games. Not to mention there have been a few high profile announcements in this space have hit the blogs lately. “Games for Girls” was an industry mantra over 10 years ago which resulted in an array of gimmicky games laden with rainbows and pink ponies. As they say, “This time, it’s different.”

Last year, there was a lot of hype about how FarmVille killed the soap opera. If that’s true, then it’s time to merge mobile social games with soap operas to re-engage that demographic. After all, soap operas were originally designed to sell soap to housewives. Now, design them to sell virtual goods. A few startups have appeared in this space, but the only social soap opera game so far doesn’t stray too far from the isometric Skinner Box form of your average Facebook game.

Games are not one-size-fits-all. In free2play games, women monetize differently than men. However, women can be just as engaged and lucrative as the aforementioned core gamer. Games that engage and monetize women can be a powerful niche market if you take it seriously and not approach it as an insulting gimmick.

GAMBLING

Social Gambling has been the hot buzzword of 2012. The ongoing success of Zynga Poker, anticipated changes in federal online gambling laws, and the recent $500 million acquisition of Double Down by IGT have created a frenzy in mobile and social gambling startups.

The fact is, most social games are thinly veiled slot machines anyway. So it’s no surprise that when a developer drops the pretext and releases a quality slot machine simulator like Slotomania that it is going to rocket to the top of the charts.

When monetizing social games we speak of high paying customers as ‘whales’–A term taken from the gambling business. Vegas has been monetizing gamers much longer than game developers have. Not to mention gambling game designs have had thousands of years to be A/B tested.

CONCLUSION

Monetizing niche audiences requires not only a great game, but deep analysis of your customer and their tastes. Instead of going after the same pool of casual users, a new generation of mobile gaming start-ups are carving out lucrative targeted audiences. Some are large enough to catch the attention of investors, others are making significant “quiet money” for their savvy entrepreneurs. As Kabam CEO Keven Chou says, “The key isn’t about how many users you have, It’s about how much money you are making.”

Facebook’s Mobile Gaming Apocalypse

Crowdstar recently announced they are abandoning the Facebook platform to focus on mobile social games. After amazing success on iOS, they have discovered what many of us have known for years: Facebook games are dead.

In the wake of Farmville’s massive success in 2009, investment in social gaming hit a fever pitch. The Facebook audience grew to 500 million with the rising tide floating all boats. We went from “RIP Good Times” to a veritable all-you-can-snort coke buffet in the little over a year.

During this period, Facebook shut down viral channels making it more difficult to acquire ‘free’ customers and instituted a 30% tax on social gaming revenue in the form of Facebook Credits. By 2011, user growth flattened out and user acquisition costs skyrocketed as social gaming companies blew their war chests fighting over the same group of casual social gaming customers.

Apple, on the other hand, introduced In-App-Payments for free apps and created an entirely new genre of tablet games with the introduction of the iPad. News of new social gaming startups declined, but mobile gaming investments became white hot. The mobile social gaming gold rush was on.

Recent filings from Facebook show that Zynga, one of Facebook’s single biggest contributors of revenue, is now responsible for a shrinking portion of Facebook’s income. This may be due to a change of focus. New game releases on Facebook from Zynga have slowed to a trickle. Meanwhile, Zynga has been feverishly acquiring mobile startups and barking up their stock price with social gambling chatter. While some companies stubbornly cling to the Facebook platform, in most cases social gaming companies are evacuating Facebook for mobile.

Facebook can’t earn a dime off of mobile social games despite their usage of the Facebook API because mobile billing is all controlled by Apple or Google (and now Amazon). There is no place for Facebook credits in the mobile ecosystem. If you try to use any alternative payment system in an iOS app, Apple won’t approve it.

This is why Facebook is making carrier billing agreements and beefing up their HTML5 platform. They can’t get a cut of native app revenue, but can position themselves as a premier destination for HTML5 mobile browser games with Facebook Credits as the billing system.

Even if buying Facebook Credits can be made as seamless as iTunes billing, Facebook still has to fix the fact that HTML5 sucks. This is a problem that is somewhat out of their control, as HTML5 performance is affected by features in mobile browsers developed by Apple and Google.

