Gaming PM Strategy for a Ballooning Usage-Based SaaS Bill After a Lockdown Player Surge

Quick Overview

A product strategy case about a consumer gaming company whose pay-as-you-go SaaS bill is ballooning after a COVID-19 lockdown surge in players. It tests unit-economics reasoning, vendor negotiation, cost and monetization trade-offs, phased planning and protecting the player experience.

Gaming PM Strategy for a Ballooning Usage-Based SaaS Bill After a Lockdown Player Surge

Company: Tencent

Role: Product Manager

Category: Product Design & Strategy

Difficulty: medium

Interview Round: Other

You are the product manager at a consumer (B2C) gaming company. Your company has partnered with an outside SaaS provider, and the contract bills on a pay-as-you-go basis: the more the service is used, the more you pay. COVID-19 lockdowns have pushed your user numbers to a level the company has never seen, and at the contracted rates the charges are on course to become enormous. As the PM, what strategy would you put in place to deal with this? ```hint Is every new player a cost or an opportunity Before you reach for cost cuts, compare what one extra active player costs you under the contract with what that player brings in, and ask how long the surge is likely to last. ``` ### Clarifying Questions - What does the provider's service do for the games (for example multiplayer servers, matchmaking, voice chat, analytics or content delivery), and what unit does it meter: active users, sessions, compute or data transferred? - How do the games make money: upfront purchases, in-app purchases, subscriptions, ads, or a mix? Do the new lockdown players spend like the existing ones? - What does the contract allow: a committed term, volume tiers, a spending cap, renegotiation or exit clauses? - Is the concern a loss on each extra player, or a total bill too large for the current budget and cash position even if each player is profitable? ### What a Strong Answer Covers - The unit economics of the surge: vendor cost and revenue per active player by segment, whether the growth is profitable, and a view on how long the surge will last. - Options across several levers (a lower unit price, less usage per player, more revenue per player, shaping demand, changing supplier), each judged on impact, speed, effort and risk to players. - A time-phased plan for this week, the next few months and the long term, including when switching vendors or building in-house would be worth it. - Success metrics centered on margin per active player, with guardrails for player experience, retention of the new cohort and community sentiment. - Risks: the vendor relationship and lock-in, migrating mid-surge, price backlash, and overcommitting before players drift back after lockdowns end. ### Follow-up Questions - The provider offers a much lower rate in exchange for a multi-year minimum commitment at today's usage level. Would you sign, and what would you need to believe first? - Finance proposes limiting how many new players can join the most popular modes until the contract is renegotiated. How do you respond? - How would you tell whether the lockdown players will stay once restrictions lift, and how would the answer change your plan?

Overview: A product strategy case about a consumer gaming company whose pay-as-you-go SaaS bill is ballooning after a COVID-19 lockdown surge in players. It tests unit-economics reasoning, vendor negotiation, cost and monetization trade-offs, phased planning and protecting the player experience.

Tencent logo
Tencent
May 26, 2024
mediumProduct ManagerOtherProduct Design & Strategy
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You are the product manager at a consumer (B2C) gaming company. Your company has partnered with an outside SaaS provider, and the contract bills on a pay-as-you-go basis: the more the service is used, the more you pay. COVID-19 lockdowns have pushed your user numbers to a level the company has never seen, and at the contracted rates the charges are on course to become enormous.

As the PM, what strategy would you put in place to deal with this?

Clarifying Questions Guidance

  • What does the provider's service do for the games (for example multiplayer servers, matchmaking, voice chat, analytics or content delivery), and what unit does it meter: active users, sessions, compute or data transferred?
  • How do the games make money: upfront purchases, in-app purchases, subscriptions, ads, or a mix? Do the new lockdown players spend like the existing ones?
  • What does the contract allow: a committed term, volume tiers, a spending cap, renegotiation or exit clauses?
  • Is the concern a loss on each extra player, or a total bill too large for the current budget and cash position even if each player is profitable?

What a Strong Answer Covers Guidance

  • The unit economics of the surge: vendor cost and revenue per active player by segment, whether the growth is profitable, and a view on how long the surge will last.
  • Options across several levers (a lower unit price, less usage per player, more revenue per player, shaping demand, changing supplier), each judged on impact, speed, effort and risk to players.
  • A time-phased plan for this week, the next few months and the long term, including when switching vendors or building in-house would be worth it.
  • Success metrics centered on margin per active player, with guardrails for player experience, retention of the new cohort and community sentiment.
  • Risks: the vendor relationship and lock-in, migrating mid-surge, price backlash, and overcommitting before players drift back after lockdowns end.

Follow-up Questions Guidance

  • The provider offers a much lower rate in exchange for a multi-year minimum commitment at today's usage level. Would you sign, and what would you need to believe first?
  • Finance proposes limiting how many new players can join the most popular modes until the contract is renegotiated. How do you respond?
  • How would you tell whether the lockdown players will stay once restrictions lift, and how would the answer change your plan?