

Again in the summertime of 2020, a month after Apple unveiled its App Monitoring Transparency (ATT) privateness coverage at its WWDC developer convention, I posited that ATT and different an identical, drawing close privateness insurance policies would catalyze a 3rd “evolutionary” development for the free-to-play cellular gaming business.

For this workout, I proposed a taxonomy of inventions and transformations inside the cellular free-to-play class which are hierarchically ranked in accordance with breadth of affect:
- Evolutions are market-level adjustments — such because the creation of the smartphone or the Video games-As-A-Provider style — that affect user behaviors and elementary recreation design rules;
- Revolutions are industry style adjustments that tell the ways in which free-to-play video games are monetized, such because the adoption of in-game promoting, subscription applications, and struggle passes;
- Variations are recreation design adjustments that affect game-level interplay and engagement behaviors.
My argument within the aforementioned piece is that ATT essentially alters the marketplace for free-to-play cellular video games: it affects now not simply recreation design alternatives (permutation) or the techniques during which monetization is carried out (revolution), however the elementary persona of the free-to-play gaming industry style throughout distribution, monetization, and engagement.
The consolidation that I predicted in my 2020 piece has most commonly materialized: the greenback quantity of gaming M&A transactions in 2021 was once just about three times that which happened in 2020. And 2022 noticed extra greenback deal quantity nonetheless, with the 2 biggest online game acquisitions in historical past introduced in fast succession: Take Two’s acquisition of Zynga and Microsoft’s acquisition of Activision Snowstorm, which owns King, the developer in the back of the perennially chart-topping Sweet Weigh down franchise. Consolidation inside the free-to-play cellular gaming class has already been learned and is certainly no less than a contributing catalyst to the upheaval this is taking part in out, widely, around the class.
On this article, I’ll supply an outline of ways I consider the cellular free-to-play gaming class will proceed to turn into within the medium time period now that ATT is best understood, and what builders will have to be cognizant of as they navigate that evolution.
Word that I don’t foresee the dying of free-to-play on cellular. And whilst I consider that ATT was once the main catalyst for this evolution, the stipulations for mass consolidation had been already ripe forward of its rollout, and ATT is just the primary concrete, mass-scale, consumer-level privateness coverage to be offered in what is going to in the end be a entire transformation of virtual privateness norms. Apple helps 1.8BN energetic units, having introduced 900MM energetic iPhones in 2019; again in Might, Alphabet introduced that it helps 3BN energetic Android units, with 1BN new units having been activated within the 12 months prior.

Loose-to-play as a industry style didn’t precipitate the mass proliferation of smartphones — it arose as a response to it, and shoppers have propelled free-to-play to overall ubiquity on smartphones with their wallets. Whilst SensorTower estimates that user spend inside the cellular gaming class could have declined via somewhat greater than 2% in 2022, it forecasts a go back to modest CAGR from 2023. Loose-to-play is a genie that may’t be put again within the bottle: as soon as shoppers change into acclimated to a cost level of $0, expanding the price of get entry to is a combat in opposition to financial gravity. Working demanding situations received’t motive the extinction of free-to-play. On this piece, I’ll try to map out the adjustments I see taking root inside the free-to-play marketplace, with colour on how the ones adjustments will have to tell developer technique.
Has ATT in reality impacted the cellular free-to-play marketplace?
The suitable place to begin in ascertaining the post-ATT long term of cellular free-to-play gaming is thinking about whether or not ATT has systemically impacted the cellular free-to-play gaming marketplace within the first position. I proposed in IDFA deprecation: winners and losers, written in December 2020, that the quite a lot of segments of the cellular gaming marketplace would revel in differing levels of affect from ATT: significantly, I posited that prime IAP-monetization video games, akin to the ones within the social on line casino class, would see an excessive magnitude of affect, as opposed to a minimum general affect for average IAP-monetization video games, akin to the ones inside the informal class.

