Vlad Suglobov1:19:41
You touched upon several important topics here. User acquisition fluctuates between games—we have different approaches—and quarter to quarter it can change. But to be predictable, we have said that we will spend between 17 and 22 percent in any given quarter on user acquisition. You have the lowest and the highest, and you can take that into account. We're not going to go over 22 percent—we will at least do our best not to. So far we are quite consistent in that regard. So you have some understanding of where our marketing expenses are going to be—Match Three or not, they're going to be maximum 22 percent of gross revenue. Even if gross margins improve, the maximum we would spend on user acquisition is still 22 percent, so the rest of the improvement in gross margin will fall through to EBIT and other things. More expenses can happen because we continue hiring people, but this is a very slow, gradual process. Starting August 1st, Windows lowered their store fees from 30 to 12 percent. This is very big news for us. Your estimate was about 20 percent, some other analysts are saying we derive up to 40 percent of revenue from the Microsoft Store—the truth is somewhere in between. We don't break it down specifically by store, but we will release the Q3 report very soon, in one month, and it will be the first quarter in which starting August 1st these lower fees will be included. There will be a bump in the gross margin, and I will make sure to point out exactly where that bump is. In Q4 we will see the full impact because all three months will be with the 12 percent commission on the Microsoft Store versus 30 percent we had previously. Another interesting development with gross margin, in addition to reduced licensed revenue and reduced payments to other developers, is this really good thing from last week—the Apple and Epic Games decision that allows developers to use alternative payment methods for in-game purchases. If we look at the specifics, Apple was ordered to stop prohibiting developers from having a link to their own payment processing, which allows us—if we have the technical capability—to drive at least some of the revenue into our own payment processing, lowering the effective store fee on Apple revenue as well. We haven't heard back from Apple; we're eagerly awaiting to see what they decide. Will they fight this decision? Will they lower their store fees as they did for non-games? Will they keep fighting developers? I don't know. I hope they choose something reasonable. Letting more money pass through to developers and letting more money be used to develop games is a great decision in the long run that will benefit them, the App Store, and their business. They want developers to use that money to create even better games. I hope they understand this and lower their fees or allow developers to use their own payment processing. But there is very strong momentum building in terms of regulation and the legal situation. No one is talking about raising store fees at this point—it used to be a popular question for me several years ago. I would just keep saying no, they will probably lower them. The more pressure and competition there is, the more moves like Microsoft lowering to 12 percent, avoiding all scrutiny by setting a reasonable rate that no one would question. Apple has 15 percent for some apps, so we know exactly where it can go. I think it's a very positive development for us and for all other game developers. With Microsoft, we are probably one of the top developers by revenue on the Microsoft Store—I wouldn't be surprised if we're number one or number two. We are probably the public company benefiting the most from this particular change. We look forward to developments with Google Play and Apple as well. Another important thing we discovered—as an experiment we launched G5 Store. We gave players the ability to play directly from our website, download games directly, and pay within our games with our own payment solution. This store really took off—it's growing every month very quickly. What's impressive is how willing players are to download games directly from our website, trust this developer, go through G5-branded payment processing, enter their credit card or use PayPal or Amazon Pay, and process these payments. We see very high conversion rates and very healthy monetization metrics. It looks like you don't have to use Google's or Apple's payment processing to reach your customers. Players are more than willing to do that. The argument that you have to channel all payment processing through a single high-profile processor is just not true. There are many alternatives. There should be fair competition—no one should be able to charge 30 percent for processing a payment when the rest of the industry charges just a few percentage points. We're very excited about G5 Store—it lowers our effective store fee, mixes into the overall revenue mix, and increases our gross margins.