Mastering F2P Cosmetics Monetization in Games

GameMakers
12 Aug 202459:12

Summary

TLDRIn this insightful discussion, Anton Bernstein, CEO of Pocket Worlds, delves into the nuances of cosmetics monetization in free-to-play games. He highlights the importance of understanding player psychology and the significance of social status in driving cosmetic purchases. Bernstein also addresses the impact of secondary markets on cosmetics sales, the role of user-generated content, and the cultural differences in monetization strategies between Eastern and Western markets. The conversation offers valuable insights for game developers looking to enhance their in-game economies.

Takeaways

  • 😀 Cosmetics monetization is crucial for long-term success in free-to-play games, especially on mobile platforms where it's challenging to find success.
  • 🔍 Understanding player psychology and why cosmetics matter is essential for successful monetization, as is recognizing the importance of collectibility and secondary markets.
  • 🎨 The presence of a secondary market, like in 'Counter-Strike: Global Offensive' (CS:GO), can significantly influence the primary market by creating a sense of value and rarity around cosmetics.
  • 💰 The way cosmetics and non-cosmetics are sold can affect scarcity and player perception, impacting the monetization strategy.
  • 🤝 The connection between cosmetics and user-generated content (UGC) can enhance player engagement and the perceived value of in-game items.
  • 🏙️ Anton Bernstein's company, Pocket Worlds, has experienced significant sales in both primary and secondary markets, with the majority of revenue coming from cosmetic content.
  • 🎮 Multiplayer and competitive games, like Battle Royale titles and team-based games, tend to perform well in cosmetics sales due to the social and status-related aspects of these games.
  • 🧐 The fairness of a game (i.e., fair-to-play versus pay-to-win) can impact the sale of cosmetics, with purely cosmetic items often doing better in fair-to-play environments.
  • 🔑 High engagement and time spent in a game are strongly correlated with cosmetics sales, as players become more invested in their in-game identity and status.
  • 🌐 Cultural differences between East and West affect monetization strategies, with Eastern markets often favoring more direct paths to high-status items through spending.
  • 📈 Tracking KPIs and metrics, such as conversion rates, depth of spend, and equip rates, is vital for assessing the performance of cosmetics in a game.

Q & A

  • What are the key aspects to consider when discussing cosmetics monetization in free-to-play games?

    -The key aspects include understanding player psychology behind cosmetic purchases, the role of collectibility and secondary markets, the methods of selling cosmetics, and the relationship between cosmetics and user-generated content.

  • Can you explain the 'paper clipping' concept mentioned in the script?

    -Paper clipping is a form of social crafting where players trade up low-value items for higher-value ones incrementally, aiming to acquire rare or valuable items within the game.

  • What is the significance of the secondary market in cosmetics monetization?

    -The secondary market can significantly impact cosmetics monetization by creating a platform for players to trade items, adding a layer of collectibility and speculation that can drive the demand for cosmetics.

  • How does the presence of a secondary market affect the economy of a game?

    -A secondary market can lead to challenges such as exploitation, fraud, and inflation if not properly managed. It requires careful control to prevent the economy from becoming unstable or turning into a speculative bubble.

  • What are some of the potential dangers of having a secondary market for cosmetics in a game?

    -Dangers include the risk of inflation, exploitation, and the loss of control over the in-game economy, which can lead to a poor experience for new players and disrupt the balance of the game.

  • How does the concept of 'mimetic' behavior play a role in cosmetics purchases?

    -Mimetic behavior refers to the tendency of players to buy cosmetics because others are buying them, driven by a desire to fit in or be part of a community, which can significantly influence the popularity of certain items.

  • What is the role of vanity in the context of cosmetics in games?

    -Vanity is a primary motivation for players to purchase cosmetics, as it allows them to express their identity and status within the game world, often to impress other players or to stand out visually.

  • How does the cultural difference between East and West affect the monetization of cosmetics in games?

    -Eastern markets tend to be more accepting of pay-to-win mechanics and gacha systems, while Western markets often prefer a fair-to-play approach, valuing skill over in-game purchases.

  • What are some metrics or KPIs that should be tracked to evaluate the performance of cosmetics in a game?

    -Key metrics include conversion rates, average revenue per paying user (ARPU), depth of spend, equip rates, and the value of items in the secondary market if present.

  • What is the importance of community in driving the desirability of cosmetics in a game?

    -The community plays a significant role in determining the popularity of cosmetics by dictating trends and expressing collective preferences, which can drive the demand for certain items.

  • How can the battle pass system impact the sale of cosmetics in a game?

    -The battle pass system can drive meaningful conversion by offering a series of rewards that players can unlock by engaging with the game, which can include cosmetics and contribute to player retention and monetization.

  • Can you provide an example of a game that successfully implements a secondary market for cosmetics?

    -Counter-Strike: Global Offensive (CS:GO) is an example of a game with a successful secondary market for cosmetics, where players can trade and sell skins, contributing to the game's overall economy.

Outlines

00:00

🎮 Introduction to Cosmetics Monetization in Games

The video script opens with a discussion on cosmetics monetization in free-to-play games, led by Anton Bernstein, CEO of Pocket Worlds. The conversation aims to explore why players purchase cosmetics and the importance of understanding player psychology and collectibility. Anton highlights the significance of secondary markets for cosmetics, using CS:GO as a prime example, and touches on various topics including scarcity, sales methods, and user-generated content (UGC) related to cosmetics.

05:02

🏆 The Impact of Game Type on Cosmetic Sales

Anton elaborates on the types of games that successfully implement cosmetics sales, focusing on multiplayer PVP games like Fortnite and Counterstrike. He explains that the time spent in these games and the competitive nature foster a desire for status and self-expression through cosmetics. The discussion also covers the difference in motivations for cosmetics purchases in simulation games like Highrise, where social status and identity play a crucial role.

10:03

💰 Fair Play and Pay-to-Win Models' Influence on Cosmetics

The conversation delves into how the fairness of a game affects cosmetics sales. Anton suggests that in games with a pay-to-win model, the intrinsic value of cosmetics can be overshadowed by the desire for power and progression. He contrasts this with fair play games, where cosmetics are more about self-expression and time spent in the game, and where high engagement correlates with higher cosmetics sales.

15:06

🤔 Player Motivations and Perspectives in Cosmetics Purchases

Anton discusses various player motivations for buying cosmetics, including self-expression, status signaling, and speculation. He also addresses how the perspective of the game (first-person or third-person) influences which cosmetics are more popular. For example, weapon skins are more sought after in first-person games like CS:GO, while emotes and dance moves are popular in Fortnite due to their visibility.

20:07

🎉 The Role of Secondary Markets and Speculation in Cosmetics

The script explores the concept of secondary markets for cosmetics, using the example of CS:GO to illustrate how active secondary markets can drive primary market sales. Anton explains the speculative component of cosmetics purchases and how it can be influenced by the availability of a secondary market. He also discusses the potential dangers of uncontrolled speculation and the importance of managing the in-game economy.

25:07

🌐 Cultural Differences in Cosmetics Monetization

Anton highlights the cultural differences between Eastern and Western players in terms of their approach to cosmetics and spending in games. Eastern players tend to prefer games that allow immediate high spending for status, while Western players value effort and fair play. The discussion also touches on the challenges Western games face when entering the Eastern market due to these cultural nuances.

30:09

📈 Tracking and Managing a Cosmetics-Based Economy

The script provides insights into the key performance indicators (KPIs) and metrics for managing a cosmetics-based economy in games. Anton emphasizes the importance of tracking conversion rates, depth of spend, and equip rates to understand how well cosmetics are performing. He also discusses the challenges of managing economies with secondary markets and the need for careful monitoring to prevent inflation and exploitation.

35:09

🔄 The Dynamics of Primary and Secondary Markets in Cosmetics

Anton explains the dynamics between primary and secondary markets in the context of cosmetics sales. He outlines the different methods through which players can engage with the secondary market in Pocket Worlds' games, such as trading, marketplace listings, and secondhand grabs. The discussion also covers the importance of taking a rake from transactions to manage the in-game economy and prevent inflation.

40:10

🚀 Final Thoughts on Cosmetics Monetization

In the final paragraph, Anton shares his final thoughts on the potential and pitfalls of cosmetics monetization. He stresses that cosmetics can greatly enhance revenue and player engagement but only if players care about their in-game universe and social status. He warns against the misconception that simply introducing cosmetics will automatically generate sales, emphasizing the need for a well-designed and player-centric universe.

Mindmap

Keywords

💡Cosmetics monetization

Cosmetics monetization refers to the strategy of generating revenue through the sale of non-functional, aesthetic items in a game, such as skins or outfits. In the video, Anton Bernstein discusses the importance of understanding player psychology and the market dynamics to successfully monetize cosmetics in free-to-play games. It is a key theme as it underpins the business model of many popular games like 'CS:GO' and 'Fortnite'.

