What are good and bad approach towards personalisation based on the data? How to use personalisation to improve LTV in mobile games. Good examples of personalisation in mobile games.
Game monetization: Overview of monetization methods for free-to-play gamesAndrew Dotsenko
This document provides an overview of monetization methods for free-to-play games. It discusses the monetization loop of action, incentive, and expansion blocked by paywalls that can be overcome through grinding, spamming friends for help, or paying. It also covers key elements of player engagement like mechanics, progress/goals, social factors, and game evolution. Finally, it discusses what players typically pay for in games like identity expression, vanity, competition, and progress, as well as how to sell virtual items through creating awareness, understanding of an item's functionality, and desirability.
GDC Talk: Lifetime Value: The long tail of Mid-Core gamesTamara (Tammy) Levy
1) The document discusses lifetime value (LTV) of mobile games and how it is impacted by factors like retention, monetization, and live operations over time.
2) It provides data on typical key performance indicators (KPIs) like retention, ARPDAU, and LTV for different genres and shows how LTV can grow beyond 30 days of play.
3) The author advocates using player retention and monetization curves to more accurately project long-term LTV and how live operations like new content can increase monetization and retention over the lifetime of the game.
Building Games for the Long Term: Pragmatic F2P Guild Design (GDC Europe 2013)Kongregate
Every Kongregate talk they're always saying "guilds, guilds, guilds". Sure, but does that even work for my type of game? And what should a guild design for my game look like?
In this design-focused talk, guilds will be deconstructed into their kernel and then built back up feature-by-feature with an eye on implications for retention, monetization, and engagement. Examples from the industry will be used to look at best practices and missed opportunities while it explores traditional and experimental guild elements. It will also walk through the exercise designing a guild system for a popular casual game, challenging the audience to step outside the boundaries of traditional genres when thinking about guilds in games.
Life After Launch: How to Grow Mobile Games with In-Game EventsSimon Hade
Presentation from a talk by Space Ape COO Simon Hade at GDC Europe in June 2016. To see the video of the talk and related presentations see http://links.spaceapegames.com/liveops
This document discusses effective liveops strategies for games. It defines liveops as changes made to games after launch, generally without code changes, such as new items, events, or offers. Key components of liveops discussed include business intelligence, events, and offers/promotions. Good business intelligence is tied to player behavior and generates insights over time. Events can boost engagement or revenues and come in many forms. Offers should utilize player data and tools to message players effectively through various channels. The document stresses the importance of tools that allow modifying the game without needing engineers, and having capabilities like analytics, localization, targeting, and modifying game variables for events.
Killer Design Patterns for F2P Mobile/Tablet GamesHenric Suuronen
Presentation on Design Patterns for Mobile and Tablet games presented in July 2013 at ChinaJoy in Shanghai by Henric Suuronen, President & Co-Founder at Nonstop Games
Game Design - Monetization
The Deck covers some of the basic aspects and mechanisms of social game design. This is the 1st out of 4 decks, covering the aspects needed for amplifying MONETIZATION among players and users
The series includes 4 chapters: Engagement, Virality, Retention, Monetization
Game monetization: Overview of monetization methods for free-to-play gamesAndrew Dotsenko
This document provides an overview of monetization methods for free-to-play games. It discusses the monetization loop of action, incentive, and expansion blocked by paywalls that can be overcome through grinding, spamming friends for help, or paying. It also covers key elements of player engagement like mechanics, progress/goals, social factors, and game evolution. Finally, it discusses what players typically pay for in games like identity expression, vanity, competition, and progress, as well as how to sell virtual items through creating awareness, understanding of an item's functionality, and desirability.
GDC Talk: Lifetime Value: The long tail of Mid-Core gamesTamara (Tammy) Levy
1) The document discusses lifetime value (LTV) of mobile games and how it is impacted by factors like retention, monetization, and live operations over time.
2) It provides data on typical key performance indicators (KPIs) like retention, ARPDAU, and LTV for different genres and shows how LTV can grow beyond 30 days of play.
3) The author advocates using player retention and monetization curves to more accurately project long-term LTV and how live operations like new content can increase monetization and retention over the lifetime of the game.
Building Games for the Long Term: Pragmatic F2P Guild Design (GDC Europe 2013)Kongregate
Every Kongregate talk they're always saying "guilds, guilds, guilds". Sure, but does that even work for my type of game? And what should a guild design for my game look like?
