Longer you stay in the playable, higher like quality of the player you become and then you're more likely to pay. So, the the correlation is quality.
is corre- yeah, exactly, exactly. Interesting.
So, yeah, yeah, I mean, like this is very, very interesting the whole playable playable section of the the creative world. Cuz nobody's talking about it too much.
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Okay, real talk before we start. This episode is brought to you by Potensic and if you're a mobile game publisher tired of leaving money on the table, then listen up. Potensic is a premium ad network built by people who have actually been on both sides of this industry, game publishers, agencies, successful exits. So, they get it. Here's the thing, Potensic has direct deals with Amazon, Apple, Coca-Cola, Vodafone. It's not programmatic. It's direct. Those budgets land in your game at premium CPMs, no middleman tax and they handle everything with their in-house team in terms of the creatives. Plus, they've partnered with Playable Maker, wink wink. So, they will take brands' YouTube videos or static images and actually
turn them into playable ads or even video. Proper interactive format built for gaming inventory. Brands getting a gaming native creative, publishers are getting a higher CPMs. Everyone wins. Head to potensic.com to get started or check their creative portfolio in the link in the show notes. Thank you very much Potensic for sponsoring this episode. And hello everybody. We are going to do playable trends for March 2026, which we've never done before and that's why I I have a new crew because the other guys, I'm done with them. No, jokes aside. My name is Matej Lancaric. And you guys now, since you're the new kids on the block, you introduce yourselves as well. So, let's start with Andrej. Uh hello, I'm Andrej and I'm from Playable Maker and nice to be here. It's my first podcast ever, so bear with me. Yeah, you're going to do fine, just fine. Yeah, and and I'm John Wright. I'm the
CEO of Taboola and I'm not This is not my first podcast.
So, for the next time, when I say Matej Lancaric, you say John Wright and you Andrej, Andrej Mosburger and then we are your hosts. So, hello everybody, we are your hosts. So, we're going to talk about playable trends because we never did this before. Guess what? Playables are very important. No And we only do videos and AI, so this is going to be on the menu from now onwards. So, okay. So, as you might have noticed, if you are a subscriber of Brutally Honest, there is usually a monthly playable ads trends article as well, which is done by Andrej. So, there you go. And we can go over that and we can also then go over some games and their latest creative well, the latest playables. So, we're going to show you that. And I can see some interesting stuff right there. So, when do where do we want to start? Do we want to go over the
games first or I think let me let me do the intro for the article because then we can discuss it and, you know, if we don't have nothing else to talk about, then we can talk about gaming, I guess, right? Do we need to say what playable is? Like how many people would
No, no, no, no, no. Come on, man. I mean, this is not like 2010. I mean, if you don't Dear listener, if you don't know what the playable is, thank you very much, see you never. Yeah, leave leave now, yeah.
Leave now, yeah. Leave now. This is not for you. You can reach out to me and we can start there, that's fine. Let's do some playable Okay, okay, okay. Uh all right, so the topic for today mostly will be about playable ads for applications, utilities, so not specifically about gaming. It doesn't mean that there was no trend for gaming at all or anything like that, but since this article is being published every month, obviously we cannot tell everyone like Candy Crush was crushing it again this month or, you know, like it's still it's important trend, it's important to check, but what we are doing each month is we are trying to see something
different. So, usually the workflow is that you filter playables, new playables, new creatives uploading and there you start and then you just somehow like try to spot some sort of weird things. And that was actually what caught my and Matej's attention at at first like when I was when you when you apply this filter in in in Sensor Tower, you immediately saw that in first 10, 20, 30 playables like every second, every third was actually not a game in new creatives. And and that's why basically this topic started. I'm going to say this is the most important part because gaming and playables are married together and the apps business, they have their own tricks in terms of the UA and creatives and everything. They are yet to discover AppLovin as an interesting UA channel. What people don't know because yeah, you can still run a lot of
interesting UA on AppLovin, but you need playables. And I know Codeway and the guys from Turkey that they are with like a large app portfolios, they know how to run AppLovin campaigns, but the rest of the world, not really. And I must say for for from from my end as well, when I started I started AppLovin for my apps, my god, it's really, really working well. So, that's why we see this um this graph pretty much. This is why AppLovin have also recently launched this creative creation tool for for e-coms, right, Matej? Like they've got this new feature. I think it's in beta, so it's not rolled out fully, but eventually I imagine they'll do playables for e-coms as well at some point. I'm pretty sure that's going to happen. They have AI for videos and pretty much static images as well. Playables, yes, but it's obviously a little bit harder than just a few clicks, yeah. Same with like AI videos for for games per se, so yes, we are but we are getting there.