💡Free-to-play games

Free-to-play games are video games that can be downloaded and played without any upfront cost, but offer in-game purchases, such as cosmetics, to generate revenue. Anton emphasizes the challenges of finding success in this model, especially on mobile platforms, and the importance of long-term monetization strategies.

💡Player psychology

Player psychology pertains to understanding the motivations and behaviors of gamers, particularly why they choose to purchase cosmetics. Anton mentions that understanding this is crucial for successful cosmetics monetization, as it helps in crafting items that appeal to players' desire for status or self-expression within the game.

💡Collectibility

Collectibility refers to the appeal of items that can be collected, often because of their rarity or desirability. Anton discusses how the concept of collectibility can drive demand for cosmetics and lead to secondary markets, where rare items can be traded or sold among players.

💡Secondary markets

Secondary markets are platforms or systems where players can trade or sell in-game items outside of the primary game economy. Anton uses 'CS:GO' as an example, explaining how an active secondary market can drive the primary market for cosmetics.

💡Scarcity

Scarcity in the context of gaming refers to the limited availability of certain cosmetic items, making them more valuable and desirable. Anton talks about the impact of different sales methods on the scarcity of cosmetics and how it can influence player purchasing decisions.

💡UGC (User Generated Content)

UGC stands for User Generated Content, which is content created by users rather than the game developers. Anton mentions the connection between cosmetics and UGC, suggesting that the ability for players to create and share content can enhance the appeal of cosmetic items.

💡Highrise

Highrise is a product developed by Pocket Worlds, the company led by Anton. It serves as an example of a game that heavily relies on cosmetic sales for revenue. Anton shares insights from Highrise's experience with secondary markets and the importance of community engagement.

💡Battle Royale games

Battle Royale games are a genre where a large number of players fight against each other until only one player or team remains. Anton cites 'Fortnite' as an example of a Battle Royale game that has successfully monetized cosmetics, partly due to the competitive and social nature of the genre.

💡Fair to play

Fair to play refers to games where success is determined by skill rather than in-game purchases. Anton discusses the impact of this game design philosophy on cosmetics sales, suggesting that games with a fair play model can foster a stronger desire for cosmetic items as players seek to express themselves without gaining a competitive edge.

💡Pay to win

Pay to win is a game design approach where players can gain advantages by making in-game purchases. Anton contrasts this with fair to play games, noting that the presence of pay to win elements can diminish the appeal of cosmetics if players are more focused on gaining power than expressing their identity.

💡Engagement

Engagement in gaming refers to the level of interest and participation from players. Anton states that high engagement is correlated with the success of cosmetics sales, as players who spend more time in a game are more likely to invest in its cosmetics.

💡Social signal

A social signal is a cue or indicator that communicates information about an individual's status or identity within a social context. Anton explains that cosmetics can serve as social signals in games, reflecting a player's status or personality, which is a key motivator for purchasing them.

💡Gacha

Gacha is a mechanic in games where players spend in-game currency for a chance to obtain random virtual items, often cosmetics. Anton mentions gacha as a method for selling cosmetics and discusses its effectiveness in driving deep spending among a core audience.

💡IP Integrations

IP Integrations involve incorporating well-known intellectual properties or brands into a game to attract players and increase engagement. Anton discusses the potential of IP Integrations to boost cosmetics sales, but also notes that their impact can vary and may require significant brand relevance to be effective.

💡Economy management

Economy management in games involves controlling various economic factors to maintain a healthy in-game economy. Anton talks about the challenges of managing an in-game economy with a secondary market, such as preventing inflation and exploitation, and the importance of monitoring economic indicators like GDP and transaction volume.

💡Rake

A rake is a commission or fee taken by the platform from transactions in the secondary market. Anton explains that taking a rake is necessary to prevent inflation and maintain a balanced economy, and shares the specific rates used by Pocket Worlds for different types of transactions.

Highlights

Anton Bernstein, CEO of Pocket Worlds, discusses the importance of understanding cosmetics monetization for long-term game success.

Key topics in cosmetics monetization include player psychology, collectibility, secondary markets, and scarcity.

CSGO is highlighted as an example of an active secondary market driving the primary market for cosmetics.

The significance of how cosmetics and non-cosmetics are sold in games and their impact on scarcity is explored.

UGC's role in enhancing the connection between cosmetics and user-generated content is examined.

Anton shares Pocket Worlds' experience with cosmetics in Highrise and Ever SKU, emphasizing the dominance of cosmetic content in their revenue.

Multiplayer PVP games and Battle Royale titles are identified as successful in cosmetics sales due to their social and competitive nature.

The impact of game fairness on cosmetics sales is discussed, with fair-to-play games potentially driving higher cosmetic revenue.

High engagement games like League of Legends and Valorant are noted for their ability to sell cosmetics effectively.

The perspective of the game (first-person vs. third-person) influences which cosmetics sell better.

The presence of a secondary market in games like Counter-Strike significantly impacts cosmetics sales through speculation.

Fortnite's sales strategy, including battle passes and IP integrations, is analyzed for its effectiveness in cosmetics monetization.

Anton emphasizes the importance of community desire in driving the success of cosmetics in games like Highrise.

Different player motivations for buying cosmetics, such as vanity, self-expression, and speculation, are detailed.

Cultural differences between East and West in gaming, particularly regarding pay-to-win and cosmetics, are highlighted.

The challenges and dangers of managing a secondary market in games, including exploitation and inflation, are discussed.

Key performance indicators (KPIs) for assessing the success of cosmetics in a game are suggested for product managers.

Anton offers insights into Pocket Worlds' growth and hiring, inviting interested individuals to reach out.

Transcripts

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hello everyone and welcome I'm here with

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Anton Bernstein the CEO of pocket worlds

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and today we are going to be discussing

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cosmetics monetization and free toplay

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games and before we kick it off Anton

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what do you think are some of the most

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important things we could cover when it

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comes to uh cosmetics monetization and

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certainly I think if if we look at the

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market today and how difficult it is to

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find success especially on the mobile

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side maybe not especially I think I

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think there's problems all over the

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place I think it really is important to

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understand how to monetize your game for

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longer term success but when you think

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about Cosmetics monetization like what

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are some of like the

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highlevel topics or issues that you

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think about and we can dive into them

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after after you um after we hear from

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you the areas that I think are worth

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exploring one is you know first of all

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why do people buy cosmetics in the first

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place uh because there's something about

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certain games and certain products that

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uh yield High cosmetic revenue and

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others I've seen people try to throw in

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cosmetics and they just totally fall on

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their face um and so understanding kind

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of player psychology and why Cosmetics

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matter understanding uh

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collectibility uh as a notion and how

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that leads into secondary markets so

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marketplaces uh of cosmetics and of

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content in general um but a lot of kind

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of big titles like uh csgo is probably

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the best best example of um an active

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secondary Market that drives the primary

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Market um I think also thinking about

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the way both cosmetics and non-c

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cosmetics are sold in games and how

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those methods might lead to

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scarcity uh or not lead to scarcity uh

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and then finally another interesting

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place to explore is ugc and uh the kind

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of the Inplay and the connectedness

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between cosmetics and user generated

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content and how those two kind of

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interface with each other um um so I

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think all of those would be interesting

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to explore and then we can go even if I

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forget to ask you about any of those

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please remind me but definitely a lot of

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great topics I think we can start to

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cover um but just for our audience to

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establish sort of like your expertise in

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this area could you also talk to us a

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little bit about pocket worlds and

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high-rise and your experience actually

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with Cosmetics just just to set a little

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bit more context for our audience sure

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so I started pocket worlds about 11

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years ago uh we have two products today

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highrise and ever Skies we do about 30

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plus million dollar in sales or so uh in

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the primary market and our secondary

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Market is quite big almost hundred

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million uh annually that's people kind

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of transacting with each other in our

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in-game currency uh and pretty much the

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entirety of it you know maybe 80 to 90%

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is cosmetic cosmetic content um and so

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yeah we've kind of invested heavily in

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that uh heavily in the secondary Market

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uh most of that comes out of high-rise

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but also ever SKU is the social Avatar

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platform that also has uh well the

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entirety of the revenue there is

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Cosmetics is just meaningfully smaller

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than than highrise okay and maybe we

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could start with one of the topics that

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you mentioned which is like the kinds of

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games that are able to successfully sell

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cosmetics and so if you were to think

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about some of the most successful games

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that sell Cosmetics you mentioned csgo

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obviously there's games like fortnite

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and games of that nature that have

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pretty high scale uh with respect to the

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sale of Cosmetics based items but when

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you think

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about specific games and then the kinds

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of games that are able to sell Cosmetics

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extremely well what do you think what

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what are those games and those kinds of

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games yeah so I would say there's a kind

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of a few different categories of which

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games sell it best um so

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of course multiplayer

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PVP so often that's Battle Royale games

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like uh fortnite or um you know team-

