Sunday, August 16, 2020
eRepublik
eRepublik In Madrid we meet Alexis Bonte, the CEO and co-founder of eRepublik labs. ERepublik labs develops and distributes massively multiplayer online games (MMOG).Alexis shares some insights on his professional background and why he founded eRepublic. Furthermore, he describes the business model and uniqueness of the game and his plans for rolling out different mobile MMOGs in the future. Lastly, Alexis shares some advice for first time entrepreneurs.Interviewer: Hi. Today we are in Madrid with eRepublik. Alexis, who are you and what do you do?Alexis: My name is Alexis Bonte and I am the co-founder and CEO of eRepublik labs.Interviewer: What did you do before you started this company?Alexis: That is a complicated thing. I started my first company when I was 21, straight out of business school, it was called Tradeok.com. I tried to do eBay in Europe, but at the same time as OLX, this was 1998, it was a complete failure, didnât work out. I actually raised some funds and all that, but it did nât work out. I was very lucky because then a friend of mine was raising funds in Argentina for another company, and I told him South America is a bit risky and all that sort of stuff, Iâve an idea, let me come and see your investors, convince to contribute more money, and Iâll give you what Iâve got left of my company, then youâll have an office in Europe as well. And he said, okay, letâs try and do that. So I had 500,000 left, so I took a flight to Argentina, convinced his investors to raise a million dollars instead of $800,000, I got 5% of his company. I lost my company, I lost everything, but I traded for some of his company, I didnât go bust. And five years afterward the irony is that the European office of that company saved that company, and, then the company was bought and it was a huge exit. So thatâs how I got started.And then I worked in Lastminute.com, which is a big travel company, I met a wonderful person called Brent Hoberman who asked me to help me o ut to basically found and start Lastminute.com. I was not the founder but I was part of the team in the beginning. And that was a crazy story for six year with the IPO, and then the company went down really badly, then we managed to rebuild it and we sold the company in 2005 for $1.1 billion to Sabre.Interviewer: When did you start with this gaming industry?Alexis: When I was 16 years old my friends used to make fun of me because I would write business plans about the games company I would have one day. So I would write down the games and all this stuff I wanted to do, at the time I think it was Formula One management game, something like that. So after Lastminute.com I did a bit of angel investing. My wife is Spanish, she wanted us to move to Spain, so I moved here. I started with new things in Romania and all that, and found some developers for different things. Iâve always liked a game that was called Civilization, which is a famous PC game, and I thought it would be great if w e could have Civilization on the PC but online, with everything on the internet, with user-generated content and all that, and I found somebody in Romania who was a programmer and he said that could be interesting as well. So we started like that. We didnât know what we were doing really.Interviewer: How long did it take until the company kept growing a little bit faster.Alexis: For six months the company was just six people. I basically put the money for it to get it started and we built the product. I designed the game and that sort of stuff. After six months I was like, This is pretty good. It wasnât really ready but we launched it anyway, and I remember it was in the beginnings of Twitter and I was one of the first people on Twitter â" thanks to Loic le Meur who showed it to me â" so I tweeted, hey, Iâve just released this social strategy game called eRepublic.com where you can be a real citizen in a real country. And I thought letâs see what happens. Within a week the re were 30,000 people playing from all over the world. Thatâs how we started. One month afterward we competed on the web, we presented in on the web, we won the special jury prize in the web and things just got started up.Interviewer: So was it more PR driven?Alexis: I think when youâre starting and when youâre an entrepreneur â" I was lucky because at Lastminute.com I wasnât the founder, so I didnât have the gravitas that the founder had, but I did have the contacts, I did know a lot of people, so that gave me access to different influencers. Also I was very lucky when I moved to Madrid here to meet a wonderful man called Martin Varsavsky, who very kingly invited me to â" he used to do an event called Menorca Tech Talk â" and he invited me to that event and I went. So I showing the game to people who were influential. And then I got those people to retweet my tweet and start talking about the game, I got Julio Alonso, who is a Spanish guy here who has the biggest blog s, to start playing the game so that people who like Julio Alonso will also play. So itâs not PR, I would call it more social networking and