Yeah. We are getting there. Interesting fact was that if you check now just this graph, which is basically there's no filter in terms of what kind of genre it is or whatever, you can see that although I'm not quite sure if novels and reading books is actually now considered a gaming or not, but It's it's yeah, something in between. Something is not right. Micro drama. Micro drama. You can see how they are dominating basically in terms of impression the first three of them. But basically this is what happened when you see just the just the overall picture, you know, there is, you know, this is software update needed. Like how many times I'm fixing my mom's tablet because she fit things that she installed like fifth PDF viewer or whatever it is, right? And stuff like this. I said this story also on the podcast because I was visiting my mom and he was like, "I I'm playing Farm Heroes Saga." And then, you know, in between I'm play- I'm playing this all different games. It's like, "What do you mean?" So, I'm playing Farm Heroes and then suddenly there's an ad. It's like and there's a playable. Okay, so you mean to play You're actually
playing a playable of a different game and then you come back to to to the to the original game. It's like, "Okay, amazing." But basically this is the main part here that to take from from let's say from this part to gaming is that we will be mostly showing two or three types of playables, that that's what we are even mentioning in the in the newsletter. One is exa- exactly example like this. Why I mentioned it this specifically for gaming is because I I get this question quite a lot like and Matej, you were talking about it quite a lot as well. Like everybody wants to create that perfect playable, they want the long game play everything. I'm all for that. Like please do that. Please do that as much as possible. I wish we will be living in a world where every playable will be basically my game that I will be installing in couple of seconds and doing that. Sure. Yes. In the meantime, you will be competing with, you know, static images with just blinking text. It's a playable as well and these guys might take, you know, not your job, but, you know, portion of your traffic and portion of your installs. Don't be afraid to do so. Like it's still a playable. It's a fourth format, so it's not just text and image and video, but it's basically your fourth channel that just you need to utilize.
If you cannot utilize it fully, start here. Start with this kind of simple end card. But I would push back on this. Go on. And only I don't want to make like a promo for Playable Maker, but instead of this end card, you just do template from Playable Maker and it's it's 100% better. Because it's multiple clicks and this will eat all your budget. So, yes, you can start here, but you can make wrong decisions based on this interactive end card because then suddenly you say, "Oh, AppLovin doesn't work." Well, it doesn't work because the creative sucks. Yeah, so it's like chicken and egg problem. I agree. Let me let me rephrase it. Is that don't try to get only that one, you know, you know what I'm saying. Try to get all the types that exist. Like for example in this one, it's I already see that it's white coded based on the fonts and everything. Like so, you don't probably be talking about some some bad code and so. I already see it, but this is, you know, couple of interactions, you get the idea and it's a it's an application, it's not a game it's gamification of something that you know will never look
like this in your investment app or whatever it is. And that's what you are just trying to do like you know this is this is the this is the thing that you're trying to trying to take from these applications and mean because they are not afraid because they don't have a game play to show. So of course they need to be creative with whatever ideas they have in their in their mind and however they can catch the attention. And basically that's that's what they that's what they need to do you know photo cleaners like how much creative you can get you know you can get the same thing like application that again I see that is well coded by the way. And basically this is what you need to do this this is exactly the the part where you will go. So there are these kind of I call it like no interaction playables which is literally like an image with with a download button and you are going to CTA. Then there is this second aspect of what I was trying to show here that you have got couple of examples couple of iterations okay you you click anywhere it does nothing then in the end you go to the to the App Store. But then I have also something that I called onboarding I'm not sure if if I will have it somewhere here but it's a it's a huge
thing for mobile applications because if you don't have a game play you are mobile application you don't have that much to show in terms of you will not show in this case a lot of some sort of calendar or something and instead of click on it but you have an onboarding. So I as a user I will actually think that I'm already on board I get the idea what I will be doing even though I will probably reproduce this whole onboarding again in the application that's fine but you absolutely sell everything that you can sell to the user the attention everything that that she or he will be doing and this is exactly what you are trying to push. You basically step the boundary he already knows what he will be doing. That's it and it's not it's not rocket science like these playables can be really created yes in our tool as well use any other tools that you would like to have but this is you know you need couple of images and text and fonts for this one and you're done. That's that's the that's a great example because if you remember we even we did the the playable for a rewarded UI app which I mean like what what what do you what are you going to do there? So we
