Interview

How Goodgame Studios approached the Chinese market

Taking an iOS first approach

How Goodgame Studios approached the Chinese market

At Pocket Gamer Connects London 2015, we caught up with Caglar Eger, the senior international business development manager at Goodgame Studios.

The F2P and mobile publisher had a great 2014, marking out its reputation in Germany as being the country's largest independent gamemaker, now with over 1,000 employees.

It's also keen to release its games globally, including into Asia.

As Eger explains in the following video, it's been experimenting in the key Chinese market, first releasing a localised version of its hit strategy game Empire: Four Kingdoms on iOS.

And it's since worked with Android distribution channel Qihoo 360 to bring the title to Android.

But, as he explains, you have to experiment with the market and treat it as a longterm project, not a short term revenue grab.

We also followed up with a formal Q&A session.

Pocket Gamer: Why is user acquisition such a challenge?

Caglar Eger: What makes user acquisition particularly difficult these days is that there is a lot of competition.

All the big developers and publishers are now also making mobile games and gaining new users is therefore getting more and more expensive.

I would say that it is definitely very helpful, but not very easy, to find a good affiliate.

What are the major challenges when you're publishing game abroad?

Publishing a new game is of course always a challenge, especially abroad. I believe, however, that a great game can be successful anywhere.

Having a high-quality product is the key to your success - your bread and butter, so to speak.

You will need to find out how to generate traffic, which is different from market to market. Therefore it is helpful to have a strong partner in the country where you want to publish your game.

How can indie developers adapt to survive in the mobile economy?

For indie developers to do well and survive it is imperative to have a great product and find the right balance between in-app purchases or revenue models based on advertising, as the monetization model also depends on the nature of the game.

For Goodgame, in-app purchases have been successful, because the users play our games for a long period of time as each level builds on to the next.

Will new technology like wearable tech and VR change the mobile landscape?

Wearables and VR are very interesting technology verticals. However I believe that smartphones and tablets will remain key platforms for gaming as they offer big screens that make for a better gameplay experience.

And the trend goes towards even bigger screens, for example with the iPhone 6+. Therefore I do not think that wearable and VR will change the mobile landscape significantly in the near future.


Contributing Editor

A Pocket Gamer co-founder, Jon is Contributing Editor at PG.biz which means he acts like a slightly confused uncle who's forgotten where he's left his glasses. As well as letters and cameras, he likes imaginary numbers and legumes.