then making that work. We didnât get a lot of press in the beginning, almost no press, then when we started having millions of users and all that we got the press.Interviewer: So basically focus on the key influencers and then just having them disseminate the message?Alexis: Yeah.Interviewer: The business model of eRepublik, how does it work right now?Alexis: At the beginning it had no business model, because the game was free, we didnât know how we were going to make, we thought we would do the advertising. But no, we wanted to first put it free to play. This was seven years ago. Actually the Germans were the ones who were doing this in the beginning. I think it was only game free to play, so we looked at what they were doing, and we decide to introduce a currency in the game that you could purchase. With that currency you could basical ly buy advantages in the game and all that, and thatâs become our business.Interviewer: How many users do you have currently at eRepublik?Alexis: In the past seven years weâve had five million user whoâve registered to play the game. And thatâs the official number that we disclose, but itâs a smaller number of players that are actually active on a monthly basis, but we donât disclose that number.Interviewer: By which channels do you acquire the customers or users today?Alexis: Today we only rely on organic, reality still. There was a time when we did some marketing campaigns like AdWords and all that, but those became quite expensive. So we stopped doing it and we put more viral elements to the game and all that. And thatâs what we do. Also what weâve realized is the organic traffic is usually a lot better than the acquired traffic.Interviewer: The conversion rates of signing upAlexis: The conversion rates, the second day return, the three day retention rate, the mar ketization is much much stronger. So we try and rely on organic as much as possible. But there were times when we were spending a lot of money on marketing.Interviewer: Can you give us some more insights on the KPIs youâre tracking and how they help you perform better?Alexis: One KPI we look at is if youâre looking at the marketing channel of course you look at the acquisition cost per registration or per install, if youâre talking about mobiles thatâs the first thing you look at. We never never pay non-performance advertising, we never do that. Then what we do get is the percentage of people who complete what we called the on-boarding, the tutorial. So if youâre below 60% youâre in trouble, that means that is a warning you should change it. Then we look at the percentage of people who come back on the second day. So thatâs what we call the second day retention. So clearly you want to be at 50%, not lower than 40%. And then we look at seven day retention and three day retention, and ideally you want to be around 20-25%. So 100 players that install or register in your game after a month if you have about 20-25 still playing. For core games, most core games are actually around 10, but if youâre below 10 youâre really in trouble. And then obviously monetization, how much revenue can you get? And that really depends on the game. A game like ours, eRepublik, monetizes quite late because itâs very hardcore. But mobile games will monetize in the first week, so it really depends on the game.Interviewer: Because you have the purchases of the app or in-app purchases that they monetize better?Alexis: Because you have in-app purchases and because on mobile the lifetime of a user will be shorter, it will be two months, three months, four months, six months if youâre very lucky. In games like iRepublik.com you can actually have a much longer lifetime, so we have an average lifetime of close to two years, which is very long by the way, itâs probably o ne of the longest in the industry.Interviewer: And in terms of the revenue model can you split this via desktop and mobile and how youâre earning money on both of these devices?Alexis: Right now for eRepublik itâs quite bizarre we did a web mobile version within the application of eRepublik, because eRepublik is a browser game, and what weâre seeing right now is that about 15-20% of our traffic is mobile, which is very low, it should be higher. It will be much higher when we do an app, but right now what weâve decided to do â" because eRepublik is such a complex game, it is a seven year old game, weâre adding things every month â" is to do new games, so we are launching âTactical Heroesâ, thatâs the next game weâre doing. We are self-launching on 26th of June in Spain, and weâll have the global launch sometime in September. Iâm very happy because weâve had that first review today. Some journalist managed to find our self-launch in New Zealand, indeed he did a review of the unfinished game and we got 8/10 for a game thatâs not finished yet. So weâre very excited about that. And then weâre doing another game called âAge of Lordsâ which we will launch sometime next year.Interviewer: Can you tell us a little bit more about your future plans for these games, because as you said youâve got one game now, youâre