figured like we're just grabbing some uh what was it gift cards come Yeah. falling from the top to the to the bottom of the the playable and that's it and it was performing really well. So with apps you can get more creative and then just use whatever onboarding you have in there and then just put it in the in the playable which means the expectation flow is very solid because whatever you see in the playable and then you actually get into the in in the in in the app then It stays pretty much it. Yeah this is pretty much it. This is exact exactly but instead of the instead of the pig we had we had the bag in there. So it's exactly. But these these sort of templates like things that people can easily resonate with right like core game loops that are very very common and then you're just applying like the brand to it and then people are getting hooked by something they already know but then they're they're absorbing the brand and then clicking to to find out what it is and know more. So I think look it's a very logical strategy dude. Of course. It's also easy to make. So
you don't really need to think. It's easy to make. Yeah and you can make it even is sorry like that's just my my my only outcome of this is like don't overthink it like create as much as possible don't overthink it and might you will tell you to test as much as possible yet sometimes the most polished thing will work and sometimes you will realize that maybe 100 of these things will overdo you know whatever effort you spend somewhere else. You never know. That's that's also true because we are living in in a world where number of creatives sometimes overpower the the quality of them which is quite sad but still I mean it's more shots on goal meaning more opportunity to find a winner. Easy as that. That's why we are talking about trends right like you're you're talking about trends. If that's the trend that will be if if the trend will be tomorrow to create one playable then we will be talking about that probably. But this I mean this this point you know it's the whole thing of the AppsFlyer state of gaming reports that there was 2600 creatives produced in a quarter in
the element 8 right? And obviously AI is allowing you to increase the production of video statics playables all of that is very true but I do feel like we're losing some of the original sort of core metrics around like um like what percentage of creatives made turn into a hero creative right? Like the qualitative side of it and I feel like we've we've done the production thing and now it's the quality thing in terms of the bottleneck and and I think there has to be a rebalance and I do think we are getting the creatives produced by AI are getting much better to be honest with you over the last 6 months. So I think we are going to solve that naturally but it's still something we should ask ourselves you know? You know like the the win rate which is pretty much like the percentage of like how many creatives turn into hero creative usually stays the same or let's say plus minus so give it give it take like couple of percentages. But the thing is like let's say you have a 10% win rate. It's the same thing as the logic behind
the fake ads. You produce 1000 creatives versus you produce 10 creatives. The win rate usually stays the same and even if it goes even if it decreases a little bit it's not going to decrease dramatically. So again you have more shots on goal meaning most probably still more winners afterwards. Yeah. But yes obviously if you have more like higher velocity but also higher quality then the win rate skyrockets. I get what you're saying if the if the win rate goes down by 50% but your production's gone up by 10 10x then you're still producing more winning creatives overall.
Exactly. Yeah yeah exactly. Exactly. So but then we can come back to the point of one we was making which is interactive end card couple clicks let's say two three clicks then I would say five to 10 and then 10 plus which is then like the the long form or how AppLovin frames this never ending creative which is a great thing
on paper but then I'm not sure how does it going to work with never ending because then you still need to get until get under 5 megabytes. And also man you want the user to eventually mature to downloading the app right? Like you don't want them just playing the same thing for 10 20 minutes and never downloading. You have to you have to provide the user in my opinion. I know I know but that's very true but the longer they stay in the playable the higher the chance they actually download the game and then become payers. That's what they also AppLovin says and also Gonzalo from from Bumbling mentioned. Longer playables work for them because then it's pretty much like you're massaging the the player and giving them like the whatever they will experience in the game then therefore higher chance of install and then becoming a payer. That's what AppLovin said last year in Barcelona as well like longer you stay in the playable higher like quality of the player you become and then you're more likely to pay. Which is the the long
long duration is correct. Yeah exactly exactly. Interesting.