In this design-focused talk, guilds will be deconstructed into their kernel and then built back up feature-by-feature with an eye on implications for retention, monetization, and engagement. Examples from the industry will be used to look at best practices and missed opportunities while it explores traditional and experimental guild elements. It will also walk through the exercise designing a guild system for a popular casual game, challenging the audience to step outside the boundaries of traditional genres when thinking about guilds in games.
Life After Launch: How to Grow Mobile Games with In-Game EventsSimon Hade
Presentation from a talk by Space Ape COO Simon Hade at GDC Europe in June 2016. To see the video of the talk and related presentations see http://links.spaceapegames.com/liveops
This document discusses effective liveops strategies for games. It defines liveops as changes made to games after launch, generally without code changes, such as new items, events, or offers. Key components of liveops discussed include business intelligence, events, and offers/promotions. Good business intelligence is tied to player behavior and generates insights over time. Events can boost engagement or revenues and come in many forms. Offers should utilize player data and tools to message players effectively through various channels. The document stresses the importance of tools that allow modifying the game without needing engineers, and having capabilities like analytics, localization, targeting, and modifying game variables for events.
Killer Design Patterns for F2P Mobile/Tablet GamesHenric Suuronen
Presentation on Design Patterns for Mobile and Tablet games presented in July 2013 at ChinaJoy in Shanghai by Henric Suuronen, President & Co-Founder at Nonstop Games
Game Design - Monetization
The Deck covers some of the basic aspects and mechanisms of social game design. This is the 1st out of 4 decks, covering the aspects needed for amplifying MONETIZATION among players and users
The series includes 4 chapters: Engagement, Virality, Retention, Monetization
Developing an effective LTV model at the soft launch and keeping it valid fur...GameCamp
Whole way of developing and maintaining an LTV model for Crazy Panda game starting from the very rough extrapolation models at the soft launch to more accurate user-based Machine Learning models for mature products. Moreover, we will peek into the main obstacles on our way and how to overcome them. How is LTV calculation different for new games at soft launch phase vs mature products?
- Presentation run during on of GameCamp webinars; http://www.gamecamp.io/events/understanding-prediction-ltv/
- All GameCamp webinars: http://www.gamecamp.io/events/
LiveOps as a Service | Scott HumphriesJessica Tams
Live Ops as a Service provides live operations services for games, including:
1) Creating new levels and optimizing existing levels, having created 41% and optimized 20% of levels for one client's game.
2) Implementing daily challenges, seasonal events, and bug fixes to drive engagement.
3) Carefully designing new levels based on difficulty curves and gameplay mechanics to improve player retention and monetization.
Idle Games: The Mechanics and Monetization of Self-Playing GamesKongregate
- Idle games are a new genre of self-playing games that have grown popular for their high player retention stats and revenue generation. They allow progress without interaction, rewarding players for returning after periods of idleness.
- Key mechanics include rapid cost/reward growth curves that create a satisfying sense of progress, goals/achievements, and "prestiging" systems that allow resetting games for power boosts. Regular updates and "bumpy" growth curves keep players engaged.
- Popular idle games like AdVenture Capitalist and Clicker Heroes employ monetization strategies like cash infusions, boost multipliers, and protective purchases. Case studies show these can be very profitable for high spend
Space Ape's Live Ops Stack: Engineering Mobile Games for Live Ops from Day 1Simon Hade
To view the accompanying video see http://links.spaceapegames.com/liveops
Around half of the $80m revenue generated by Space Ape’s three mid-core build and battle games is attributable to in game events. By adopting a flexible forward looking approach to tools development Space Ape efficiently operates their games with very small non-technical teams maintaining major weekly content update cycles.
In this talk, Space Ape’s senior Live Ops specialists give a demo of their tools and workflows and share the content strategies that have allowed them to grow revenues whilst enabling the studio to focus the majority of its development capacity on creating new games and IP.
DESIGNING SUCCESSFUL LIVE OPS SYSTEMS IN FREE TO PLAY GACHA ECONOMIES
Space Ape shipped Transformers:Earth Wars in the Summer pre-baked with the community events tools that had worked so well in their previous game, Rival Kingdoms. However, they soon realised that many of the old tricks did not apply to the game’s gacha collection economy which had more in common with Kabam’s Contest of Champions than the linear economies of most Build and Battle games. In this talk Space Ape’s Live Ops Lead Andrew Munden (formerly Live Ops Lead at Kabam) will share the content strategies that work in gacha collection games as well as how to build a manageable content furnace and balance player fatigue in a sustainable way.