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based games like a

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Counterstrike there once people are

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spending quite a bit of time and they're

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playing

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competitively they start to care about

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status and how they look and how they

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present themselves yeah you know you

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look kind of badass killing someone with

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a certain kind of cosmetic or a skin

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that nobody else has and I would say

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there's kind of two motivations there

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one is um the way that these games are

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designed they're designed in such a way

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that um they're spectating after the

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battling and so if you die you end up

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spectating someone else you end up

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seeing their cosmetic you end up

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spending a lot of time looking at

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Cosmetics like purely just time spent

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visually looking at someone's cosmetic

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they it's it's kind of designed whether

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purposefully or just by virtue of you

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know there's nothing else to do after

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you're dead in a game of Counterstrike

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um or a game of fortnite um but you end

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up staring at somebody's kind of

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Cosmetics right which one drives your

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kind of purchase behavior um secondly uh

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just the fact that um you care about

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your status in this world and and that's

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not just PVP multiplayer so for example

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highrise is more of a simulation type of

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game or product um similar to Roblox if

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folks have heard of Roblox on the cast

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but there as you spend more time in a

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social world you start to care about

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your status you start to care about the

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way you express yourself the way that

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people see you and so Cosmetics are a

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huge way to show off your identity show

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off who you are show off if you have

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high status just like in real life you

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know if you're wearing a I don't know if

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you have a Birkin bag from Herz it

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signals a certain kind of status and

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certain kind of access um Cosmetics are

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also a social signal so kind of the

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kinds of games that I see it working in

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they tend to be very heavily multiplayer

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they tend to require quite a bit of time

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and in those games in those worlds

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people care about their status uh and

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how they reflect their status and they

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often do that through cosmetics and when

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I think about Cosmetics I also wonder

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about certain other factors that could

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potentially impact the sales of

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cosmetics in a game and so a couple of

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things I I'd love to get your input on

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is to what extent does a game that's

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more fair to playay versus Pay to Win

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impact the sale of cosmetics and then

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well let's start there get your thoughts

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and then I've got a couple other factors

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I'd love to ask you about as well yeah

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well okay if it's fair to play so say

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it's you know um counter- strike you

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know which is purely cosmetic there

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there literally is no benefit to buying

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valer fortnite yeah exactly um any of

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these there I would say it is all about

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how you present yourself and all about

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kind of time spent so I would guess I

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would venture to Guess that um dollars

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invested for kind of the same person

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kind of you know whether you're uh I if

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you have the same-sized wallet dollars

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invested for those games is highly

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highly correlated to time spent so as

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you spend spend more time you care more

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about how you present yourself in that

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game and so you end up spending more on

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Cosmetics over time it's very highly

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correlated to time spent and that's what

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we've seen as well in high-rise um when

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you start adding uh kind of pay pay to

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play um if you look at you know um I

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don't know uh a lot of the Eastern kind

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of MMO games where you end up having the

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kind of these big gotta purchases that

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give you actually a lot of power early

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on

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um or TCG games where you're buying card

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packs things like that um I would say

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the the desire to have something that's

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purely cosmetic is just uh intrinsically

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nerfed in the player behavior and player

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psychology and instead of something

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being valuable because it's super scarce

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that still exists to some degree you

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know the Black Lotus is still the most

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valuable card in Magic the Gathering um

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to the tune of you know hundreds of

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thousands of dollars I think actually

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there was like a one million plus dollar

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purchase in the recent past um but uh at

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the same time because there's a power

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progression and because things have

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stats Beyond uh scarcity and have stats

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Beyond status uh some of these kind

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of pay to win power stuff um starts to

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kind of supersede the problem is that or

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I don't know if this is a problem but

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the reality is that in a lot of these

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games where it's not purely cosmetic

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where you start to have power when you

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start buying stuff with power uh the

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game ends up getting stuck in this Loop

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of requiring uh to uh kind of introduce

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power creep and they start to power

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creep items and they start to power

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creep characters um they also have a

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tool to change the meta so they can

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either change the meta which sometimes

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they do and you see that happen in like

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a clash Royale

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um where they're constantly tweaking and

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changing the meta or they have to power

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creep and power creep just means you're

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you're turning and burning through

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through Power and that's the way for

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example if you remember game of war from

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machine Zone that just was huge right it

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was huge for a short period of time

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billions of dollars in Revenue um and

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then it just completely died and it

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completely died because of power creep

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and it was just designed to constantly

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power creep um so it's kind a rambly

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answer but I will say that you know the

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tools that people have if they're going

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to be selling through a gacha mechanic

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or whatever something that gives power

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are either power creep or completely

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changing the meta can can you think of

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any power creep games that do sell

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significant Cosmetics as well I I can't

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think of any

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offhand

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um

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um yeah I'm not sure I guess there's

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like some middle ground with um yeah

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like character unlock games sure like

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games where you're unlocking a character

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because it is kind of fair to Fair kind

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of fair play yeah like I think you're

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generally right where you know I I think

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pay to win you Pro probably generally

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don't tend to see it as much cosmetic

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cells and to your point as well like

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whether it's League or these mobo type

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games when they introduce a new champ

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it's usually a little bit overpowered

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and you kind of some motivation for

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buying would be trying out somebody new

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but also to increase your win rate

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potentially and then they Nerf it later

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um but yeah they changed the meta I mean

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if you supercell I would say is really