So yeah yeah I mean like this is very very interesting the whole playable playable section of the the creative world. Cuz nobody's talking about it too much. I mean kind of. We are kind of.
Yeah we are. Yeah yeah exactly. Exactly. Yes. Yeah yeah exactly. And I know like there is the the vibe coding which we also have playable maker as a feature but I'm also kind of experimenting with Claude and whatnot to build the playables on my own and obviously it's possible. John I think you also have a good experience with vibe coding and then AI and doing AI playables. Yeah look dude I mean I know we speak about this offline right? Cuz we're bouncing ideas off each other but you know playable strategy has evolved a lot over the last like three to six months and traditionally you know we are obviously using playable maker we're using some external services you know and then we we would do you know discussing internally how we can improve
our own internal production and now it's in the last three months like the stuff we're getting done on we're using Claude is is quite miraculous like our our best performing playable right now was coded by one of our engineers. So this person does know code right? But he is able to create a playable whilst so he was using Claude and Codex to to bounce off each other and double check each other's work and they ended up producing an iteration of another playable in a very slight or or a different concept utilizing the the code of the other one and that playable is now our best performing playable and he was he was coding game code whilst this was doing it you know on the side. So it's definitely has to be part of your like you know a pillar of your strategy now is to to do this and it's very possible man you know like since you're doing it yourself like it's very accessible to everyone. No I I read some some articles and then listen to to people talking about AI and stuff and especially Claude and since I
started working with Claude well like two months ago I was like why so late? So that's the first thing and second thing is now you don't really need any programming skills it's now it's about your idea vision and execution like what do you want to do and if that's clear in your head then you can do whatever the you want. You have all the tools in the in the whole whole world to make it that possible. It's still um maybe that's a curious question for John regarding you know all your IPs and so on and so on because we see that this kind of trend in in in our tool and in the talks that I have with with our customers or potential customers like there is there are I would say already two groups like one let's say heavy users like give me AI yesterday was already too late like as as my taste is saying and then the other others are like okay exactly which models are using? Where is my data going? What about my images? Are they stored in your server? How they are encrypted? Well, I I I completely understand why.
But they are they will say like openly like we will probably not use AI for next 2 years. I'm talking mostly about the big names that I have been talking about obviously because they are the more afraid. But I always tell them like I understand that part. But you can give just do you know a simple prompt to almost any AI that that has access to internet that's a like I don't want to name any names so I will use Turbo Gorilla. So I I will use your example so like create images of Turbo a motorbike it will probably not get the example already online. So it's already out there. So it's kind of mixed world like we see that either you are heavy user or you are completely like trying to buffer everything that is even slightly related to AI even if like translates a text or something like that you know, it's always So what was the question Andre? What was the question if you're afraid of like be IP protected?
no because Turbo I is is famous for its IP like you know, you have got these kind of things. On the other hand, I welcome your approach so that's why I'm more encouraging you than asking basically to tell us what's the right
approach. Yeah, look man, it's it's a really interesting question. I actually about a month ago I actually worked on internal company policy for AI usage, right? And this was a 15 page document that covered marketing, um production, you know, coding like game coding and you know, for us you're right because we have an IP and the Mad Skills IP has been downloaded nearly 250 million times. There is a sense of like IP protection, right? And we want to ensure that the um the the the art especially it remains true, right? And most of our art will remain human generated, right? Like I'd say like 90 plus percent. But when it comes down to marketing, I think it's a little bit different and I think the example you gave Andre is very important because like there's so many images, videos, and and stuff on the web already of our games, right? The the games have been in the open market for years. So there's enough material for people to to reference. And all you need to do with