A BRIEF HISTORY OF IN-GAME TARGETING.
Analytics lead Fred Easy (ex Betfair, Playfish/EA) will share the evolution of his offer targeting technology from it’s belt and braces beginnings to sophisticated value based targeting and the transition to a dynamic in-session machine learning approach.
UNDER THE HOOD: RIVAL KINGDOM'S CMS TOOLS
Game changing content is introduced to Rival Kingdoms every month, with in game events at least every week. Product Manager Mitchell Smallman (formerly Rovio, Next Games) and Steven Hsiao (competitive StarCraft player turned community manager turned Live Ops lead) will demonstrate the content management tools that allow them to keep the game fresh for players without developer support. This will include the tools for configuring competitive events, inserting new content into the game as well as how they measure performance of the changes and optimise on the fly. Learn how these tools enabled them to grow revenue for 6 consecutive months with no marketing spend.
To find out more about the developer go to www.spaceapegames.com
This document discusses key considerations for designing games with a LiveOps strategy focused on long-term engagement and retention of players. Games designed for LiveOps must have evolving progression systems that reward player investment over time to keep them engaged. They also need tools to frequently modify and update content without client patches. Specifically, the document advocates for modular, configurable content and systems that can trigger live events and target experiences differently for new and veteran players. This allows the game to change over the player's lifespan and community experiences to remain fresh.
An introduction to how Space Ape Games runs Live Operations. This lecture will cover a variety of topics from pricing to event schedules. This is an ideal starting point for anyone new to Live Operations or who simply wants to sanity check their own processes against another's.
The document discusses game loops, which are the core repetitive actions players perform in social games. It provides examples of good and bad game loops, and emphasizes that good loops should be fun to repeat, have few steps, and provide closure and rewards. The document also discusses adding "smart depth" by including extra strategic layers on top of the core loop. It notes game loops should be tested and verified. The last part discusses an example city-building game loop involving placing houses, collecting income, and un-fogging maps.
The benefits of operating a free-to-play "game-as-a-service" are well known: elastic pricing, a direct relationship with your players, longer lifespan, and an opportunity to fine-tune after launch. But to fully realize these benefits, you need to plan your live operations strategy as carefully as you plan your game. This talk will show how you can build an effective LiveOps strategy using PlayFab.
GDC 2019 : Deconstructor of Fun Breaking Down Top Mobile TitlesAdam Telfer
The document discusses the success of the idle mobile game Idle Miner Tycoon and lessons from the rise of Brawl Stars. It summarizes Idle Miner's success as driven by its scalability, broad marketability through low customer acquisition costs, and implementation of basic live events. For Brawl Stars, it attributes its growth to refinements of controls and progression, special events, influencer marketing, building a community, soft launches, and flipping its business model to focus on metrics like lifetime value and monetization.
Why Live Ops Matters for Casual Games: 3 Stategic Mindset for POsTimShepherd83
Live Ops is integral to F2P product management, but it can be difficult to understand what is the best strategy for a specific game at any given time. I present 3 'lenses' to evaluate your landscape and help in the Live Ops decision-making processes. With examples from Wooga and others, plus a few pro-tips and best practices dotted throughout.
Originally presented at Pocket Gamer Connects London, Jan 2019.
Brief presentation notes in orange speech bubbles ^^
The document discusses live game operations and user engagement for live games. It covers getting started with live game operations and what constitutes a live game versus a static game. It also discusses keys aspects of user acquisition from paid, earned, and owned channels. Additionally, it outlines considerations for user engagement, including onboarding, content updates, communication methods, and holding in-game events to improve retention.
Case Study: Introducing LiveOps and F2P to Traditional Game Mechanics in Roll...Jessica Tams
1. The document describes RollerCoaster Tycoon Touch, a mobile game that introduced free-to-play and live operations features to the RollerCoaster Tycoon franchise.
2. It provides details on the game's design principles, use of live operations with Playfab for things like player support and analytics, and financial performance since its 2016 soft launch.
3. The game has been successful, growing its daily active user base and revenue significantly since launch, and the developer discusses plans to continue supporting the game for years to come with new content, features, and expansions.