play11:08

impressive um with Clash Royale and

play11:10

brawl star with I mean they they do have

play11:14

it's not necessarily power creep it just

play11:16

they keep changing the meta they keep

play11:18

changing the dynamic like you know as

play11:20

they introduce a character or as League

play11:21

introduces a character it kind of de

play11:24

facto Nerfs some other combination of

play11:26

characters yeah and so that's the way in

play11:28

which they keep it fresh it it's kind of

play11:31

an interesting balance between power

play11:33

creep and uh changing the meta that they

play11:36

really kind of prevent the power Creep

play11:38

by constantly changing the meta every

play11:41

time they introduce some sort of

play11:42

different power or unique power um and

play11:45

that's why they spend so much time

play11:46

tuning pre-launch of any

play11:49

character the second factor I was going

play11:51

to throw at you is something I just call

play11:53

High engagement but like a League of

play11:56

Legends or a valerant or these kinds of

play11:58

games where you're just playing over and

play11:59

over and over again I tend to think that

play12:02

if you think about monetizing either on

play12:05

the front end or the back end meaning

play12:07

like front end meaning um willingness to

play12:10

pay like you just love this game so much

play12:13

that even if the devs have something

play12:16

stupid like a whatever like a pink bunny

play12:19

suit you're just like well I love this

play12:21

game so much I want to support the devs

play12:23

I'll just buy that stupid thing and then

play12:25

payment optimization is more like the

play12:27

game of war but it does to me seem like

play12:30

and like you kind of alluded to it in in

play12:32

answering the first question but you're

play12:35

saying that the more time spent the more

play12:37

highly engaging a game is the better

play12:39

your odds are at selling Cosmetics is

play12:41

that fair to say definitely yeah it's

play12:43

super highly correlated to time spent I

play12:46

will say also the the community what

play12:48

what I've seen in high-rise for example

play12:50

yeah is the the community often dictates

play12:53

the desirability of content I mean we

play12:55

have tools at our disposal to drive

play12:57

scarcity so depending on how we sell and

play12:59

we can get into merchandising cosmetics

play13:01

and what that looks like yeah but in

play13:03

general the community decides hey this

play13:05

is this is something that's really

play13:06

appealing this is something that we want

play13:08

and uh because that's kind of the let's

play13:12

call it the um kind of like the the the

play13:15

cultural desire like what people in the

play13:17

community want uh anyone who's spending

play13:20

a lot of time in that world and cares

play13:22

about their status and cares about being

play13:24

part of that world start to buy it start

play13:27

to consume it because you know they want

play13:30

the status they want other people to

play13:32

kind of see them as as um uh someone who

play13:36

cares and someone who expresses

play13:38

themselves the same way that others do

play13:40

um a little bit mimetic in that way uh

play13:42

and so I think that's another Big Driver

play13:44

it's like in highrise for example we

play13:47

can't just like sell some random thing

play13:48

if if we just throw something out there

play13:50

and the community doesn't see it as

play13:52

something that's appealing or something

play13:53

that's interesting it will do palpably

play13:55

worse than something where the community

play13:57

has kind of latched on to it and said

play13:58

hey this is attractive this is

play14:00

interesting and then there's a ground

play14:02

swell of many many people who are

play14:04

interested in buying that product um and

play14:07

so there is the component of like yeah

play14:08

we want to buy this because we're

play14:09

spending time here but then also there's

play14:11

the component of we want to buy this

play14:12

because other people want to buy this um

play14:15

because humans are mimetic in that way

play14:17

the the third factor I wanted to ask you

play14:19

about is perspective right and so

play14:21

whether you're a first person or third

play14:22

person if you're first person like inv

play14:24

valerant and you're seeing your gun a

play14:27

lot then you know I I would it's a lot

play14:29

easier to sell weapon skins for example

play14:33

but how much of an impact or I'd love to

play14:36

hear your perspective in terms of you

play14:38

know what you can sell or how well

play14:40

Cosmetics sell depending on first or

play14:42

third person perspective yeah um I think

play14:45

it changes which cosmetic cell um I

play14:48

don't know how much it changes whether

play14:49

or not cosmetic cell like as an example

play14:52

degree that itself yeah so fortnite if

play14:56

you look at the breakdowns there was a

play14:57

survey actually done of like a thousand

play14:58

people people spending in in fortnite

play15:01

and this was kind of the breakdown that

play15:02

the survey identified 10% uh spent on

play15:05

emotes or dance moves um 14% spent on

play15:09

harvesting tools 18% spent on gliders uh

play15:13

and then 60% spent on outfits or

play15:16

characters um and an interesting

play15:19

component for example of uh fortnite is

play15:23

because it's this um kind of third

play15:25

second person perspective y back items

play15:28

are really valuable because you see the

play15:30

back all the time right whereas in

play15:32

Counterstrike it's all about the weapons

play15:34

Y which weapon do you see because you're

play15:36

spending all your time in this first-

play15:37

person view um buying selling trading

play15:40

weapons um but I would say both have

play15:43

massive cosmetic demand despite having

play15:46

different perspectives different angles

play15:48

it's just which items are most visible

play15:50

and so those are the items that people

play15:52

are kind of drawn to or or into right

play15:56

and then maybe the last last Factor I

play15:59

would want to ask you about is it seems

play16:01

like there may be different by the way

play16:04

oh sorry one more thought on this yeah

play16:06

please it's kind of an interesting stat

play16:08

that almost 20% have spent on

play16:10

gliders uh because gliders are not

play16:13

visible in spectating mode so gliders

play16:16

this is kind of an interesting one which

play16:18

is you're buying it for yourself I mean

play16:20

you're buying the buying the glider for

play16:21

yourself you're getting the glider for

play16:23

yourself you're not doing it so that

play16:24

other people can necessarily see it um

play16:27

so I think that's also kind of an

play16:28

interesting reflection on you know is

play16:30

this driving is this because of status

play16:31

or is this because it just feels good

play16:32

and I'm spending a lot of time here and

play16:34

um I really want this glider to look

play16:36

really good right and maybe this is a

play16:40

question that we can also address when

play16:41

we talk

play16:42

about uh player psychology as well as

play16:46

player motivations as well as primary

play16:48

and secondary markets but it does seem

play16:51

like there are some games that have a a

play16:56

motivation to buy Cosmetics or

play16:59

visibility and if you were to look at a

play17:01

game like the banana game I don't know

play17:03

if you've played that but that seems

play17:04

like it's more speculation oriented and

play17:06

I don't know to what degree you would

play17:07

consider csgo a little bit speculative

play17:10

as well but when it comes to like

play17:14

potentially the reason why people are

play17:15

buying Cosmetics um and having that

play17:19

whether it's more of a a vanity

play17:21

motivation or a speculation motivation

play17:23

what do you think about that and how

play17:25

that impacts the ability of the degree

play17:27

to which you can sell cosmetics

play17:29

yeah well it totally depends on and and

play17:33

I would say this is a difficult aspect

play17:36

of Designing a game it totally depends

play17:38

on if there's a secondary Market

play17:40

available or not so have the um creators

play17:43

of the game chosen to implement a

play17:46

secondary market so like you know if you

play17:48

remember Diablo II with their auction

play17:49

house yep you know they saw in Diablo I

play17:52

big eBay Market I was playing Diablo I

play17:54

and I was buying and selling items all

play17:56

the time um in Diablo II

play17:59

uh they leaned into that released an

play18:01

auction house and it just totally fell

play18:03

on its face partly because it was just

play18:05

poorly drop rates were poorly designed

play18:08

um I actually think the auction house

play18:09

would have been great if they had

play18:11

designed it uh correctly when with the

play18:13

drop rates um but I would say that's a a

play18:17

huge component so if you look at

play18:18

Counterstrike and you look at all of the

play18:20

different skins

play18:21

marketplaces that exist around

play18:23

Counter-Strike and if you look at all

play18:25

the gambling marketplaces that exist

play18:27

around Counter-Strike it is so clearly

play18:30

clear that there's a heavy speculation

play18:32

component um there's a heavy speculation

play18:35

component around Counter-Strike and how

play18:37

Counter-Strike cosmetics and secondary

play18:39

content Works um and that's because

play18:41

they've enabled and allowed this uh very

play18:44

rich secondary Market you know the most

play18:46

extreme version of this is crypto games

play18:48

um I'm actually an investor in Sky Mavis

play18:50

they make axi infinity and axi infinity

play18:52

was probably the first highly

play18:54

speculative um very successful uh game

play18:57

with actual gameplay obviously there was

play18:59

crypto kitties before that and um but um

play19:02

there you saw it was pure speculation I

play19:04

mean the whole thing and the problem

play19:05

with speculation when it's pure

play19:07

speculation is it almost takes over the

play19:09

entire gameplay and it turns into a bit

play19:12

of a um not a pyramid scheme but

play19:16

um you know turns into a

play19:19

bubble speculation is tough unless you

play19:22

really control it and for the game

play19:24

developer you know we think about this

play19:26

all the time we think about our economy

play19:28

and we think about our economy as GDP

play19:31

and we think about our secondary Market

play19:32

as a component of our GDP and we very

play19:35

much control you know the levers that we

play19:37

control is scarcity of content scarcity

play19:39

of items um currency uh for example we

play19:42

look um we look at a trailing 30-day uh

play19:46

amount of currency in people's wallets

play19:49

and if it goes too high or if it goes

play19:50

too low we need to change something

play19:52

about our liveops in order to not

play19:54

inflate the economy or in order to not

play19:56

deflate the economy but in order to kind

play19:58

of manage the economy so that it doesn't

play20:00

a it doesn't become a bubble but also it

play20:02

doesn't become kind of nothing um and so

play20:06

a secondary Market must be really kind

play20:10

of I would say effectively controlled to

play20:13

not basically take the whole game and

play20:15

turn it into a big speculative bubble

play20:17

game like beanie babies um so that

play20:22

that's like a big component of secondary

play20:24

but there's a lot of games out there

play20:25

that don't have secondary as an example

play20:28

fortnite does not have secondary and it

play20:29

does 5 billion in annual sales um they

play20:33

just have a ton of users in high arpu

play20:35

because people are spending a lot of

play20:36

time there and they care about their

play20:37

Cosmetics right um League also doesn't

play20:40

have a secondary Market um but you know

play20:43

I would say probably Counter-Strike is

play20:45

the best example of secondary Market

play20:47

maybe Magic the Gathering and and

play20:49

Counter Strike are are probably the two

play20:52

best examples that I can think of right

play20:54

and yeah I'd love to touch on that a bit

play20:56

more maybe later but just to kind of

play20:58

close the loop on specific games that

play21:00

you think the audience should be aware

play21:01

of when it comes to like really great

play21:05

examples and as far as like key

play21:08

reference games or emulation targets we

play21:10

talked about csgo fortnite League of

play21:13

Legends um and they seem to be primarily

play21:17

either shooter games or MOBA games um

play21:21

you also mentioned Diablo which is an

play21:23

arpg but like are there any other

play21:25

specific games that you think the

play21:26

audience should be aware of and then the

play21:29

followup to that would be in terms of

play21:30