the AI is have enough reference material and it will replicate it, you know? Might not be 100% but it will be close. Close enough. Yeah, close enough. But if people wanted you know, people want to do this and don't get me wrong, we actually found some examples recently when we were looking for inspiration for other playables of people ripping off our playables including using our logo in there and using it to generate UA for them, you know? We were like what the is going on, man? You know, this is us like What are you talking about? It's happening all the time. I was like who do
[laughter]
Where does this guy live? I need to find this guy who's who's ripping us off. But no, like if you want to be really precautious then doing everything locally is like I think is best practice and I think you need if you're not already having um having some part of your AI usage locally then you're you're already like too far gone, you know? Like you should have already be doing this for I don't know how long. Um so that's one thing I would say. But the other thing is again, it's already in the wild, man. You know,
like people are people are replicating this stuff. It's happening to us and again, even though we've got a big install count, we're still a very small developer to the likes of you know, EA or Supercell or Rovio etc. So these people their their IP is definitely going to be even even if they don't use AI themselves, right? In this example Rovio and like if Rovio are even if they're not putting their own assets in the AI themselves, there's enough assets out there for someone else to do it. You know, so very sadly like it's already out there, man. You know, there's there's And look, I think marketing again is very different to game development and art in game and and there's a difference there. But um if you if you're concerned, run some more stuff locally. If but ultimately
Man, tell that tell that to the legal team of these big companies, man. You are that's You will lose that battle. You will You will definitely lose that battle. Yeah, look I mean look, we're an indie dev so I've got a bit more control than than the average dude, you know? So I'm in a good position but you are right
like if if you bring up this talk with with a lawyer, you know, internal counsel, you know, general counsel of a a law of a studio they're going to be like don't do anything in AI period, you know? Yeah, yeah. But again, it's it's tough, man, because it's all out there in the wild. Like I said, it doesn't even need to be your own employees. Like you can you could you as Matei can go on YouTube now and get loads of gameplay footage and use that as reference material. Exactly. I know. You already have so many so many assets out there. On the other hand if you know, you don't really need to feed it with your own assets. That's all that's that's a layer above of whatever is kind of living on the internet. But anyway, you were talking about the IP and I'm still playing I'm playable which is Tasty Travels. And I think you were talking for 5 minutes at least.
[laughter]
Anyway, so so we are we have this never ending playable which is from our dear
friend Century Games and this is their mini game. I wanted to do show you this because then we go pretty much to Royal Match. And let's see what we have here. Oh, wait a second. It's the same mini game. Hello. It's the same thing. And this is exactly what people should be should be kind of taking inspiration from because this is absolutely obviously Royal Match has absolutely nothing to do with this mini game but as uh we've seen before, Gixo Solitaire, Pixel Flow and whatnot. If there is a game or a game mechanic or anything which is a part of a big scale and people kind of recognize this. I've seen Dream Games using these different elements and kind of very successful uh elements and mechanics they are using it in their their own creatives and especially playables because the the month before Andre was talking about Dream Games and Royal Kingdom using like ton of different creative playable
assets. And I remember the days when we when we were always saying, oh, you know what? Playables should always be connected to your gameplay. It shouldn't be fake. Yeah, authentic authentic playables, yeah.
Yeah, authentic yeah, exactly. And now I'm like what happened? Then you open this playable and you know, like it this is pretty much Township one to one. Look like hello here. You have even you have even the chickens here. It's just the same thing. If I go to where is the Township? I have Township here. And if I go here like hello. It's the same thing.
[laughter]
It's literally the same thing. So and and why I'm saying it's the same thing and like why you should do it as well. I'm not saying it's just to copy this one to one. I'm saying this before uh because I still believe there are certain top performing concepts that whatever you do and if you adapt these to your to
your game and and borrow these mechanics it's going to work for you as well. Right? So Township is using this and we are we have one really long episode of deconstructing Township coming and I was talking about this and it's it's working for them for years. So that's why they're using like other other companies or other games are using these kind of This is like the pizza playable, right? Exactly. This is like
Yeah, the pizza one. What's it called by Supercent? Yeah, Supercent exactly and I know Pizza Ready. Yeah, this one.
It's Pizza Pizza Ready. So exactly. And Also yeah, Century have got this as well with a winter theme one. Exactly. Exactly. With a winter themed the White Tiger Survival is using this as well.