Lean Live Ops - Free Your Devs (annotated edition) - Joe RaeburnSimon Hade
Space Ape has become well known Live Ops through the success of it's mobile games Transformers:Earth Wars, Rival Kingdoms and Samurai Siege. Combined these games have generated over $90m in sales from over 35m people. In this GDC presentation, Space Ape's Joe Raeburn talks about how the studio organized itself for Live Ops, to free up the majority of the studio to work on new projects.
For more on Space Ape and Live Ops see: https://tech.spaceapegames.com/2017/03/06/space-ape-live-ops-boot-camp-part-2-gdc-edition/
3 lessons from 9 years of locomotive offers: Data based user segmentation and...GameCamp
How did TrainStation evolve from simple offers to automated personalized monetisation systems? How to combine using data, design insights and community outreach to create the most compelling offers for players? How do we integrate that information with content creation and automation? Presentation based on practical examples.
New tools and services to take your live ops to the next levelCrystin Cox
PlayFab is a backend platform for building and operating live games. It provides a suite of LiveOps tools and services to help developers continually engage with player communities over long periods of time. These tools include multiplayer and matchmaking, analytics and insights, user generated content, commerce features, and more. PlayFab aims to make LiveOps more efficient, complete, reliable and real-time compared to building services independently. It supports games across all major platforms and devices.
Live ops in mobile gaming - how to do it right?GameCamp
More and more growth in mobile gaming comes from Live Operations. How to use data to run Live Ops. Where it brings biggest business outcome? Good examples of live ops activities.
This document provides an overview of common game mechanics for player retention and engagement. It discusses daily bonuses and mini-games to encourage repetitive gameplay, progression systems like leveling up and unlocking content to give a sense of achievement, and incentives including achievements and regenerating abilities to motivate players. It also covers careers, public quests, and mastery systems for generating specialized gameplay and replayability. The goal is to use these types of game elements and incentives to keep players engaged with a game over an extended period of time.
ABOUT SPACE APE
Space Ape's hit real time strategy game, Samurai Siege, has been played by over 11m people and generated over $50m in revenue since it's launch in October 2013. The game was built by a team of 12 over 6 months.
Samurai Siege has sustained in the grossing charts where many come and go in no small part because of the team's focus on live operations. Every week new content is pushed live, marketing strategies are refreshed and the game is optimised based on a combination of player research and analytics.
ABOUT THIS PRESENTATION
This presentation shows the evolution of the Samurai Siege analytics stack and some of the applications of the data by Space Ape's product, marketing and community teams.
The stack started as a simple MVP but evolved over time as the game matured and the competitive landscape changed. It is now a fully functioning service that was easily replicated to support the launch of their next game Rival Kingdoms (currently in public Beta). As such, the presentation will be of interest to smaller games studios who are figuring out how to prioritise investment in data as well as established studios who might be re-thinking their legacy systems and figuring out how to bring the data focus needed to succeed in the modern free to play games business.
This presentation was made by Space Ape's analyst Richard Reyes and shared with local game developers at the Great British Big Data Game Show & Tell in London on 25 February 2015.
For more on Space Ape's Live Ops and Analytics stacks see
https://tech.spaceapegames.com/2016/12/07/space-ape-live-ops-boot-camp/
Increasing LTV: Tips and Tricks for Building Your Game | Ilya KuznetsovJessica Tams
This document provides tips for player segmentation and monetization in mobile games. It discusses collecting player data to identify different player types like casual spenders, competitive spenders, casual budgeters and competitive budgeters. It then analyzes two case studies of mobile games, including engagement metrics and monetization opportunities tailored for different player profiles in each game.
Developing an effective LTV model at the soft launch and keeping it valid fur...GameCamp
Whole way of developing and maintaining an LTV model for Crazy Panda game starting from the very rough extrapolation models at the soft launch to more accurate user-based Machine Learning models for mature products. Moreover, we will peek into the main obstacles on our way and how to overcome them. How is LTV calculation different for new games at soft launch phase vs mature products?
- Presentation run during on of GameCamp webinars; http://www.gamecamp.io/events/understanding-prediction-ltv/
- All GameCamp webinars: http://www.gamecamp.io/events/
LiveOps as a Service | Scott HumphriesJessica Tams
Live Ops as a Service provides live operations services for games, including:
1) Creating new levels and optimizing existing levels, having created 41% and optimized 20% of levels for one client's game.