This spectrum of affect turns out to take form in Playtika’s newest income file. Playtika is a scaled, varied, multi-studio cellular gaming corporate: it operates a legacy portfolio of social on line casino video games and a portfolio of informal video games, lots of which have been evolved via studios that the corporate has bought. Whilst earnings for the quarter beat analyst expectancies, it was once most commonly flat on a year-over-year foundation at 1.9% enlargement, and that enlargement was once delivered from the corporate’s portfolio of informal titles. From the income name:
Earnings throughout our Informal video games grew 14.4% as opposed to a year-ago…On line casino themed video games earnings for the 3rd quarter was once down 10.2% as opposed to a year-ago…The virtual person acquisition surroundings continues to adapt and prices in line with set up have higher within the 3rd quarter. As we glance out to our plans for 2023, we can proceed to extend advertising and marketing funding in our enlargement franchises whilst being disciplined and data-driven in how we allocate advertising and marketing capital.
One query that has reverberated around the user tech area lately is whether or not macroeconomic forces — which is to mention, perilously excessive and protracted inflation, particularly in Europe — are in reality weakening user call for and thus miserable the marketplace for virtual promoting. Within the early weeks of COVID I wrote a submit titled What occurs to free-to-play cellular gaming throughout a recession? during which I intended {that a} recession can be adverse to the free-to-play gaming marketplace as a result of in-app purchases can also be labeled as a luxurious just right, and comfort items most often revel in call for destruction throughout a recession. From the piece:
However what about cellular video games? Cell video games are most commonly loose: they’re without equal cut price leisure. However my trust is that, whilst free-to-play video games may additionally function a exchange just right — to all kinds of leisure, together with conventional console video video games — the virtual merchandise bought by way of IAPs in free-to-play video games wish to be labeled independently from the video games during which they exist. The verdict a shopper makes to obtain a loose recreation is completely cut loose the verdict they make to buy a virtual just right in that recreation. Placing apart design elements (“pay to win,” and many others.), it’s tautologically true that free-to-play video games can also be performed free of charge, and so IAPs must be observed as luxurious items: characterised via want and comfort, with call for monitoring source of revenue.
The CEO of Take Two, any other public gaming corporate that operates a cross-platform portfolio and which lately finished its acquisition of cellular gaming developer Zynga, made a an identical level within the corporate’s most up-to-date income name:
There’s a distinction between person acquisition and retention and conversion. And on person acquisition, I feel we and everybody else is simply going to be slightly extra selective to force potency. And when it comes to retention and conversion, that’s a mirrored image of other folks simply now not having to spend cellular. You’ll be able to experience a identify with out spending in-game. 90-plus p.c of shoppers don’t spend in-game.
And so from time to time when shoppers are feeling the power of upper costs for gasoline and meals, for instance, they could also be much less more likely to put money into leisure, particularly when you’ll be able to have the revel in anyways. So when it comes to our expectancies, I feel that is — it’s a second the place we can, actually, music up our UA spend to change into extra environment friendly. That’s a just right factor.
As I state within the three-part Cell Advertising Wintry weather sequence, the present turmoil dealing with cellular advertisers — however particularly cellular video games advertisers — can most commonly be attributed to 3 elements:
Parsing aside the person affects of those elements from the composite is unimaginable, and the person affects are in large part irrelevant; the confluence of all 3 on the similar time underscores why this actual second is so difficult for cellular advertisers (and cellular promoting platforms). However I’ve argued that sure advert platforms (specifically: those dealing with excessive affect from ATT within the above-linked article about winners and losers) are exaggerating the affect of “macro” elements, as a result of the ones macro elements will one day subside, while ATT is systemic and everlasting.
Thus, the query of ATT’s burden on cellular video games returns to the query of why Playtika would see contrasting efficiency between its social on line casino and informal portfolio. If macro forces are making a drag at the cellular free-to-play gaming marketplace, wouldn’t that drag follow universally and now not selectively? I’d contend that the bifurcation in efficiency throughout Playtika’s portfolio is defined via ATT and now not macro forces, which may be supported via the truth that the informal portion of Playtika’s portfolio in reality grew impressively via 14%.
Teasing aside the person results of the 3 elements described above is tricky if now not unimaginable, but it surely’s additionally simplest actually even related if one believes that an precise recessionary economic system may additional degrade running stipulations inside the cellular gaming marketplace someday. Sadly, the consolidation described above limits the information that can be utilized to even make an strive at this workout: only a few pure-play, publicly-listed cellular gaming corporations exist at this level, with the new acquisitions of Glu via EA, Zynga via Take Two, and Subsequent Video games via Netflix. Taking a look on the quarterly earnings efficiency for Applovin’s video games portfolio and Playtika depicts a COVID surge and a next decline:

However demarcating the creation of ATT muddies the image. The peaks for either one of those earnings curves appear to coincide rather tightly with Apple’s rollout of ATT, which reached a majority scale of iOS units in Q3 2021:

Once more: there’s no strategy to dissociate the mixed results of the 3 elements I define within the Cell Advertising Wintry weather sequence. However I consider — and feature made the case, many times — that ATT has established an everlasting headwind on all companies depending on cellular promoting for enlargement. It sort of feels cheap, if now not merely prudent, to suppose that ATT is accountable for some vital share of the impairment levied upon those companies and to set path accordingly.
Underneath, I’ll define 3 elementary adjustments that I consider will take form inside the cellular free-to-play gaming ecosystem and provide an explanation for how builders can accommodate the ones adjustments of their running fashions.
Supremacy of centralized publishing services and products
One of the vital tough industrial inventions that the app retailer style instantiated was once giving builders direct get entry to to publishing applied sciences that would achieve hundreds of thousands — now billions — of shoppers. This was once really a surprise in 2008, when the App Retailer first introduced: builders may construct a instrument product and distribute it, at no marginal charge, thru a virtual storefront with out the wish to paintings with a writer tasked with negotiating distribution agreements with shops.
In fact, this style incurred frictions from nearly the very starting, particularly because the freemium style rose to prominence and free-to-play gaming turned into ubiquitous on smartphones. “Get admission to to shoppers” isn’t distribution. The firms these days which are the biggest suppliers of elementary advertising and marketing infrastructure for cellular recreation builders — corporations like Applovin (2012), Solidarity Commercials (Applifier, 2008), ironSource (2010), Appsflyer (2011), and many others. — had been all more or less based simply because the free-to-play style was once starting to achieve traction on cellular. I don’t see it as a twist of fate that what I’ve referred to as the “2012 antique” of a success, top-charting video games, a few of which nonetheless decorate the Best Downloaded chart to this present day, had been introduced similtaneously the infrastructure had to distribute them.

I spoke of the winner-takes-all nature of the app economic system as early as 2014: as smartphone penetration higher, so did the dimensions of the free-to-play cellular gaming marketplace, and pageant for that marketplace was once mirrored in the pricetag and complexity of selling video games thru direct reaction person acquisition during the aforementioned channels — and, severely, Fb (now Meta) and Google.
Consumer acquisition economics in free-to-play are pushed via the public sale techniques on which the quite a lot of direct reaction advert channels depend. I supply an outline of the other categories of advert channels for cellular app set up promoting campaigns throughout Self-Attributed Networks (SANs) and “Dealer Networks” in this Quantmar thread, and this Cell Dev Memo podcast episode walks during the mechanics of promoting auctions. However necessarily: recreation monetization determines the cost-per-install value a developer is in a position to pay for installs for quite a lot of target audience segments.
As Google and Meta stepped forward their talent to goal person gamers at the foundation of particular behavioral patterns, the ones corporations took huge percentage of the marketplace for app installs and unlocked an implausible quantity of worth for free-to-play recreation builders, which have been in a position to seek out related audiences rather frictionlessly thru their self-service advert platforms. Monetization and mass enchantment dictated person economics, and builders who may both construct powerful in-game economies, enchantment to large and numerous audiences, or each, may successfully scale their video games thru person acquisition efforts. Whilst those efforts required infrastructure, it was once imaginable for builders to scale funding into that infrastructure with advert spend: a small studio may release and achieve traction with off-the-shelf attribution and analytics gear during the energy of those direct reaction promoting gear. Proving product-market are compatible and showing the prospective to generate significant earnings might be completed with a small advertising and marketing workforce and very little proprietary promoting infrastructure.

