Interview with Leonard Lin, Tyler Projects and BattleStations 2 Years Later

February 25, 2009 by Bernard Leong  
Filed under Featured, Interviews

Leonard LinTyler Projects makes half a million a year from BattleStations alone, and now new CEO, Leonard Lin’s “first order of business is to cut revenue”. “What?”, you say. Read on.

Two years ago, we interviewed Leonard Lin, co-founder of Tyler Projects about his start-up. Over the last two years, SGE has been busy featuring the most interesting products from his company, particularly BattleStations . Two years later, Tyler is making big steps (with the IDA award and recent mention in ST:Digital) and have recently moved into their new office in Toa Payoh. So, we thought it is now time to catch with Leonard and ask him how things have been going for BattleStations from Facebook to Friendster and (now MySpace).

Hi Leonard, it has been a year since your last interview on Tyler Projects with SGE. During that period of time, you launched BattleStations, which is a now prominent FB game featured in Inside Facebook, so what has happened since you launch it back then?

A few things have happened since then: Our user base has tripled and we started selling virtual goods which has brought in a steady revenue stream which has really helped the company to expand. The team has more than double since our last interview with the new hires all coming in within the last 6 months.

What are the demographics of the users in BattleStations?

Here are some official statistics:

  • Age: 30% – 12 – 17 years, 52% – 18- 34 years
  • Sex: 54% Male (this is from Quantcast, although our in game numbers seem to suggest a much higher % of males, closer to 90%.) Players who didn’t list their sex in FB are automatically assigned a male character. We didn’t log down how many users didn’t have their sex specified in their FB profile.
  • Location: 51.8% of players from Asia (Top 5 countries (largest to smallest): Hong Kong 17.5%, Singapore 12.2%, Malaysia 6.6%, Indonesia 6%, Australia 3.4%), 21.0% from US and 7.3% Canada

You can viewed the detailed data here.

Interview with Leonard - Screenshot

What are the current monetization strategies with FB apps you have come up with since the last Facebook Developer Garage?

We’re focusing on increasing revenues through virtual goods sales right now but more specifically we’re trying to move away from our current situation where we have a small proportion of our players contributing to most of revenue. We’re working on encouraging more casual users to support Battle Stations by buying just $5 of game credit. Cheaper game items, smaller minimum purchases of game credit, and more integrated selling of virtual goods with the game play are some of the measures we will be taking to try and boost our buyer rate (% of users paying).

In the short run this will probably result in lower revenue from our “high-net worth” players as we try to balance the rewards for paying users but in the long run it will lower risk since we’ll have a larger paying customer base.

One of the major obstacles to building a virtual goods model in Social networks is the user mentality that if it’s on a social network it should be free. One of the reasons our players have supported us so far is that they know we’re investing the money to make the game even better and provide high quality customer service.

Given that Facebook is slowly rejecting apps, what are the challenges that FB developers like yourself particularly in the game industry face?

I wasn’t aware Facebook was rejecting apps but I think there’s been a large number of new entrants to the social gaming scene and a lot of copycats. So the challenge is for us to keep innovating and come up with better quality games than the imitators so we stay ahead of the curve.

How do you manage the large amount of users in BattleStations and get them to continue playing the game?

We have to keep introducing new gameplay and content to keep players playing I believe a good game should be fairly easy to understand and learn. BS is hardly a simple game so we’re trying to incorporate playable tutorials to easy the learning curve for new players. We’re also constantly trying to make our customer service more automated to cope with the growing user base and have dedicated customer support for paying players.

What are the new features in BattleStations that you have added now?

We’ve buffed up the online security for our game and opened a cash shop to sell virtual goods.

Have you placed BattleStations into other social networking platforms and have they been successful?

The Friendster version of Battle Stations has been loss making since day 1. We might explore selling virtual goods there as well but if the platform proves too unprofitable we’ll have to pull out of Friendster all together. Hopefully our MySpace version due out end of this month will fare better.

Any new projects that you are currently working on and want us to know?

We have a few more projects in the pipeline as well as a really big one slated for launch end of the year. We’ll give you the details on those once they are closer to launch.

Related Links:
All Facebook, Developers of Facebook’s Battle Stations Making $40,000 Per Month with 70,000 Monthly Players.

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Related posts:

  1. Scoop of The Day: Mobile Weapon:BattleStations – Tyler Projects
  2. Interview with Leonard Lin, Founder of Tyler Projects
  3. Total Users Playing Games by Tyler Projects Reach 1 Million
  4. Jobs At Tyler Projects
  5. S$500,000/yr from a Facebook Game made in Singapore


Comments

  • Jimmy Gui
    Hey Leornard and all the other commentors,

    To uzyn: As a BS player I have followed Tyler Projects from facebook to friendster and now even to Myspace. To answer your question about why I think it hasn't been profitable on FS is because the user interface of FS is not as friendly as FB or even MS. FS in general was harder to operate ie. adding friends for crew and even accessing Clan Groups on the FS group lists.


    I think Leornard's idea of lowering the minimum package for ochoes and maybe lowering some prices on items is a great idea. I think I might actually have to start buying them. BS is extremely addicting and because of ochoes some of the people who have been playing for years are falling behind in terms of how high they are in level and I'm one of those people. I started playing in December of 2007 where the ships still looked like pictures out of a children's book and yet after about 2 years of playing I am still onyl at lvl 118, about 20 lvls lower than the leader on BS.
    Being the best at the game is a great incentive for people to pay for ocho coins, and I definitely think lowering the monetary value of the virtual goods will create a more stable foundation for the Tyler Projects.

    BTW I'm looking forward to teh mega update 2, can you maybe give me some hints as to what it includes?
  • Thanks for the great interview.

    Just wondering, have you guys researched or speculated on why the game's not doing as well on friendster? Is it because it is still not as popular there as on Facebook or is it due to the difference of how a Facebook/Friendster user use the site?
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