2) Implementing daily challenges, seasonal events, and bug fixes to drive engagement.
3) Carefully designing new levels based on difficulty curves and gameplay mechanics to improve player retention and monetization.
Idle Games: The Mechanics and Monetization of Self-Playing GamesKongregate
- Idle games are a new genre of self-playing games that have grown popular for their high player retention stats and revenue generation. They allow progress without interaction, rewarding players for returning after periods of idleness.
- Key mechanics include rapid cost/reward growth curves that create a satisfying sense of progress, goals/achievements, and "prestiging" systems that allow resetting games for power boosts. Regular updates and "bumpy" growth curves keep players engaged.
- Popular idle games like AdVenture Capitalist and Clicker Heroes employ monetization strategies like cash infusions, boost multipliers, and protective purchases. Case studies show these can be very profitable for high spend
Space Ape's Live Ops Stack: Engineering Mobile Games for Live Ops from Day 1Simon Hade
To view the accompanying video see http://links.spaceapegames.com/liveops
Around half of the $80m revenue generated by Space Ape’s three mid-core build and battle games is attributable to in game events. By adopting a flexible forward looking approach to tools development Space Ape efficiently operates their games with very small non-technical teams maintaining major weekly content update cycles.
In this talk, Space Ape’s senior Live Ops specialists give a demo of their tools and workflows and share the content strategies that have allowed them to grow revenues whilst enabling the studio to focus the majority of its development capacity on creating new games and IP.
DESIGNING SUCCESSFUL LIVE OPS SYSTEMS IN FREE TO PLAY GACHA ECONOMIES
Space Ape shipped Transformers:Earth Wars in the Summer pre-baked with the community events tools that had worked so well in their previous game, Rival Kingdoms. However, they soon realised that many of the old tricks did not apply to the game’s gacha collection economy which had more in common with Kabam’s Contest of Champions than the linear economies of most Build and Battle games. In this talk Space Ape’s Live Ops Lead Andrew Munden (formerly Live Ops Lead at Kabam) will share the content strategies that work in gacha collection games as well as how to build a manageable content furnace and balance player fatigue in a sustainable way.
A BRIEF HISTORY OF IN-GAME TARGETING.
Analytics lead Fred Easy (ex Betfair, Playfish/EA) will share the evolution of his offer targeting technology from it’s belt and braces beginnings to sophisticated value based targeting and the transition to a dynamic in-session machine learning approach.
UNDER THE HOOD: RIVAL KINGDOM'S CMS TOOLS
Game changing content is introduced to Rival Kingdoms every month, with in game events at least every week. Product Manager Mitchell Smallman (formerly Rovio, Next Games) and Steven Hsiao (competitive StarCraft player turned community manager turned Live Ops lead) will demonstrate the content management tools that allow them to keep the game fresh for players without developer support. This will include the tools for configuring competitive events, inserting new content into the game as well as how they measure performance of the changes and optimise on the fly. Learn how these tools enabled them to grow revenue for 6 consecutive months with no marketing spend.
To find out more about the developer go to www.spaceapegames.com
This document discusses key considerations for designing games with a LiveOps strategy focused on long-term engagement and retention of players. Games designed for LiveOps must have evolving progression systems that reward player investment over time to keep them engaged. They also need tools to frequently modify and update content without client patches. Specifically, the document advocates for modular, configurable content and systems that can trigger live events and target experiences differently for new and veteran players. This allows the game to change over the player's lifespan and community experiences to remain fresh.
An introduction to how Space Ape Games runs Live Operations. This lecture will cover a variety of topics from pricing to event schedules. This is an ideal starting point for anyone new to Live Operations or who simply wants to sanity check their own processes against another's.
The document discusses game loops, which are the core repetitive actions players perform in social games. It provides examples of good and bad game loops, and emphasizes that good loops should be fun to repeat, have few steps, and provide closure and rewards. The document also discusses adding "smart depth" by including extra strategic layers on top of the core loop. It notes game loops should be tested and verified. The last part discusses an example city-building game loop involving placing houses, collecting income, and un-fogging maps.
The benefits of operating a free-to-play "game-as-a-service" are well known: elastic pricing, a direct relationship with your players, longer lifespan, and an opportunity to fine-tune after launch. But to fully realize these benefits, you need to plan your live operations strategy as carefully as you plan your game. This talk will show how you can build an effective LiveOps strategy using PlayFab.