Facebook is desperately trying to figure out mobile–spending $1 billion on Instagram is an example of this. The unstoppable shift to mobile media consumption threatens Facebook’s core revenue streams from all angles. Facebook Credits have no use in native mobile games and Facebook can’t generate much ad revenue as ads are largely non-existent in their own mobile apps. Facebook’s walled garden is under attack from another walled garden of closed mobile devices. I guess it’s karma.

Android Users Are Apathetic

I launched the virtual pets spoof, Brick Buddies, on Android and iOS last month with zero PR. It was a crazy idea I wanted to make for no particular reason. Since both versions were launched with the same minimal PR effort (a mere tweet and a Facebook post), I figured I’d use this as an opportunity to analyze both platforms from a new perspective.

The top line: Brick Buddies on iOS gets 10X the downloads of the Android version. I got more iOS downloads in the first day than I did in 3 weeks on Google Play. Although both versions have earned a pittance, iOS users spend more money too.

Brick Buddies’ iOS release got picked up as a news story on at least 3 websites, including The Guardian, with no PR. I saw far more Facebook likes, shares, and retweets about Brick Buddies on iOS through my social graph than the Android release.

But wait, isn’t Android beating iOS in market share?

Pondering this, I thought about everyone I know that has an Android phone. They are my friends least into mobile tech. When I get a peek at their home screen, they hardly have any apps installed. They are seemingly content to have a slick-looking phone with a giant screen that makes calls and sends messages. iPhone users (myself included) appear to be platform zealots and voracious consumers of apps.

I had a hunch that most Android users just aren’t into their phones–which makes sense. If you aren’t into mobile tech, you’d probably settle for an Android device. Let’s face it–Aside from the Google ‘pure’ handsets, most really aren’t so great.

I put a survey up on Mechanical Turk to unscientifically poll the public about the habits of iPhone and Android users. I wanted to see how they like their phones and how excited they are about apps. I only got about 200 responses, so this really isn’t statistically significant.

Hey–it’s good fodder for an inflammatory linkbait post about Android users! Here are some results:

WHO ARE ANDROID USERS?

Both Android and iOS had the same ratio of men to women users.

My results supported what I’ve heard from other studies–Android users trend younger than on the iPhone. 60.6% of Android users polled were under 29 as opposed to 47.3% of iPhone users.

Android users trend younger than iPhone

Android users also reported lower incomes and education levels than iPhone users. Not that this is relevant information–Unless you are an Instagram snob.

ANDROID USERS SEEM LESS SATISFIED WITH THEIR PHONE

When asked if they would buy the same kind of phone again, 89.3% of iPhone users said yes, while 78.9% of Android users did. Android owners also seem a little less satisfied with their phone when asked–89.2% of iPhone users were satisfied or extremely satisfied with their devices versus 81.7% for Android.

ANDROID USERS DON’T CARE ABOUT APPS

A chart showing the app recommendation habits of iPhone and Android users.

Android users seem less likely to blab about apps to their friends.

Android users seem slightly less likely to recommend apps to friends, with 37.5% of iPhone users recommending apps to friends often or extremely often and only 19.7% for Android. Hey, Android users just aren’t into apps–why talk about them?

Nearly 43% of iPhone users reported using apps extremely often, compared to 31% of Android owners.

ANDROID USERS ARE CHEAPSKATES

Android vs. iPhone users: Have you paid for an app?

iPhone users pay for apps, Android users don't.

Although the vast majority of Android and iPhone users have downloaded free apps, only 47.5% of Android users have ever paid to download an app vs. 80.4% of iPhone users. Also, 77.5% of Android users reported never having made an in app purchase in a freemium game versus 58.9% of iPhone owners. Hey, it’s been said before.

CONCLUSION

This data is based on too small a sample to really make a conclusion. I still think it’s decent data to expand on my hunch–Android users just aren’t into apps. This presents a marketing challenge. Android users are out there, but how do you get them excited about your content?

According to this final chart, users of both platforms look for information about apps in similar places.

Info sources for new apps ranked by popularity for Android and iPhone users

Android and iPhone users have similar tastes as far as info sources for new apps.

The audience exists. Perhaps you have to address them differently in the same channels.

Some developers seemed to have cracked this code. For most, monetizing apathetic Android users remains a challenge.

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