And it's perfect but it's like kind of misleading the player to something else but then you you watch all these different videos and you say, ah, you know what? I don't I don't even care. Then you open then you open yeah, tell me. No, no, finish finish. I I have my opinion about
the the previous example that that will There's one use case that people are missing probably can be covered in in next trend but go ahead and finish first. Okay, because I mean then I go to to Century Games different game which is Truck Star and it's a match three game. And then there's nothing from from match three. Yeah, there you go. Thank you very much. Although I mean this is a little bit from their theme. But nothing. Then they have this which again has absolutely nothing to do with the match three gameplay. And it's it looks like a train station playable that these guys made for them. It's like what what is this? Oh, I even showing train and gathering resources for a match three game. I mean because as soon as you show match three, then well, the CPIs are 100 bucks. And then you have all these different things. It's it's insane. So so sorry Andre, I
think let's we can get back to
No, no, that's fine. I mean I might be wrong but at least I will be this will be absolutely subjective because it works on me as a Okay, because even And that's If you travel down when you travel Look, when you had all your previous examples, you can see all those different loading screens, all the right placements of ads. It's for me, it's more about brand building because if the core gameplay is I know, let's not use word stolen but copied from one game to another. What what is differentiating from you except from the asset is the logo, the beginning and the end, you know, the end card and stuff like that. So for me, you know, I will play 10 of these playables and I will not probably install any of them because I know but then in some way it's it's information stored in my head that it was this game or that game and then eventually when I see it, so it's it's more like I believe very truly that it's it's really like a brand building which works better for me, for example, than than all the others. So, the the loading screens are perfect example because if you see in theory, the
loading screen shouldn't even be there. Like every ad network will tell you no loading screen is even even it shouldn't even happen. Like playable should be loaded right away. Of course, everybody wants to have a loading screen because you want to have that big king looking at you and your big I don't know water bottle again in in John's example or stuff like that because that's that's the most important information that you store. The game more or less will realize that this was probably not the exactly the game that I'm going to play, but I know the brand. I know the you know the the thing that will follow. So, it's more like a magic trick, I would say. Interesting interesting point of view because I usually yeah, that's for me, I don't usually I don't even Yeah, I usually my head skips the the loading screen and like I know these games already. So, I and again, I might be biased. But again, you have Travel Town and you have again this mini game which pretty much is the mini game from Tasty Travels. Royal Match uses it. Travel Town is using it. And Travel Town is using it even in videos because they know they know it's really working well
for Tasty Travels and now Tasty Travels overtook them in terms of revenues and they are even bigger than Travel Town which is insane. So, of course, you want to kind of borrow some borrow yeah, some mechanics and some some UA stuff that actually works for your competitor. So, then yes, you have the the logo here, but I'm yeah, I mean I will I will kind of try to think about it a little bit more. Just remember guys, we say imitation is the highest form of flattery. that, man. I mean, come on. Come on. No, no, on a serious note. What what you know, the what about the traditional gaming plus one strategy, right? Like a plus one is taking something that already exists and making an adaptation, right? Like some plus one new feature, slight adjustment. Gaming has been doing this since since gaming began, you know? So, a lot of these people are just doing that. They're seeing what works, they're making a small adaptation and it's not a one-for-one copy. There is some adjustment. If it's purely copy, then
it's different, you know? This is even the same thing that that just I just I just had with with Travel Town. Look. Yeah. Look here. I'm ready. Then you go to Flying and it's exactly the same thing. See, even even with I'm ready button.
Okay, now that's copycatting. Yeah.
[laughter]
Okay. I'm not talking about this. Yeah. Yeah, where's the where's the fine line between this? Like I mean, just this is one-to-one. Oh boy, but this is this is I mean, insane. But I mean, whatever it's So, what are So, what are the trends? So, besides like you you go to the biggest players and then just take them. Take all their playables and they just use it on your end. Mine. It's one of the trends, definitely. But you know, in the end, that's why I'm talking to everyone like the it's it's becoming harder and harder to to write about new trends because every single trend is basically just copycat of some previous trend or it's a combination of different things. So, it's uh where almost
everybody is waiting for a new big innovation to be copied afterwards next day, you know? But the trend in general is like as you were saying there like while you were playing, probably sometimes you wouldn't realize like even in these copycats, you can see the first I don't know which one it was. First example was you you played it for 5 minutes. Then you opened their competitor or whatever it was and immediately it went to store after second click or something like that.
