![]() ![]() Compared to the mechanics required in mid-core titles in order to cater to gamers’ motivation for competition, completion is easier for developers to integrate, with simple measuring systems such as saga maps, and other leveling representation sufficing. When you go to mid-core, the CPI numbers start from a few dollars, reaching up to $20 per acquired player.Ĭasual gamers are mostly driven by completion: leveling up and progressing in the game, completing tasks, and so on. These acquisition costs reveal that there is a broad audience trying out and playing hyper-casual games. If you look at the cost-per-install numbers that get reported by hyper-casual developers, you usually see numbers like $0.10 or $0.15. In terms of user acquisition, this allows for greater scale at more competitive prices. On the other hand, the casual audience spends less but there’s more of them. Mid-core significantly increases development costs. This requires both a bigger team size and, as there is more technical complexity involved, a longer soft launch to test out all the engagement and monetization possibilities. The audience consists of people who love gaining power and competing against others, and to cater to these needs, game developers need to integrate features like guild mechanics, PVP, and deep collecting elements into their mid-core games. While mid-core audiences have the potential to generate higher profits via in-app purchases, they offer less scale and their primary motivations and expectations of the game create more complexity for developers. The appeal of the competition motivation drops rapidly with age, so founders should bear in mind their target audience will be gamers in their teenage years and early twenties. The mid-core audience is primarily driven by competition, meaning that players are strongly drawn to leaderboards and duals, and more inclined to spend money to gain a higher rank inside the game. To get to the root of this, the first things to consider are differences in the size and preferences of the audiences of both categories. The economics of mobile game venturesĪfter hearing the pitch for a game, I start to think about the resources required for building it. So, how does one decide where to start and which approach will bring the most success long-term? Here’s what I’ve learned through my experiences creating a games company and going through countless pitches since. ![]() One of the earliest and most important decisions founders face when starting a games company is the level of complexity of their first game: should it be casual or mid-core? As an angel investor, every week I get to take a look at pitches from founders and I see them struggling with the same problems over and over again. ![]()
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