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How game devs can break out of the app store and reach untapped markets (VB On-Demand)

Presented by Xsolla

Mobile game developers can expand globally, increase profit margins and build stronger relationships with players as they learn how to sell their content directly to their audiences. A panel of professionals teamed up with Dean Takahashi of GamesBeat to share their insights on getting free from the App Store at this on-demand VB live event!

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Finally when we look at Apple vs. Apple. In an epic lawsuit, a federal judge ruled that Apple could not ban game developers from in-app advertising to show players alternative ways to purchase gaming equipment at lower prices. The verdict has been stayed during the appeal, but the legal battle has sparked a global debate over whether App Store rules, commerce rules and whether these mobile giants should give mobile game developers the same freedom as web game developers.

The VB Live webinar, “How Mobile Game Developers Can Get Free from the App Store,” brought industry experts together to talk about the gray area between the appeal process and the legal anomalies of shaking around the world.

Right now, before the final verdict, developers and publishers should ask themselves some important questions, said Mikka Luotio, Europe’s director of business development at Xsolla. First, how they can give better value to their players, and second, how they can get more direct relationships with their players. Means going to multiplatform.

“If you have a web version or a PC version of your mobile game, you have a full commercial stack,” Luoto said. “Mobile platforms don’t want to touch it. It’s yours as a developer or publisher. “

Outside commercial options allow players to do many things they can’t on mobile platforms, including allowing players to interact and giving publishers a place to provide more personalized service to their MVP players. These commercial experiences can also extend a number of developer titles, rather than being locked into an IP. But the App Store monopoly has other implications, said Michael Carter, co-founder and CEO of Placo.

“I don’t think ‘breaking free’ is an interesting goal – there are always platforms, always payment mechanisms and gatekeepers,” Carter said. “I see it from more than one point of view, what experience can you enable? What would be really nice? We are seeing signs of wonderful experiences. “

It draws attention to the cultural phenomenon of the world, which took over the web – and it will not be possible on the App Store. The question is, what would the world look like if more people were able to build a business model around high loyalty experiences like WorldL or similar experiences?

“I think at its heart, Apple and Google, they both care about their customer experience,” he said. “I hope that when these are cases of unavoidable use and developers push for it, it is in the long run aligned with what the companies want. Send and everyone can jump into it, it has always been and will continue to be one of the most important features of the web and computing in general. “

Tuge Ellidiz, co-founding CEO of Veloxia Technology, agrees, “I personally find this topic very interesting because there is a personal reason why we are not just talking about the competition between Apple and Fortnite, the two tech giants, but We’re really talking about how this will probably affect the future of all gaming in five years. “

For Taiwan Yoon, chief business officer of Super Evil Megacorp, exiting the App Store may mean getting a better margin by eliminating the cuts that Google or Apple take, but more importantly, it enables them to reach that market. Is who they were. Previously unable to access. Google and Apple Payment Solutions are primarily limited to credit cards, which is good in most first-tier countries, but credit card use is still relatively limited in large emerging and developing markets such as Southeast Asia or India.

“From a developer’s perspective, there is a very large market, and because of their short-sightedness, it prevents developers from being able to take advantage of it,” Yune said.

App Store Monopoly is also affecting Instant Games, which resides within social media apps and is increasing in popularity. Carter notes that Playco has more than 500 million players in its Instant Games portfolio – more than almost any mobile game company out there. But Apple and Google have also blocked the way for customer relationships by denying commercial transactions there.

“These types of games are built with inter-functionality as the mainstay,” he said. “If I have a social game, but half of my friends or family or co-workers can’t play it, it’s a mistake. By depriving Instant Games of the ability to deal with customers in any way, it simply sucks all the oxygen out of them.

Blockchain and cloud games still have many technical problems for mobile game developers, but over time, subscription services have become increasingly viable, with Apple introducing Apple Arcade. For Yun, subscription services are the best opportunity to create exciting games that are not currently so popular in the ecosystem and focus on connectivity rather than monetization.

“Both as a business model and as an extension of the variety of games we see, subscription services can be a good thing for the ecosystem,” he said.

After all, what consumers want is an easy way to interact with their games, whatever they want to play on the screen.

“If they think they want to buy a game, buy a season pass, buy a bundle, you need to offer your customer all the screens they use to play the game,” Luoto said.

Five years from now, he predicts, this whole conversation about the platform will seem strange, or even strange. We would instead live in a world where customers can go to any outlet to play their games and use any transaction method including blockchain and NFT.

“It’s a world and the future in which I want to subscribe, where customers have an abundance of choices, and developers and publishers can choose where their customers are,” he said.

For a full, in-depth discussion of the App Store monopoly, the opportunities available to game developers of all sizes by going cross-platform, and more, now on demand, for free.

Look at the demand here!

You will learn:

  • How To Get Rid Of Mobile App Store
  • Best practices for commercial growth
  • How mobile developers can reach revenue targets
  • Real-world case studies from successful mobile game developers and publishers


  • Michael Carter, co-founder and CEO, Placo
  • Tugay AlyldızCo-Founder CEO, Veloxia Technology
  • Taiwan YunChief Business Officer, Super Evil Megacorp
  • Mikka LuotioDirector of Business Development, Europe, Xsolla
  • Dean TakahashiChief Author, Gamesbeat (moderator)

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