the genres what else is selling well in

play21:33

terms of Cosmetics

play21:35

besides clearly and obviously

play21:38

shooter MOA and then what else like what

play21:42

other

play21:43

genres but maybe starting with like

play21:45

specific reference games that you think

play21:47

people need to need to learn yeah well

play21:51

you know there's also the the you know

play21:54

not not quite cosmetic um kind of M RPG

play21:59

character-based games like a genin

play22:00

impact or um you know fake Grand order

play22:03

honkai star rail um these are more power

play22:07

progression power creep Meta Meta

play22:09

changing but then also um just very much

play22:12

character-based uh and they obviously do

play22:15

tremendous amounts of sales um you know

play22:17

a billion a year for for um these

play22:20

products generally um but but yeah I

play22:24

would say um there's that category of

play22:26

game there's uh also in our category of

play22:30

game there's there's us there's Roblox

play22:33

um to kind of a a smaller level there's

play22:35

you know IMVU or um uh Second Life you

play22:40

know to give you an idea second life is

play22:43

purely cosmetic it's been around forever

play22:45

right yeah you know they do um a

play22:48

tremendous amount of Revenue they they

play22:49

do if you include primary and secondary

play22:51

Market about 180 million maybe 200

play22:54

million in revenue and off of fairly

play22:56

small base of users you know 50 60,000

play22:59

concurrent um at the peak uh and so that

play23:04

is for example a game where they're

play23:05

selling um real estate scarce real

play23:08

estate and items and content around real

play23:10

estate and all of it is heavily ugc so

play23:13

it it's really an old one but an

play23:15

interesting one to explore um uh of

play23:19

course Counter-Strike is is is the

play23:20

biggest we talked about it you know

play23:21

League DOTA um these kinds of uh kind of

play23:25

competitive gameplay valerant um

play23:29

uh Apex Legends too um was doing really

play23:32

well on Cosmetics so yeah I would kind

play23:35

of take a look at those uh pretty

play23:37

heavily and maybe just talking about

play23:41

okay so there's a lot there's

play23:43

potentially a lot of developers in our

play23:44

audience who are interested in in

play23:46

selling

play23:47

cosmetics and from your experience when

play23:49

you think about whether it's the a

play23:51

specific arpo Target for different kinds

play23:53

of games or the the kind of depth of

play23:57

spin that you could could potentially

play23:59

get because for some of these like you

play24:00

know like a like a game of war you could

play24:03

potentially have someone spend one two

play24:06

250,000 a

play24:08

month and the those kinds of games can

play24:11

you basically can drain the economy so

play24:13

easily whereas in a Cosmetics based game

play24:17

you know how many skins before it's

play24:20

enough totally whether it's League you

play24:22

know I've got these three skins or I've

play24:26

got 10 shirts and I've got 30 pants you

play24:29

know when how do you think about that

play24:31

and what what the differences maybe if

play24:33

there are amongst different kinds of

play24:35

games yeah so uh I would bring it back

play24:39

first of all to the notion of the

play24:41

secondary market

play24:43

so in a title that has a secondary

play24:47

Market you do have the capacity to spend

play24:51

you know in the case of csgo there was a

play24:54

there there's actually a weapon that is

play24:56

worth about $1.6 million right now so

play24:59

you can spend $1.6 million buying this

play25:02

weapon in fact it had an offer of 1.2

play25:04

million um and so if there is a

play25:07

secondary market and there is true

play25:08

scarcity then there is the capacity to

play25:10

spend a lot of money and in just one

play25:12

purchase and it's not because you're

play25:14

looking for power progression it's

play25:15

because you're looking for status it's

play25:17

the equivalent in real life of buying

play25:19

you know the the fanciest branded suit

play25:23

you know um there is theoretically

play25:25

infinite depth and it really just

play25:27

depends on people's available wallet and

play25:29

how much they're willing to spend and

play25:30

what their demand is for that item so I

play25:33

would say in a world where you do have a

play25:36

secondary market for Cosmetics uh it's

play25:38

not that you're going to have a 100

play25:40

shirts it's you're going to have one

play25:41

shirt that's extremely desirable and

play25:44

extremely valuable and somebody else

play25:46

wants that shirt they want to buy it

play25:47

from you um and so that drives a lot of

play25:50

the meteor kind of spend on Cosmetics if

play25:54

you don't have that then yeah I mean

play25:56

um in general like capacity to spend is

play25:59

a bit lower and it's a little bit more

play26:02

consistent um I I've seen you know

play26:04

different figures for fortnite um that

play26:09

you know have been pretty broad I've

play26:11

seen a figure of like $80 RPO I've seen

play26:13

a dollar of $10 rpu um or figure of $10

play26:16

rpu so there's some range there um

play26:19

because their private is a little hard

play26:21

to tell with with league as an example

play26:23

in

play26:24

2022 u based on the data that we looked

play26:27

at um they were sitting about $12 arpo

play26:30

with about 150 million monthly active

play26:32

users in 2022 and about like say 25 to

play26:35

35 million daily active users um so but

play26:40

but it's hard to say there because you

play26:42

don't see the the range the the kind of

play26:45

the variability you just kind of see an

play26:47

average arpo um how much of that is

play26:50

carried by you know Big Spenders who who

play26:54

have have very Deep Pockets um but again

play26:56

League doesn't have that secondary

play26:58

Market market so it to your point it's a

play27:01

little harder to spend like $100,000 in

play27:04

a pure cosmetic you know in fortnite

play27:06

it's going to be hard to spend $100,000

play27:08

and so they're relying on really really

play27:10

big scale um and much higher conversion

play27:13

and I would say fortnite for example is

play27:15

kind of best-in-class on conversion you

play27:16

know they really pioneered the battle

play27:18

pass system and I think that battle Sy

play27:20

pass system has actually driven

play27:21

meaningful conversion uh combined with

play27:25

you know High ma High engagement um and

play27:28

so that kind of they're balancing It Out

play27:30

by increasing conversion and they can

play27:33

kind of afford lower arpo verse say a

play27:35

lot of these e Eastern games you know a

play27:37

lot of the big MMOs whether it's genin

play27:40

or somebody else um they're having much

play27:42

lower conversion you know probably in

play27:44

the two to four per range if I had to

play27:46

guess right um but they're having way

play27:50

higher average revenue per paying user

play27:52

you mentioned fortnite's battle pass and

play27:54

speaking then to the form of sales of

play27:58

Cosmetics so whether it's in a battle

play28:00

pass or you're selling items

play28:02

individually or selling as part of some

play28:04

kind of gotta loot box of some kind or

play28:08

some other form uh what what do you what

play28:12

performs the best is is it battle pass

play28:14

to sell Cosmetics that does the best or

play28:17

um I think it depends on the title yeah

play28:20

I think it depends on the title and the

play28:21

type of title so a battle pass works

play28:25

really well to convert Rel relatively

play28:29

highly but at fairly low arpo right you

play28:33

know with a battle pass you just can't

play28:35

spend all that much you know I think the

play28:37

most expensive battle pass that fortnite

play28:39

has is maybe 25 bucks um something like

play28:42

that uh and you know historically it's

play28:44

been 10 bucks 12 bucks uh so you can

play28:48

only spend so much so it's really good

play28:51

if you're a mass product with really

play28:54

Mass Appeal and you're driving up

play28:57

conversion and your whole goal is to

play28:59

drive up conversion and you have really

play29:00

high engagement because the whole way a

play29:02

battle pass works is you're really it's

play29:04

kind

play29:05

of I'll just kind of like detour here I

play29:08

don't know if you remember Club Penguin

play29:09

but but Club Penguin they kind of

play29:12

designed the first um they called it the

play29:16

Velvet Rope so they designed the Velvet

play29:18

Rope I don't know if you ever heard that

play29:19

term but I love it and it's basically

play29:21

this idea that like little kids you know

play29:23

they're playing Club Penguin for free

play29:26

and they're earning currency but they

play29:27

can't spend the currency until somebody

play29:30

buys a subscription and so you're like

play29:32

playing playing earning currency earning

play29:33

currency and then eventually 20 days in

play29:35

you have all this currency but you can't

play29:37

spend it on anything because you can't

play29:39

you need to buy a subscription and so in

play29:41

Club Penguin the kids would then go to

play29:43

their parents and be like look I did all

play29:44

this work can you please buy a $10 a

play29:47

month subscription so that I can spend

play29:49

this currency and so a battle pass is a

play29:52

version of that where you know if you

play29:54

spend 20 20 days on this thing and

play29:56

you've gotten so far this battle pass

play29:59

and you have this whole track where you

play30:00

you can buy it um but it's funny that

play30:03

Club Penguin was doing this 20 years ago

play30:06

um and it was a different variation and

play30:09

it was like a different motivation but

play30:10

they were doing this 20 years ago um but

play30:12

anyway it's really great for

play30:14

conversion gacha is really great if you

play30:18

have more of a core game with a smaller

play30:22

audience but it really is a core

play30:24

audience it's it's less broad more

play30:27

narrow

play30:28

and you're trying to get those two to 4%

play30:31

of people who end up converting you're

play30:33

trying to get them to uh invest more

play30:36

heavily into the title and so there uh

play30:39

if you look at the Eastern games that's

play30:41

the way they're designed and they're so

play30:42

heavily you know GED every Everything is

play30:45

a gacha um everything is designed for

play30:47

gacha because you're trying to go really

play30:49

really deep there right and I'd love to

play30:51

dive deeper into player motivations and

play30:53

specific types of items that sell well

play30:55

but before that I just thought of a

play30:57

question I'd love to hear your thoughts

play31:00

on which is you know when I look at some

play31:02

of these shooter games like fortnite it

play31:04

seems like a lot of the Cosmetics or the

play31:08

the conversion of the sale of Cosmetics

play31:09

is driven by big IP Integrations so

play31:13

whether it's like the the ninja

play31:15

integration or the Marvel integration or

play31:17

the Stormtroopers integration or the

play31:18

this and the that and so to what degree

play31:22

do you need scale to be able to do those

play31:25

kinds of things in order to sell

play31:28

Cosmetics well like if if you had a

play31:31

small shooter game with a battle pass

play31:35

how effective are you going to be at

play31:36

selling Cosmetics versus a fortnite

play31:39

where you can you know you can buy a

play31:41

Batman cosmetic or something like

play31:43

that from what I've seen I think it's

play31:46

it's it's definitely tougher um you know

play31:52

I will say supercell has shown that it

play31:54

works on mobile in a fairly casual

play31:57

environment you know brawl Stars has a

play31:59

battle pass um I'm pretty sure Clash

play32:02

Royale has a battle pass so um it it

play32:05

does work there it's still fairly large

play32:06

scale and they don't do any brand

play32:08

Partnerships from what I've seen um they

play32:11

have their own brand and their own IP

play32:13

and they have done a pretty good job of

play32:14

of kind of monetizing that um but they

play32:17

have a lot of other monetization methods

play32:19

you know they're they're fairly

play32:20

monetization rich and I would imagine

play32:22

the battle pass is not the bulk of their

play32:25

revenue um I'm not sure I don't have dat

play32:27

on that but um that's just kind of my

play32:29

guess

play32:31

um I would say if it's just kind of a

play32:33

small shooter and they're monetizing

play32:36

entirely through a battle pass it's just

play32:38

pretty tough to get the arpo high enough

play32:42

to

play32:43

justify the costs of building and

play32:46

maintaining the live Ops of a shooter

play32:49

that maybe is is ever green and you have

play32:50

to keep changing it without getting some