This adjustments with ATT. Now not simplest has the distribution energy of the Self-Attributing Networks like Meta, Google, and Snap been lowered during the disruption of user-level behavioral profiling, however the Dealer Advert networks additionally face attribution frictions as a result of the inprecision of SKAdNetwork (which shall be exacerbated when or if tool fingerprinting is policed via Apple). Scaling a recreation to preliminary traction is not so simple as turning on app promoting spend on Meta, Google, and different channels and depending on quite a lot of SaaS gear to supply perception into potency and profitability. Promoting efficiency dimension now calls for probabilistic gear that now not simplest most commonly don’t recently exist as SaaS answers however may now not be capable to exist as SaaS answers given the bespoke nature in their implementation. Development those gear is out of scope for small, start-up studios, and due to this fact attaining preliminary scale most probably calls for a spouse that can give now not simplest the ones gear however the experience wanted to make use of them and interpret their output.
This dynamic clearly advantages greater organizations with the sources to personnel centralized publishing groups. ATT has engendered a considerable barrier to access for the cellular free-to-play gaming marketplace: specialised abilities which are utterly unrelated to development video games are wanted to succeed in provable traction and minimal scale, and the price of that experience is most probably prohibitive for recreation studios with small portfolios, let by myself single-title start-ups. And development video games into billion-dollar companies is a lot more tricky (if now not unimaginable) to succeed in now thru direct-response promoting channels by myself: cross-media advertising and marketing supplies a extra lifelike pathway to attractive a big target audience, which necessitates a bigger workforce with extra numerous functions along with extra refined promoting dimension answers.
Significance of personalization for in-game content material and variety of participant trips
As one thing of a corrolary to the above: as a result of Self-Attributing Networks like Meta and Google had been so adept at development a comments loop between in-game actions and promoting campaigns, cellular recreation builders had been in a position to suppose that the visitors they won from the ones channels was once optimally centered to their video games at the foundation of participant behavioral historical past. For this reason, cellular free-to-play studios simply needed to center of attention content material construction on a unique recreation revel in: “the sport” that the movement of curated, filtered cohorts of bought customers would play.

This adjustments within the post-ATT surroundings since the customers being bought into video games can’t be assumed to be curated or filtered at the foundation of previous in-game behaviors. Cell recreation builders can’t make assumptions in regards to the customers which are being sourced to them via Self-Attributing Networks in the similar means that they up to now may: gamers should be vetted for hobby and exuberance inside the recreation itself, preferably thru early in-game behaviors.

As with the gear required for promoting dimension, the desire for in-game personalization puts a brand new burden on recreation builders. But it surely additionally unlocks an immense quantity of upside alternative: the former recreation construction style noticed builders development singular reviews that appealed to possible audiences in a binary means, and cellular recreation builders successfully outsourced all personalization efforts to their promoting companions.
For the explanations defined above, cellular recreation builders can’t do this any more. Internalizing this personalization workout will increase the operational complexity of growing a recreation, but it surely additionally obviates the binary relevance requirement that in the past dictated how video games had been disbursed by way of advert channels. If recreation builders aren’t pressured to construct singular reviews that adhere strictly to the discrete target audience segments that advert channels can goal, then they’re loose to construct vast, dynamic reviews that may provider many segments in parallel thru numerous participant trips supported via customized content material.
This, after all, expands the scope of content material that should be evolved for any recreation, even though superficially thru aesthetics (artwork manufacturing) or easy components of recreation design like point problem. However new gear constructed on generative AI can lend a hand with content material manufacturing: the true problem with personalization is development the infrastructure had to optimize recreation reviews in accordance with participant comments and behaviors. Once more: growing this infrastructure is pricey and calls for experience this is indirectly comparable and even instantly adjoining to recreation design (see a case find out about right here). Whilst I consider that personalization can extra simply be completed thru generalized SaaS platforms and off-the-shelf gear than can cross-media promoting dimension, imposing those gear effectively does require in-house records science experience.