Yes, exactly. Yeah. Also, then also it's kind of a again a game with the user like I don't want you to realize it's not that game, it's different game. So, I will do the same thing, but I will drive you to the store much faster and then I will do eventually second version and so on and so on, right? So, You know, I've never thought of it like that, dude, but you're right. That's that's a that's a generally a smart logic to use if in if you were doing that. If you are not the first one. If you are the follower, right? And see, and then we have like these different things and I really love what Royal Kingdom is doing because they are really experimenting with different
And if the is like something that is actually is killing right now because this, you know, it's again pixel flow kind of, but this really let's call him the dragon and the near that experience is taken from like the Kingdom Guard, the old like Forex game that everybody copied eventually. And they're using also this this type of uh not not playable, but the video, but it's like the very similar concept. So, I failed. Are you Are you showing it? Yes. The wrong wrong window. It was the wrong window, this one. So, this one because this yeah, I'm showing it now. Cuz I have so so many tabs and with so many different creatives. So, this was like the dragon that I mentioned from Kingdom. So, yeah, I mean, And again, you know how this works for my small ape mouth like I will never remember name of the game, but I remember red loading screen,
same end card with the diamond shape or hexagon shape.
Hexagon, yes. Yeah, this one. Oh, yeah. Absolutely templated ending and beginning. And you know, again, the ape in my head is like this is the red game. This is the blue game. This is the yellow game, whatever it is, right? So, that that's how my mind works and at least for me it works. I've never seen that creative in the world, but the fact is like a traditional tower defense and then it's Royal Kingdom. My mind is blown. I'm like yes, yeah. You know, like tower defense for a match three? Like really? That's what it is. Okay. That's what it is. I mean, and I'm blurred again. Great. It's fine. Never mind. I'm not important. The playables are important, which is fine. Yes, I mean, if you you think about it, then match three is really trying to borrow all the mechanics again from different genres and not only match three, but all the all the different different games as well. And even I'm I'm trying to borrow the let's call it the successful mechanics from other games and just put it into either my creatives on video
side or even playables because that works. Yeah, look, I mean, video yeah, video plus playable is still the the predominant winner for most SDK channels, right, Matei? Like standalone playable still doesn't. Uh yeah, they don't get too many too many impressions, but still I mean, the the good part is that you can use them as a combination video and then as a standalone playable. But anyway, I think I think we can we can end here cuz I'm blurred. Hey. Hello. See? Your hand's not blurred. I don't My hand's not blurred. Your camera's got a short-sightedness like me. It's like when I take my glasses off, this is what I see. We're blurred.
[laughter]
Yes. Amazing. Anyway, so thank you very much guys you guys for coming. And also the listeners, thank you very much for listening. And you know, let us know what you think about playables. If you see if you saw any any good trends, let us know in the comment section and we see you next time.
Cheers. Thank you guys.
Bye-bye.
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Playable ads represent a critical, underutilized growth lever within the mobile gaming and application sectors, serving as a primary driver for high-quality user acquisition. By shifting focus from complex, long-form gameplay to simpler, interactive formats, developers can significantly enhance engagement and reach. This strategy is no longer confined to gaming; non-gaming applications are increasingly adopting gamified elements and onboarding-style playables to capture user attention across major advertising networks. Success in this space relies on a high-volume approach, where the variety and frequency of creative assets often outweigh the pursuit of individual perfection.
The current market landscape is defined by a "plus one" strategy, where developers actively borrow and iterate upon proven mechanics from successful titles to mitigate rising customer acquisition costs. While some debate the authenticity of gameplay in these advertisements, the industry has largely embraced the use of "fake" or borrowed mechanics—such as those popularized by titles like Township or Pizza Ready—because these concepts consistently deliver superior install rates. These assets function as effective brand-building tools, establishing visual recognition through consistent logos, loading screens, and end cards, even when the advertised interaction differs from the core product experience.
Technological advancements, particularly the integration of AI tools, have fundamentally transformed the production process for these assets. Developers can now iterate rapidly and generate high-performing content without requiring extensive programming expertise. Although larger studios have expressed concerns regarding intellectual property and data security, the prevailing consensus is that embracing AI-driven workflows is essential to remain competitive. By prioritizing rapid iteration and leveraging proven creative templates, publishers can maximize their chances of identifying winning assets in an increasingly crowded and cost-sensitive digital marketplace.
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