play32:52

of those really deep deep monetization

play32:55

methods like a gacha system um I I think

play32:58

it's quite quite tough you need to be at

play33:00

Large Scale to be able to do that that

play33:02

that's my take um and then as far as the

play33:05

IP

play33:05

Integrations

play33:08

um yeah you know we've been doing a some

play33:10

on high-rise for example you know again

play33:12

to give you an idea of scale let's say

play33:14

at about 30 million in primary Market

play33:16

Revenue we've been starting to do some

play33:17

IP Integrations and activations and

play33:19

those have been um interesting I I would

play33:22

say I haven't seen them meaningfully

play33:25

move our Cosmetics sales

play33:28

they've been engaging and they've been

play33:30

interesting for some folks um and we

play33:32

have some interesting ones coming up

play33:33

that like are big IP and big Brands and

play33:35

we'll see what the impact will be there

play33:38

but in general I would say they've been

play33:41

Break Even is in terms of impact um but

play33:47

but also you know we're not working with

play33:48

Star Wars so it's like maybe Star Wars

play33:51

is a whole another level I I would say

play33:53

that the kind of the IP integration the

play33:55

brand integration needs to be really

play33:56

high and it needs to be like of a really

play33:59

strong really relevant BR to that

play34:02

audience everything else is going to be

play34:04

neutral to possibly negative okay so

play34:07

yeah talking more about player

play34:08

motivations and you had already

play34:10

expressed that one of the primary

play34:13

motivations is is Vanity for example but

play34:15

could you maybe dive a little bit deeper

play34:17

when whether it's in high-rise or from

play34:19

your understanding of some of these

play34:21

games that are so successful selling

play34:23

Cosmetics what are some of the player

play34:26

motivations

play34:28

behind buying specific kinds of

play34:30

Cosmetics if you were to do a highle you

play34:34

know kind of categorical breakdown of of

play34:37

the potential different kinds of

play34:38

motivations and then what are some of

play34:41

the items that you believe sell the most

play34:43

based upon those

play34:45

motivations there's kind of many

play34:46

different types of players and different

play34:49

games attract different types of players

play34:51

um probably you know Bartles kind of

play34:53

taxonomy of of players but there's like

play34:55

Achievers killers socializers and uh I

play34:58

forget what the fourth one is I don't

play34:59

know if you remember um and

play35:02

so I would say all of them are doing

play35:04

different things so you know the the

play35:07

Achievers for example are often trying

play35:09

to complete so they're they're kind of

play35:10

focused on

play35:12

completion or they're focused on getting

play35:14

the rarest thing in in the game that's

play35:17

what what kind of I've seen um and uh I

play35:22

would say the motivation that I've seen

play35:24

in in high-rises is much more about

play35:25

getting kind of the most valuable or

play35:27

rarest thing there's a there's a concept

play35:29

in highrise they call it paper clipping

play35:31

um I think it exists elsewhere in like

play35:34

um just in real life but this idea of

play35:36

paper clipping which is you kind of try

play35:38

to get items and then you try to uh

play35:42

basically it's kind of a form of social

play35:44

crafting so you have three low value

play35:46

items and you try to trade them up for

play35:48

one Higher value item and then you do

play35:50

that a few times now you have three midv

play35:52

value items and you try to trade them up

play35:53

to a high value item and so on and so

play35:56

there's kind of this I think of it is

play35:57

social crafting uh because you keep kind

play36:00

of like combining these items into one

play36:02

Higher item and so I would say there's

play36:04

there's these Achievers who are really

play36:06

trying to get kind of the rarest item or

play36:08

trying to complete

play36:09

collections um there's the the at least

play36:13

in highrise there's a major kind of

play36:15

self-expression um category of person so

play36:19

it's someone who's trying to express

play36:20

themselves through cosmetics and they

play36:23

have a certain Identity or image of

play36:25

themselves and so when they see

play36:26

something that resonates with that image

play36:29

or resonates with that identity they

play36:31

really feel the need and desire to to

play36:33

have that thing so that they can wear it

play36:34

and express themselves and high-rise is

play36:36

an example so high-rise is a kind of a

play36:38

simulation social type of platform um

play36:41

people are changing their outfits five

play36:44

plus times a day uh and so they're

play36:47

changing their outfits constantly uh and

play36:50

there's different reasons for that but

play36:51

mostly it's you know there's some other

play36:54

energy that they want to put forward or

play36:55

some other way that they want to express

play36:56

themselves like 2 three hours later um

play36:59

or they're trying to hang out with their

play37:01

friends and as they're hanging out there

play37:02

with their friends their friends are

play37:03

dressing up in certain way they want to

play37:04

dress up in that way too um so there's

play37:08

like a big um self-expression component

play37:12

uh there's the there's the speculative

play37:14

component so there's this kind of genre

play37:17

of player that I've seen who are really

play37:20

trying to play the economy game I would

play37:22

say they're also Achievers um but

play37:24

they're trying to kind of drive towards

play37:26

collectibility um they're trying to kind

play37:29

of the way they see winning is uh not

play37:32

losing money and essentially their

play37:34

portfolio of assets growing in value

play37:37

over time and it's kind of a non-trivial

play37:40

uh number of players who are who are

play37:42

trying to do that um so yeah those are

play37:46

some um you know there's also kind of

play37:49

the The Killers the competitive players

play37:51

I would say those they're kind of trying

play37:53

to show off generally speaking um and

play37:56

trying to show off to other and show off

play37:58

high

play37:58

status one other Nuance I wanted to ask

play38:01

you about is um basically the difference

play38:04

between east and west and so a while

play38:06

back I think it was around 2015 or so I

play38:09

was working in China and one of my

play38:11

friends was talking to me about a game

play38:13

in which it's like a farming game but it

play38:15

was connected to WeChat and there was an

play38:18

incredibly expensive building like I

play38:20

don't know something like $10,000 or

play38:22

something like that and he's like the

play38:24

reason why people buy that is because

play38:28

people can see that you have that

play38:29

building and so the guy that has that

play38:32

building all these girls would message

play38:35

that person with that building for

play38:37

example and so um I I guess there's kind

play38:41

of two nuances or questions I have there

play38:43

one is like do you see any games doing

play38:46

things like that with status and the

play38:49

impact of having a community or social

play38:52

to your point like some people are

play38:53

buying Cosmetics even though no one else

play38:55

can see them so like that the social

play38:58

impact of that and then East versus West

play39:00

in the sense that we also discussed or

play39:02

you had mentioned before that in Asia

play39:04

there's a lot more gotcha loot box pay

play39:06

to win is more acceptable right because

play39:09

there it's like it's not like in the

play39:12

west it's more about hey I'm so skilled

play39:16

I don't pay even though some of these

play39:18

players may have spent you know hundreds

play39:19

or thousands of dollars they try to say

play39:21

that they don't pay whereas in Asia it's

play39:24

more like look how rich I am I paid all

play39:26

this money in this game and so maybe you

play39:29

could speak to some of these nuances

play39:31

with respect to

play39:33

status social community and then East

play39:37

versus West which might be a little bit

play39:39

tied to the issue

play39:41

around uh the culture around fair to

play39:44

playay or pay to win yeah I mean it's

play39:47

it's spoton it's 100% true I mean I've

play39:49

heard of stories where um Western games

play39:52

would launch in Asia and people would

play39:54

churn because they literally cannot buy

play39:57

the High status item until they make

play39:59

more progress right because in the west

play40:02

uh like you said people tend to um kind

play40:06

of look down on people who just pay a

play40:08

win or look down on people who just jump

play40:10

in and spend all their money and now

play40:11

they're like super loaded in the game

play40:14

they they they value effort they value

play40:16

work and they value kind of getting

play40:18

there fairly um from their perspective

play40:21

and so that's the way often times

play40:23

Western games are designed you know the

play40:25

the battle pass as an example

play40:28

is very much a western design because

play40:31

you need to play a bunch in order to

play40:33

unlock on the you know 30th day the

play40:37

really rare item Eastern games are

play40:39

designed in such a way where on day one

play40:41

you should be able to spend dramatically

play40:43

and be able to get the highest value

play40:45

thing um very quickly and I I've heard

play40:48

of stories where when they're not

play40:51

designed that way in the East people

play40:53

actually churn out um especially high

play40:55

value kind of players people players who

play40:57

want to invest heavily they just turn

play40:59

out because they're like this is going

play41:00

to be too much work I'm out um and so

play41:04

that is definitely a major cultural

play41:06

difference and cultural nuance and

play41:08

that's why you know the these games in

play41:11

in Asia particularly in China Taiwan um

play41:14

but also even Japan uh and South Korea

play41:18

uh they're super gacha heavy the gacha

play41:20

is totally unlocked from the beginning

play41:23

and you can just sink a lot into that

play41:25

title so that you can immediately um be

play41:28

kind of leveled up and be strong and um

play41:32

they're also very heavily MMO focused

play41:35

they're deeply social you know if if you

play41:37

look at those games they very much tend

play41:39

to be uh normally like kind of like top-

play41:42

down MMOs um you know think like a a

play41:46

maple story or something like that um

play41:49

and so yeah it's it's a huge difference

play41:52

I'll flag that high-rise for example

play41:54

we're not um live in China South Korea

play41:57

Japan um a little bit in Taiwan and so

play42:00

we don't get as much exposure to that

play42:02

yet um we're kind of uh starting to and

play42:04

working on it um if you look at you know

play42:07

our number one competitor Roblox they

play42:08

ended up partnering I think with tensent

play42:10

to launch in in China and kind of

play42:13

tailored it that way and I see a lot of

play42:14

Western titles needing to partner with

play42:17

someone in the East partly you know for

play42:19

Regulatory and government reasons but

play42:21

also partly because that there is a very

play42:23

big cultural difference into terms of

play42:25

how people spend and how they think

play42:26

about spending

play42:27

right um maybe for our audience I I can

play42:30

just name without naming the specific

play42:32

game as an example of a game that was a

play42:35

little bit more pay to win oriented

play42:37

where we saw in the west or in the US

play42:40

sub 2% conversion but then in China the

play42:45

conversion was over 10% and the AR poo

play42:47

poo was actually dramatically higher so

play42:49

to your I think that just kind of

play42:51

confirms to us like what we've been

play42:52

talking about that this is this is

play42:54

certainly a phenomenon that Developers

play42:57

will have to try to understand and um

play43:01

you know whether you're catering for the

play43:02

Western Market or if you're catering to

play43:04

China it's probably gonna have to be a

play43:05

little bit of a different design I think

play43:08

what's interesting is the so Western

play43:11

games I think have a hard time entering

play43:14

the East but there are a number of

play43:16

Eastern games that are entering the west

play43:19

and fairly

play43:21

successfully um and I think it's because

play43:24

that there is that kind of depth of

play43:26

spend in the West and it's possible and

play43:29

and viable it's not like everyone's like

play43:31

no you know it's it's not fair and I'm

play43:32

not going to participate in this game

play43:35

