two & a half gamers
00:36:40 路 Matej Lancaric, Robin Kuyer, Ondrej Monsberger
[00:36:40] S2: Yeah. Yeah. Yeah. Can you can do a comparison. [00:36:46] S0: I... Yeah. I don't know which one... I like all of the playables. I think all of them are also, like, really good in how they're set up, how the progression is. So to me, what it seems like just analyzing this is they have this playbook of what needs to be in a Playable, what makes a Playable good. It's the hook, it's the progression, it's the reward you get at the end, it's the physical, let's say, or the visual juice that you add to the Playable as well, and then have something to send the users to the store. So it feels like they just have this playbook which is working well, and they are able to apply it across, like, different mechanics and across, like, different settings. So, yeah, this is really when you when you go from, like, making playables just from IDs to go into, like, full blown operation and having like everything like laid out as to like how you should do that. [00:37:41] S2: Yeah. I would say Kingshot is making Forex more money than Last Asylum. [00:37:46] S0: Okay. [00:37:47] S3: Pun in [00:37:47] S2: pun intended. No, it's it's it's way bigger. But still they are, at least, they're trying and they're growing. So, it was a very big and successful launch for these guys. Obviously, it's not nowhere near what Kingshot is doing, but still, I am going for some inspiration to Last Asylum just because they're doing exactly what Robin mentioned, like all the different ideas. Mhmm. And really So what's
00:37:47 路 Matej Lancaric, Ondrej Monsberger
[00:37:47] S2: pun intended. No, it's it's it's way bigger. But still they are, at least, they're trying and they're growing. So, it was a very big and successful launch for these guys. Obviously, it's not nowhere near what Kingshot is doing, but still, I am going for some inspiration to Last Asylum just because they're doing exactly what Robin mentioned, like all the different ideas. Mhmm. And really So what's [00:38:14] S3: the what's the road there from you as a creative person? Like, you already have 10,000 playables. What's what's the next step? Like, just iterate on those and create 20,000 and just different... [00:38:24] S2: Not 20,000. You don't really need 20,000. I'll let you check where where they are actually spending their money. [00:38:32] S3: So now when... I don't know. Halloween will be coming, you will risk in the half of the playables to Halloween and yeah, [00:38:40] S2: I don't think Last Asylum actually needs that since the you know, the plague doctor is kind of Halloween theme already. [00:38:46] S3: But you can, you know, do. [00:38:47] S2: But you can, yeah, you can, you can, you can, you can, but am not a very big fan of, you know, Halloween and seasonal creatives in Mhmm. Yeah. Because I've I've seen it really doesn't work that well. Mhmm. But yes, that's one of the one of the way... Ways how you can actually expand. But they are doing all of these RPG slash rogue lite, Survivor IO types of different different playables, which is great. And I don't think they need more than 10, 20 concepts, unique ones, honestly.
00:38:47 路 Matej Lancaric, Robin Kuyer, Ondrej Monsberger
[00:38:47] S2: But you can, yeah, you can, you can, you can, you can, but am not a very big fan of, you know, Halloween and seasonal creatives in Mhmm. Yeah. Because I've I've seen it really doesn't work that well. Mhmm. But yes, that's one of the one of the way... Ways how you can actually expand. But they are doing all of these RPG slash rogue lite, Survivor IO types of different different playables, which is great. And I don't think they need more than 10, 20 concepts, unique ones, honestly. [00:39:26] S0: One is coming up with all the ideas and making the iterations and then going live. And then the second thing is that going live, right? Like, do you expect the network to be able to test 100 different playables and how do you analyze that and then get that, you know, make that into something, like, sensible feedback as to what's working well and what's not. Think that's empty production and then everything after. [00:39:53] S3: Finish the game and I'm waiting like this guy's hungry on the queue. Sorry. Oh, there we go. [00:40:01] S2: There you go. Okay. [00:40:02] S0: You should just ask. There it is. [00:40:04] S2: Yeah. [00:40:04] S0: Learn more. Learn more is a pretty interesting CTA. I've never seen that one. [00:40:08] S2: Yeah. Learn more and you go you go straight to the store. [00:40:12] S0: You go to the store. [00:40:13] S2: Can see. [00:40:13] S3: Lesson learned, [00:40:14] S2: you know? Yes. Yeah. Yeah. Exactly.
00:40:14 路 Matej Lancaric, Robin Kuyer, Ondrej Monsberger
[00:40:14] S2: you know? Yes. Yeah. Yeah. Exactly. [00:40:17] S0: Yeah, that's what I have. Also tried to do something different. I tried to filter on just Asia in Sensor Tower and I was thinking maybe we have some sort of special part where everything is completely different. It was not. Playables that work well, they just work well, right? And there was no big difference in filtering on Asia or filtering on Europe. I guess the major companies are just the ones that we are already talking about on a monthly basis right now. Exactly. [00:40:52] S3: It's just a gut feeling that the family drama is just slightly more in those Asian playables, but that's just the only difference I saw. Like you know, like getting dressed for the mother-in-law and making choices and all this stuff, it's a little bit more present there than in Western markets, but as I said, maybe just a gut feeling. [00:41:16] S0: I'm not sure. When I had the idea I was expecting like, oh, now we're gonna see anime playables. Yeah. No, man. Like... Crazy. There's nothing there's nothing nothing like that. Right? It's not... [00:41:28] S2: If you're looking at videos, maybe that's a different topic. Yeah. But in terms of labels, their mechanics, and you have the game, and it's like, what else you're gonna kind of [00:41:37] S0: Yeah.
00:41:37 路 Robin Kuyer, Matej Lancaric
[00:41:37] S0: Yeah. [00:41:37] S2: Change. On the other hand, I would expect the playables that are working better in Asia to be harder and, you know, you... More, let's call it, grindy rather than just the the the western versions because that's how, you know, they like their games. So that's the only thing that I would say, like, the difficulty would be different, but the visual style, not really. [00:41:57] S0: But there's also companies that specialize in making making games like fit for the Asian market, and that's not so much as just doing like translating CTA from downloads to whatever it is. It's also about... I spoke to one company and they're changing the whole store page. So they do custom custom screenshots and everything to appeal more to the Asian market. So I was expecting like maybe there would be something like that for playables, but again, I didn't really find that.
00:41:57 路 Robin Kuyer, Matej Lancaric
[00:41:57] S0: But there's also companies that specialize in making making games like fit for the Asian market, and that's not so much as just doing like translating CTA from downloads to whatever it is. It's also about... I spoke to one company and they're changing the whole store page. So they do custom custom screenshots and everything to appeal more to the Asian market. So I was expecting like maybe there would be something like that for playables, but again, I didn't really find that. [00:42:28] S2: And one major army, my other game is like second biggest country in the revenue is South Korea. Did anyone say web revenue? Oh yeah. This episode is brought to you by FastSpring, the no drama D2C partner that's been scaling with mobile publishers for over twenty years. They're fast growing, profitable and seriously reliable, which is more than you can say about most vendors in this space. Anyway, whether you're launching new web store, replacing your current data set up, or adding a backup plan, FastSpring is here for you. Visit fastspring.gg to set up your web store today. Fastspring.gg. Hello? FastSpring. Thank you very much guys for sponsoring this episode. There's no localization. It's just hard as fuck. And I only think I did was just translate the the Google Play Store to Korean language. And it it works because, I mean, the visual kind of art style is appealing to kind of Eastern audience, but still, like, it's... The the mechanics are more important. That's what I found kind of.