planning to release two further games. Can you tell us a little bit more about the strategy behind it, whether youâre expanding it into different kind of games segments or different platforms or geographic regions?Alexis: The game eRepublik is played all over the world, itâs very strong everywhere in the world, except in Asia. We actually decided to continue focusing on strategy games, because itâs working now and thatâs what we love. But what weâve decided to do is actually to pivot the company towards mobile games, because this is where all the growth is right now. In browser games theyâre declining about 1 5-20% year on year, mobile games are boom! Also there is a lot more competition with mobile games, so you need to know what youâre doing. So this is the reason.Actually we have two game studios in the company. We have a game studio with about 35 people in Romania, and that game studio is divided into two game teams, one game team that covers eRepublik.com, and another game team that takes care of the new game âAge of Lordsâ. And we actually had to open a new studio here in Spain, which is where I live, to do âTactical Heroesâ. And we needed to have a mobile games team for that, and that was the hardest part to do, so we had to acquire a company. So we made a small acquisition of a company called âAlien Flowâ which had a team of people who were experienced in doing mobile games.And another thing weâve done is weâve spent almost a year just building the team up. Getting people from Gameloft and companies like that that really have experience. So we now have a very st rong team, about 27 people, here is Spain that allows us to compete here, to compete in games. Itâs all about the team.Interviewer: How do you convert the users from eRepublik to the new games given that the hard fact that itâs a different kind of genre and different kind of platform that you use. And also in terms of marketing channels, itâs different way of acquiring customers for a mobile application as opposed to the desktop?Alexis: The one thing that weâve in common is that itâs a strategy game, itâs multi-player, and itâs competitive gameplay. We know that we have players who like that, we have a database of five million core gamers who like those kinds of games that we can market to, because we regularly market to all these people. And so weâll be able to cross-promote. But we know that when we cross-promotion from email to iPhone install itâs not usually the best one. So weâve tested it now with our Indonesian community, because weâve self-launched in I ndonesia, and that has given us I think about 200,000 players in Indonesia, and thatâs given us a few thousand installs. So we know that from five millions users we should get a decent amount of installs which clearly wonât be sufficient.So what weâre doing, a very good thing, is to basically learn what marketing channels work on mobile, is it Facebook, test them. And even if it is with 50 Euros, 100 Euros, very little, start testing them, start having the matrix, start measuring everything. So weâve been running campaigns in Indonesia for two months with 20 to 30 viewers a day, but weâre learning. And the other important thing is, if you can, try and get Apple to support you. Apple will never promise anything but you should definitely try.Interviewer: In terms of corporate strategy what do you need to do now in order to remain relevant and grow the business? What is the competitive advantage in the online gaming industry?Alexis: I would say probably now three or four year s eRepublic.com was at the forefront, and then we missed the boat, we missed the whole Facebook games boat, because we were so focused on eRepublik. It was growing, we were on the rocket ship, and we were just trying to keep the rocket ship going, and when you do that sometimes you miss opportunities. And I remember we actually knew about the whole Facebook program and all that from the moment they launched, and we were like we donât have time for that. And we missed the whole Facebook thing. So we decided we donât want to miss anymore. So from a strategic point of view what weâve done is although what is easy for us is to keep investing in eRepublik and keep going along with that, we said of both the teams we have we are going to reduce the team that is focusing on the eRepublic.com, weâre going to do that acquisition, we need to be good at mobile, we need to understand mobile. And so thatâs the big strategic decision that weâve done. ERepublik.com was a profitable comp any for the past few years and we said now the train is leaving the station, itâs going fast, we weâre going to invest, it doesnât matter, we donât need to be profitable for one or two years, we have accumulated reserves, and weâre going to just invest to make sure that we get on the new rocket ship.Interviewer: This is a very good bridge for talking about the market development. As you said there seems to be some shift over the past few years from normal browser games to more social related games, using Facebook for virality, and now mobiles. Can you tell us a bit more of what you