because very early people can come in

play43:37

and and spend a bunch um so so I will

play43:40

say it's

play43:41

like on the margins a little bit

play43:43

one-sided um but obviously you know

play43:45

league has become huge in you know yeah

play43:48

I I think that's an important point I

play43:49

think in our conversation I don't think

play43:52

we're telling the audience pay to win

play43:53

can't win in the west because clearly it

play43:55

does yeah of War being a good good

play43:58

example but uh that there are

play44:01

proclivities and cultural differences

play44:03

that one should keep in mind definitely

play44:07

cool so I I think one of the other

play44:10

topics that um we were going to punt on

play44:12

so maybe we talk about it now or punt on

play44:14

to later in the conversation is this

play44:16

notion of primary and secondary

play44:19

markets and so I i' love to hear more

play44:21

about that I know you're running

play44:24

something specifically you had mentioned

play44:26

I think in primary you're selling like

play44:28

30 million and then in the secondary you

play44:30

I think you said 100 million so could

play44:33

could you break out like so what does

play44:34

that mean uh from an economics

play44:36

perspective in terms of like that 100

play44:38

million do you take a rake on some of

play44:41

those transactions how does that benefit

play44:43

you and then I'd love to hear more about

play44:45

the Dynamics between of what you

play44:47

mentioned because you also said that

play44:49

having a secondary Market is a little

play44:51

bit potentially dangerous with Diablo

play44:55

being you know a a the an example and so

play44:59

I'd love to hear more about the dangers

play45:01

of a secondary Market as well yeah sure

play45:04

um so I I'll kind of cover our um

play45:08

primary and secondary market so our

play45:10

primary Market mostly consists of um

play45:13

either gacha or direct sale so we sell

play45:16

Cosmetics through a gacha mechanism I

play45:18

mentioned we release it for a limited

play45:19

period of time people can buy it and

play45:21

then they can um trade it in the

play45:24

secondary Market we also do some direct

play45:26

sales where we sell it for limited

play45:27

quantities or limited time or Limited

play45:29

stock um we also have some kind of event

play45:32

progression systems where people can

play45:34

progress over time and they they can

play45:36

kind of win items and then trade them

play45:38

away um and then the secondary Market we

play45:42

have um a few different methods that

play45:44

people can uh tap into the secondary

play45:46

market so the way that they can sell

play45:49

through the secondary Market one we have

play45:51

a Marketplace so people can list items

play45:54

on that Marketplace uh two they can

play45:56

trade with each other directly so I can

play45:58

give you an item in exchange for another

play46:00

item or for currency our in-game

play46:01

currency is called gold um that's kind

play46:04

of the the scarce currency it must be

play46:05

purchased you can't really earn it um

play46:08

and then also we have something that we

play46:10

call Secondhand grabs which basically

play46:12

you have your own gacha in your own room

play46:15

and you can put a bunch of stuff in it

play46:17

and then people can spin it and they can

play46:19

um kind of win one of your items one of

play46:21

your kind of inventory items um the last

play46:24

piece I'll mention is because we just

play46:25

rolled out high-rise Studio which which

play46:27

is our IDE to be able to build games and

play46:29

experiences inside of high-rise uh

play46:31

creators can now start giving away or

play46:34

selling items directly inside of their

play46:36

experiences using H studio so um anyway

play46:39

that that's kind of the way that we're

play46:41

designed uh the bulk of the secondary

play46:43

Market transactions happen through the

play46:46

marketplace but a non-trivial amount you

play46:48

know 20% or so um come from Trading uh

play46:52

and another large non-trivial amount

play46:55

comes from secondhand grab so

play46:57

um they all kind of drive towards the

play46:59

secondary Market uh I would say the the

play47:04

dangers one one of the biggest

play47:06

challenges with having a secondary

play47:08

Market is uh exploitation and fraud it's

play47:13

so hard

play47:15

to have the levers that a product that

play47:19

doesn't have a secondary Market has so

play47:22

as an example we can never give away our

play47:24

currency because if we start giving away

play47:26

our currency I mean we can to some

play47:28

degree as a marketing expense but if we

play47:30

start giving it away somebody will find

play47:33

a way to exploit it and start to flood

play47:35

the market with currency right so just

play47:37

blue Stacks all that yeah and so it's

play47:40

very it presents this challenge where if

play47:43

you do offer a secondary Market all of a

play47:45

sudden you can't you know bring someone

play47:48

in and start kind of like giving them

play47:50

currency in order to succeed and because

play47:54

there's no power progression you know

play47:56

most other currencies just aren't that

play47:57

valuable you know where if you remember

play48:00

Game of War I don't know they had like

play48:01

20 currencies and each currency was

play48:03

actually important because it would gate

play48:05

power and so you could actually give

play48:07

away a lot of these different currencies

play48:09

without giving away the hard currency

play48:10

you know the the really kind of valuable

play48:12

expensive one that must be purchased

play48:14

whereas for us um because it's purely

play48:17

cosmetic uh and there isn't kind of this

play48:19

power progression it's much it's more

play48:22

difficult to introduce these soft

play48:23

currencies that normally in a

play48:26

traditional free to play game you'd be

play48:27

kind of giving away to get people to

play48:31

return and come back it's a really nice

play48:32

lever so we don't have that lever as

play48:34

much and so that that's a problem with a

play48:36

secondary Market you just don't have

play48:38

that currency lever um and that's true

play48:40

of of Counter-Strike that's true of

play48:41

League that's true of all these kind of

play48:44

kind of games but at least they're hyper

play48:45

competitive and they've turned into

play48:47

sports um whereas for us we're we're

play48:49

kind of more about simulation and and

play48:51

kind of uh either building games or or

play48:53

kind of consuming games um so so yeah I

play48:57

would say that's kind of the biggest

play48:58

challenge of having a secondary Market

play49:00

in addition it's what we talked about

play49:02

which is um if purchase behavior is

play49:05

driven in some part

play49:07

by secondary Market or you know

play49:11

perceived value that kind of stuff then

play49:14

if the economy gets away from you and

play49:16

you don't have enough visibility into

play49:17

the economy you can really destroy the

play49:20

the product so uh I don't know if you

play49:22

remember Gaia Online um but Gaia Online

play49:25

was huge it was a it was kind of this

play49:26

for for and and you had avatars and all

play49:28

this stuff I worked there for like one

play49:29

or two months okay well then uh I don't

play49:32

know if you were there before or after

play49:33

they completely decimated their economy

play49:36

um but there was a time when they

play49:38

completely decimated the Eon the economy

play49:40

they essentially sold sold a machine

play49:42

that produced currency um and that

play49:44

created massive inflation and because of

play49:47

the massive inflation you know Gaia

play49:49

completely tanked and so there's a this

play49:52

big component of managing controlling

play49:54

the economy you know Eve online CCP

play49:56

games they they I I remember hired a um

play49:59

I don't know if they still have them but

play50:00

they have um uh

play50:02

economists who who manage the economy

play50:05

steam I remember had hired uh an

play50:08

economist and scientist to analyze the

play50:10

steam economy and so um these are kind

play50:14

of complicated problems because they're

play50:15

complicated systems but at least there

play50:17

are some metrics and kpis that if

play50:21

companies do have secondary markets they

play50:23

can look at you know they can look at

play50:24

gold in the system or currency in the

play50:26

system

play50:27

that that's currently alive you know

play50:29

they can look at the GDP and transaction

play50:31

volume um all that kind of stuff uh last

play50:34

thought um in terms of taking a rake um

play50:37

yeah we take a rake and we feel we have

play50:39

to because without taking a rake so so

play50:43

you know a rake is a Sync It's a sync

play50:45

for the currency if we don't have any

play50:48

kind of sync then a lot more currency

play50:51

stays in the system and it drives

play50:54

inflation uh and inflation is really

play50:56

scary for us because then as new users

play50:59

join our platform everything becomes

play51:02

exorbitantly expensive for them uh but

play51:05

old users who are very rich because

play51:08

they've been trading between each other

play51:10

uh they end up kind of driving the

play51:12

entire top end of the economy right

play51:14

because everything's highly inflated and

play51:16

so for us our secondary Market we take a

play51:19

30% rake off the marketplace um we

play51:23

actually tested a 10% rake and a 30%

play51:27

rake and we actually saw virtually no

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difference in transaction volume just a

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much lower rate take rate you know um

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rake uh we take a 10% rake when with

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direct peer-to-peer trading um and we

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take a 30% rake uh with secondhand grabs

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so

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um we definitely take a rake and I find

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that it's very important to do so uh

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otherwise you're going to start

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experiencing massive inflation to your

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point when you mentioned kpis and

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metrics so I I can understand it's very

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important that you're kind of trying to

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keep a pulse in terms of your economy if

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you have a secondary market for example

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and there's C probably you know maybe

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outside the scope of this discussion but

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probably a lot of things that you should

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be looking at but if you don't have a

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secondary Market um how would you like

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to a product manager that may be

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listening that is overseeing a game with

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a Cosmetics based economy like what are

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some of the kpis or metrics or things

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that you would track you in order to let

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you know whether the Cosmetics that you

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have in your game is performing well or

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not uh what should PMS be aware of

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that's an interesting question because

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you know for us we think about it a lot

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in terms of secondary market so so the

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nice thing about having a secondary

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Market on the flip side is we can easily

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see what the community wants and what

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the community doesn't want by virtue of

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the value of the items and the cosmetics

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in the secondary market so we kind of

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track the price of every single item in

