I’m doing the same thing just swapping the coins I’m earning for some form of token. The next step to monetizing hybrid gamesįor hyper casual, if it’s gonna go anywhere, it’s this movement more into a play to earn model. It’s not like you’re going to nail $3 day zero on the first attempt, but it’s looking at more particularly rewarded video and interstitial frequency as well, to give you this validation that “Okay, now it’s worth putting some proper development into this game.” Because you might be looking at 4-8 week development cycle versus two weeks for hypercasual. It’s not this obsession about low CPI, obviously, low CPI is great, but it’s that initial build, it’s about looking at play time. Therefore the CPI you need to balance with ARPU to give you a chance of scaling a profitable game is higher. So it gives you a little bit more breathing room. Generally once you have IAPs in your games the goal is set, let’s say your day zero target might be 60 cents instead of 40 cents. The benefits of including IAPs in your game But it also does have some element of actual adventure and collecting in it with some hypercasual mini games. So it’s got that grind you experience in an idle clicker or classic idle game. This genre just exploded and I would say every hypercasual publisher is now building this concept of idle arcade games. Within hybrid games, what labels might people think of? I would think of hyper idle games – not full on idle but taking elements of hypercasual up. That is a challenge now for the industry because I think the industry is growing in terms of players and number of games, but in terms of classic monetization, perhaps we are close to hitting peak revenue What are hybrid games? If you read a hypercasual review, there are notes saying there are too many ads. The reality is there’s only so many interstitials and rewarded videos, you can physically cram into a level before negative impact on your retention. ⛔️ Common mistakes to avoid when moving from a hypercasual to a hybrid genre KEY QUOTES Hypercasual games are reaching a point of saturation □ The different publishing strategies for both the genres □ What resources should developers look at adding to build a hybrid game □ Tips to move from a hypercasual to a hybrid game □ Key motivators for players to spend $$ on IAPs □ How the unit economics differs for hypercasual and hybrid games □ Factors that contributed to the rising popularity of the hypercasual games I highly recommend this to anyone interested in moving to hybrid games and also to those that are currently working within the genre. Our conversation flows around the new dynamics involved in monetization, game design, unit economics, hiring, publishing, and much more in all things hybrid. In today’s episode, Jon tells us about how the hypercasual genre has evolved to the point where it’s approaching saturation in the form that it currently is – and outlines the next stage of its evolution – hybrid casual. Jon is the CEO at BoomHits, a mobile game publisher with many hits in the hypercasual and idle genres.
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