think the future will be in terms of gaming? Obviously desktop will not die but maybe the proportions will change or the type of games that are played on different devices will maybe change?Alexis: Thatâs a very good question. By the way, Facebook is a good platform, and I think there will still be social games being played on Facebook, there have been very good successes on Facebook recently, so thatâs a really good platform and one that weâre looking at and talking to. Then basically the desktop games our team is doing very well, and I think this is the really really core games on PC. I would think e-sports is really happening on the PC. So the ones I will be more concerned about is the consoles, the consoles are struggling, even the new generation and consoles but the PC games I think will still be there.I think browser games are going to continue to decline. But two games that are in my opinion are still going to go well especially the tablets. I think phones and all that is going to be strong, but the tablets are going to be very strong. But the types of games have to be slightly different, the biggest difference is the time of the session, how much time you spend playing that game. For example on PC you could have a game that is designed to be played for hours and hours, same thing on the console, on the mobile phone itâs a few minutes, itâs what you call t he snack, the snack experience. On the tablet itâs between both.Interviewer: Because youâre coming from this core gaming industry and seeing Diablo III for example, itâs a core game which is distributed online and making quite a lot of revenue, have you ever thought about going into this kind of subscription based core games?Alexis: We donât believe in subscription.Interviewer: Interesting. Why?Alexis: Free to play is much stronger, because free to play is more fair, you get to try the game for free and if you like it you pay. Subscription is the same thing they usually give you 15 days, but I just donât believe in the subscription model. I think different games have different values for different people. I might use Diablo III five or six hours a day, and you might use it half an hour a day, why should we pay the same price?Interviewer: With Entrepreneurial Insights we always try to teach or give advice to first-time entrepreneurs. And I think youâve learnt some quiet c ool lessons over the last 10 to 15 years being an entrepreneur. Maybe I can ask you to share one or two stories.Alexis: When they first start a company, the one thing I tell them is the first three years of your life as an entrepreneur are going to be hell. Itâs going to be horrible. Youâre going to learn tons, youâre going to think nothing goes right, itâs going to be very very tough, and donât expect to have profits in the first three years. And people need to understand that. Itâs not like people see this glamorous entrepreneur because people only write about successes and successful entrepreneurs. Very rarely do we speak about failure. And the first three years youâre just going to fail over and over and over and over. Itâs how you fail, how quickly you fail, and then building up on those failures that eventually will make you reach success. But the most likely fact is that it is going to take like three years. So thatâs the first.The second things is actually looking to the first thing. Itâs about persistence. You have to be super damn persistent. Iâll tell you Lasminute.com, which was the first company I was part of where I wasnât the founder, but I remember it was about selling flight tickets in the beginning. And if youâre going to sell flight tickets you need have a deal with the airlines, and the first deal they tried to get was with Alitalia, it took 35 phone calls for Alitalia to answer. And then we started selling Alitalia and Lastminute.com was then the biggest travel company here.More recently in our case we are moving to mobile. Although we are an established company in browser games, nobody knew us in mobile, and it is very hard to do well in mobile if Apple doesnât look at you, doesnât talk to you, Google doesnât look at you, doesnât talk to you. And I remember at the beginning six months ago Iâll go to conferences, and I know all those people because Iâve been an entrepreneur for a long time, and I knew nobody at Apple that could help. The people at Google I knew had nothing to do with the Google people. I was completely stuck. So I started asking friends, calling, it took me three months, three months of really finding out who the right people are. The people with who have the connections they donât give you the connections. And now weâre in a situation where we are talking with these people, theyâve notice us, they know weâre serious, theyâve seen the game, they realize theyâre getting a lot, but itâs months and months and months, and itâs not something I gave to the marketing people, itâs not the marketing people that make it happen, youâve got to make it happen.Interviewer: Thank you very much Alexis.Alexis: Youâre welcome. Thank you.
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