However personalization doesn’t simply constitute an added charge on development and keeping up video games: it additionally items upside when it comes to earnings alternative. As I element in Freemium Economics, dynamic content material reviews shape the root of the freemium style, which, at its very best, gets rid of user surplus via availing every person person with an optimally pleasant product revel in. Personalization is the framework that gives for this. Previous to ATT, personalization was once essentially the remit of advert channels, which instituted it in a constrained method. Within the post-ATT technology, cellular recreation builders have the latitude (and burden) of imposing it themselves, to a far better possible earnings get advantages.
Focal point on multi-LTV participant economics
Because the unit economics associated with person acquisition change into tougher, reaching workable CAC/LTV math calls for lowering acquisition prices, bettering LTV, or each. Development merchandise for greater and broader audiences can probably reach the previous however too can lead to impaired monetization; personalization can reach each however calls for specialised applied sciences and experience, and it doesn’t essentially shut the space. One manner of bettering unit economics is to ship a couple of product LTV with the purchase of any person: to regulate a person’s adventure thru more than one merchandise with systematic cross-promotion throughout a portfolio of video games.

Many builders hired a monetization calculus previous to ATT this is essentially very similar to multi-LTV economics thru chronic, “always-on” re-engagement and re-targeting. Re-engagement permits recreation builders to steer clear of the sunk acquisition charge of churn via the use of the information generated from person acquisition (the tool identifier) to profitably prolong person LTV thru centered promoting to recognized gamers. When this works (ie. is economical), it could actually create a routine earnings cycle from recognized cohorts that surfaces new alternatives to succeed in successful CAC/LTV alternatives from an present pool of customers.
Re-engagement (additionally known as re-marketing) is tricky on iOS within the post-ATT technology given restricted get entry to to the IDFA. Different person identifiers, akin to e mail addresses, can be utilized to be in contact with churned gamers to succeed in re-engagement, however gathering emails in cellular video games can also be tricky, e mail addresses can also be obscure verbal exchange touchpoints, and the conversion funnel from e mail to app obtain is difficult.
Move-promotion permits a recreation developer to procure a person as soon as and probably identify a courting with them throughout more than one titles, however it’s predicated on a variety of stipulations. The primary and most blatant (and tough to succeed in) is a recreation portfolio that accommodates sufficient homogenous content material to fortify moving customers from one identify to any other. That is no small feat: again in 2015, I wrote about Ketchapp’s talent to do that, however Ketchapp was once a hypercasual recreation writer within the nascent technology of in-game advertisements monetization. Within the 2-3 years main as much as ATT, only a few builders may justify shifting a person from one among their apps to any other given a loss of talent to correctly are expecting churn, inadequate portfolio dimension, and the skewed economics of “promoting” a person to a high-ARPU recreation relative to the anticipated worth of moving that person to any other recreation in their very own portfolio.
This adjustments within the ATT technology. I’ve written widely in regards to the possible for cross-promotion in years previous, and the observe has simplest minimally been followed inside of cellular gaming, however this time actually is other. Move-promotion sits on the core of the Content material Citadel thought, which isn’t particular to gaming: pairing promoting infrastructure with a vast content material portfolio permits corporations to shift customers throughout contexts the use of first-party records.
Move-promotion obviously calls for some minimum point of scale to be possible, however given the consolidation that has already taken position inside of cellular gaming, there undoubtedly exist a variety of studios that would capably deploy it. My trust is that cross-promotion now not simplest turns into a motivating issue for M&A via greater, varied studios, however, relatedly, it evokes new studio formation as an go out trail.
Photograph via Pawel Kadysz on Unsplash