Conversion to Play: The Art of Loading

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On the web, games are not pre-installed, but downloaded at the moment of play. Therefore the loading experience is a key part of your game’s success. During this talk Poki’s Kasper Mol will introduce you to the Conversion to Play concept, and what methods are available to nail this.

Kasper Mol
Kasper Mol
31 min
08 Apr, 2022

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Video Summary and Transcription

The Talk discusses the art of loading in web games and its impact on success. It provides tips for improving conversion to play, optimizing loading, and creating a clear path to play. Examples of games that improved loading are showcased. The importance of file size and designing games with it in mind is highlighted. The speaker shares challenges in math and coding, as well as their experience with WebXR games and blockchain. Managing time for indie game development is also discussed.

1. Introduction to the Art of Loading in Web Games

Short description:

Today I want to talk to you about the art of loading and its impacts on creating a web game. Being aware of this from the start of your game development can greatly improve your chances of success.

Hi, everyone. It's good to be here. This is, I think, one of the first conferences dedicated specifically to web games. So I felt I really needed to be here, because that's something that I've been spending most of my professional life on.

So today I want to talk to you about the art of loading and the impacts of that on what we think is one of the most important things to consider when you want to create a web game. And being aware of this and taking it into account from the start of your games development will greatly improve your chances of success.

So I'll be covering a broad range of topics. Instead of diving into one thing very deeply, my goal is mostly to build awareness and make you care. So yeah, let's start.

2. From Indie Developer to Tech Lead at Pokey

Short description:

Today I want to talk to you about the art of loading and its impacts on creating a web game. Being aware of this from the start of your game development can greatly improve your chances of success.

First of all, let me introduce myself. So my name's Kasper. I live in the Netherlands, in Amsterdam, and I'm a tech lead at Pokey, where I've been working for quite some years now. In total, I have about eight plus years of experience in the web game industry. And next to that, I'm also an indie web game developer.

So the two games you can see here on the left, Supernova, on the right, Joyrider are two of my personal projects. I'm very proud of them. Give them a play if you ever have a chance.

Also, a little bit about Pokey, in case you don't know us yet. So Pokey is a web game platform. You can see our homepage here. We have about 30 million monthly active users. And we're trying to build the ultimate online playgrounds and setting new standards for web games. I think we're most proud of, though, our direct relationships with about 300 game developers, ranging from big established studios to one man teams who have built their business from the ground up on our platform. Things we do range from bringing mobile hits like Subway Surfers and Stickman Hoops to web, to reviving Flash classics into HTML5 such as Bubble Trouble, the Nitrome Collection and Impossible Quiz, as well as making new original web game productions possible such as Plumgy Rockets or Narrow One. Give us a visit when you have some time on desktop or mobile on poki.com.

So, as I mentioned, this talk is about the conversion to play so you should probably know what it is and also why you should care about it. So let's just start by saying that of course web is on demand. Games on web are a bit different from games on other platforms because they're not pre-installed. They're downloaded at the moment of play. That means users see something they like, they click and then at that moment they have to download the game before they start playing. So this is an initial hurdle for players to enjoy or even try again and that makes it very important. The loading experience really is key. If this is done wrong or if it's ignored it's going to have some pretty substantial consequences. So we've seen games where only 20% of interested people would end up playing, which is a very small amount and it means you're losing lots of players before they even get to the thing that you're probably very proud of, which is your game.

So, Converse to Play. It's basically the name for the metric we've defined to keep track of this specifically. You can see here on the flow kind of how it works. So on the left, a player sees the thumbnail of your game. They click on it.

QnA

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