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the game relative to volume um I would

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say without that then you really only

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have the kind of the primary Market data

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and so you're looking at you know how

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many users end up purchasing you know

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this item obviously it depends on your

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merchandising strategy if you're using a

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Goa system vers a direct sale but

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basically you know how many people are

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are are kind of buying this item how

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often are they wearing it you know

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what's what's kind of like the wearing

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or equip rate um you're uh you're

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looking at um kind of conversion uh and

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and depth of spend so so if you're

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looking at a gacha for example you're

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looking at the depth of spend on a gacha

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and when when do players stop so do they

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stop when they reach a certain item

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because that item is the desirable item

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um or do they stop because they've Rage

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Quit because there's no not a good pity

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mechanic or you know the the the rates

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are really poor and and painful um so so

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I would look at things like that but

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there's no better indicator than Topline

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so you know you do some sort of live Ops

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event um that has

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Cosmetics how much revenue did you

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generate per user you know from on an

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arpu basis from this kind of cosmetic uh

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sale there's there's no better high

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level metric than that um and guidance

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than that but then within that you're

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looking at depth of spend on you know

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again if you're looking at aacha you're

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looking at conversion rates um and

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you're looking at equip rates and going

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back to the very beginning of our

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conversation there were a bunch of

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topics and issues related to Cosmetics

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that you had mentioned is there anything

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important that I left that I haven't

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asked you about I I forget there was a

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long list that you

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described um so so the question is uh

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like kind of dangers of Cosmetics you're

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saying or

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oh well I I forgot you you mentioned a

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list of issues but yeah maybe we could

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talk about that what what are dangers of

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selling Cosmetics then I think Cosmetics

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are a are a pretty great

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augmentation in in terms of Revenue um

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and player engagement if you can get

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them to work the big challenge is

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getting them to work

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and the reason why they work is because

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people care about the way they present

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themselves

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in your Universe which means they have

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to care about your universe and they

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have to care about others in the

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universe because otherwise why do you

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care about presenting yourself in a

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certain way you know Cosmetics will

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rarely almost never work in any

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meaningful way in a single

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player game it's

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just there's there's just no obvious

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reason why you would spend

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Beyond I don't know a few bucks or maybe

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a 100 bucks on cosmetics in a single

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player title and don't know of any

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single player title that monetizes

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really well or well at all through

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cosmetics and so you

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know I've seen some kind of Junior game

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designers or or PMS think that they can

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just kind of roll out cosmetics and

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people will start to buy them and that's

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simply not true people buy Cosmetics

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because they care about their status in

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that Universe which means they need to

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care about that Universe they need to

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spend time in that Universe they need to

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care about other people and what other

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people think inside of that

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Universe um so I would say the the

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pitfall of Cosmetics is thinking that

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you can just roll them out and there

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will be demand uh that is far from true

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well Anton I think that was the last

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question that I can think of do you have

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maybe a final message or a way in which

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if people are interested in reaching out

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to you where where they could uh contact

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you in some way sure yeah well uh I

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guess I'll share that pocket worlds um

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we are uh growing pretty quickly and

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we're hiring pretty quickly um we were

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about 120 people today uh we're building

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out an office in Austin so if anyone's

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listening out of Austin they should

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reach out to me um they can reach out to

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me at antono worlds.com or Anton bur on

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Twitter uh and in general we're hiring

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so if you go to pocket worlds.com

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careers uh you'll see a bunch of open

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positions there um you know our our goal

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is to build a platform where on one end

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we have creators building games and

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experiences and deploying them with one

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click directly into high-rise and then

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on the other end you know our mission is

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to connect the world through shared

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experiences so we're all about hey how

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do these experiences uh help people

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connect with each other help them to

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socialize with each other I mean this is

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why people care about Cosmetics inside

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of our world because we're entirely

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designed uh around uh having a social

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experience within uh a world that

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contains games and game like uh

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experiences so yeah if anybody's

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interested in in that in in kind of

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accomplishing what we're what we're

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working on and trying to accomplish uh I

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welcome them to reach out great well

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thank you so much for your time Anton I

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kind of feel like we've only scratched

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the surface in terms of Cosmetics um and

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selling cosmetics and free-to-play games

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so um maybe we could actually do a

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deeper dive in certain areas and if you

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if you can join me again perhaps to

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co-host with some other folks to discuss

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these things I'd love to have you join

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me in the future yeah I'd love to and I

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I'd also love to learn from uh from from

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other folks cool well with that uh to

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our audience thanks for making it this

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far and we will catch you next time

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thanks Anton yeah

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[Music]

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[Music]

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الوسوم ذات الصلة
Cosmetics MonetizationFree-to-PlayGaming EconomicsPlayer PsychologySecondary MarketsUGC IntegrationGame DesignF2P StrategiesSocial GamingEconomy Management
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