Transcript Document

2015 VIDEO GAMES AND INTERACTIVE MEDIA CONFERENCE
Thank You to Our Platinum Sponsors
Building a Competitive Game Program
Presenters:
Steve Fowler – Head of Global Marketing, ArenaNet
Joshua Davis – Competitive Events Manager, ArenaNet
Who Are We?
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Leading creator of online games for core gamers
Headquartered in Bellevue, WA
Offices in Shanghai, Brighton, Dallas, and Austin
Founded by Mike O’Brien in 2002
Launched acclaimed Guild Wars franchise in 2005
Independently run, fully-owned subsidiary of NCSoft
Over 350 on-site employees
What’s Our Product?
Our journey so far…
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Over 100 awards and accolades
Over 5MM players world wide
Fastest selling MMO in history
More than 40 free content
releases
• Pioneering subscription free model
• Published in 5 different languages
• Recently announced first boxed
expansion for Guild Wars 2
Why Competitive Gaming?
Why Competitive Gaming?
Why Competitive Gaming?
Why Competitive Gaming?
• From a marketing perspective:
• Competitive players have higher than average retention rates
• Competitive players tend to play longer than non-competitive
game-type players.
• Players monetize better the more they play
• Lifetime value is higher for competitive players than non-competitive
players.
• From a community perspective:
• Competitive play is evergreen (which factors into the above)
• Self-sustaining community engagement through tournaments and
content
• Storylines and drama
Our Obstacles...
• Brand Identity
• For the uninitiated, what comes to mind when someone mentions Guild
Wars 2?
• Dragons!
• Living World!
• Player vs Environment!
• Accessibility issues
• Aside from Guild Wars 2 primarily being marketed as a PvE/story-driven
MMORPG, there are other challenges we face in the competitive game
market:
• Less development resources are dedicated to competitive features than PvE/Living
World content
• Conflicting messaging
• Price
Where Did We Start?
• Grassroots movement
• Community run tournaments with crowd-funded or sponsored prize
pools
• Curse’s Masters of the Mists
• MMORPG.com’s Invitational
• MLG Invitational
• Initial events sparked enough interest to devote internal
resources to helping organize these events and their staff
• Authorized Shoutcaster Program created
• Third-Party Tournament Support Program created
• Pax Prime Invitational ($10,000 prize pool)
What Next?
• Problem: Events were only catering towards hardcore players
• Solution: expand reward structures to be more appealing to a wider
group of players
• Tournament of Legends
• Featured team rewards for winning a single match-up
• Rewards ranged from small personal cosmetic items to some of the most
prestigious gear in Guild Wars 2
• ToL1 originally intended to support 8-16 teams per region
• Overwhelming interest caused us to extend the tournament to 64 teams
• Still could not support all of the interested teams
• ToL2 was originally intended to support 64 teams per region
• Sign-ups filled in mere hours, and we doubled the capacity per region to 128.
• Nearly 100 teams on reserve list
Creating PvP End-Game
• Partnered with Electronic
Sports League (ESL), the
world leading competitive
platform
• Established weekly
tournaments for NA/EU with
over $1000 in prizes
• Monthly finals feature over
$3,000 in prizes per region
World Tournament Series
• Flagship Guild Wars 2
tournament
• Three LAN events in first
season
• Beijing, Boston, Cologne
• $50,000 prize pool at each
event
Lessons Learned
• Consistency is key for growth
• Treat your pros like celebrities and they will sing your praises!
• Personal rewards are a driving motivator for participation
• Need tiers of participation for every skill level
• Broadcasting drives loyalty
• Longer playtime equals more revenue
• Avg playtime for a competitive player: 838 minutes/week
• Avg playtime for a non-competitive players: 722 minutes/week
The Bottom Line
Reward
changes
New map
New map
Launch
Reward
changes
Reward
changes
Reward
changes
Reward
changes
The Bottom Line
ESL Go4Cups Begin
Daily Rework
WTS - Beijing
WTS - Boston
Tournament of Glory
Lean
Core
June ‘14
May 14, 2015
The Future…
• Providing non-event based incentive for hardcore players
• Developing a more cohesive tournament ecosystem
• Partnering with dev team on feature development
• Participation funnel – moving players into the “Lean” cohort
• Increasing Twitch presence
• Better PvP monetization
• New game mode: Stronghold
THANK YOU TO OUR SPONSORS
PLATINUM SPONSORS
SILVER SPONSORS