GDC 2019 : Deconstructor of Fun Breaking Down Top Mobile TitlesAdam Telfer
The document discusses the success of the idle mobile game Idle Miner Tycoon and lessons from the rise of Brawl Stars. It summarizes Idle Miner's success as driven by its scalability, broad marketability through low customer acquisition costs, and implementation of basic live events. For Brawl Stars, it attributes its growth to refinements of controls and progression, special events, influencer marketing, building a community, soft launches, and flipping its business model to focus on metrics like lifetime value and monetization.
Why Live Ops Matters for Casual Games: 3 Stategic Mindset for POsTimShepherd83
Live Ops is integral to F2P product management, but it can be difficult to understand what is the best strategy for a specific game at any given time. I present 3 'lenses' to evaluate your landscape and help in the Live Ops decision-making processes. With examples from Wooga and others, plus a few pro-tips and best practices dotted throughout.
Originally presented at Pocket Gamer Connects London, Jan 2019.
Brief presentation notes in orange speech bubbles ^^
The document discusses live game operations and user engagement for live games. It covers getting started with live game operations and what constitutes a live game versus a static game. It also discusses keys aspects of user acquisition from paid, earned, and owned channels. Additionally, it outlines considerations for user engagement, including onboarding, content updates, communication methods, and holding in-game events to improve retention.
Case Study: Introducing LiveOps and F2P to Traditional Game Mechanics in Roll...Jessica Tams
1. The document describes RollerCoaster Tycoon Touch, a mobile game that introduced free-to-play and live operations features to the RollerCoaster Tycoon franchise.
2. It provides details on the game's design principles, use of live operations with Playfab for things like player support and analytics, and financial performance since its 2016 soft launch.
3. The game has been successful, growing its daily active user base and revenue significantly since launch, and the developer discusses plans to continue supporting the game for years to come with new content, features, and expansions.
Lean Live Ops - Free Your Devs (annotated edition) - Joe RaeburnSimon Hade
Space Ape has become well known Live Ops through the success of it's mobile games Transformers:Earth Wars, Rival Kingdoms and Samurai Siege. Combined these games have generated over $90m in sales from over 35m people. In this GDC presentation, Space Ape's Joe Raeburn talks about how the studio organized itself for Live Ops, to free up the majority of the studio to work on new projects.
For more on Space Ape and Live Ops see: https://tech.spaceapegames.com/2017/03/06/space-ape-live-ops-boot-camp-part-2-gdc-edition/
3 lessons from 9 years of locomotive offers: Data based user segmentation and...GameCamp
How did TrainStation evolve from simple offers to automated personalized monetisation systems? How to combine using data, design insights and community outreach to create the most compelling offers for players? How do we integrate that information with content creation and automation? Presentation based on practical examples.
New tools and services to take your live ops to the next levelCrystin Cox
PlayFab is a backend platform for building and operating live games. It provides a suite of LiveOps tools and services to help developers continually engage with player communities over long periods of time. These tools include multiplayer and matchmaking, analytics and insights, user generated content, commerce features, and more. PlayFab aims to make LiveOps more efficient, complete, reliable and real-time compared to building services independently. It supports games across all major platforms and devices.
Live ops in mobile gaming - how to do it right?GameCamp
More and more growth in mobile gaming comes from Live Operations. How to use data to run Live Ops. Where it brings biggest business outcome? Good examples of live ops activities.
This document provides an overview of common game mechanics for player retention and engagement. It discusses daily bonuses and mini-games to encourage repetitive gameplay, progression systems like leveling up and unlocking content to give a sense of achievement, and incentives including achievements and regenerating abilities to motivate players. It also covers careers, public quests, and mastery systems for generating specialized gameplay and replayability. The goal is to use these types of game elements and incentives to keep players engaged with a game over an extended period of time.
ABOUT SPACE APE
Space Ape's hit real time strategy game, Samurai Siege, has been played by over 11m people and generated over $50m in revenue since it's launch in October 2013. The game was built by a team of 12 over 6 months.
Samurai Siege has sustained in the grossing charts where many come and go in no small part because of the team's focus on live operations. Every week new content is pushed live, marketing strategies are refreshed and the game is optimised based on a combination of player research and analytics.
ABOUT THIS PRESENTATION
This presentation shows the evolution of the Samurai Siege analytics stack and some of the applications of the data by Space Ape's product, marketing and community teams.
The stack started as a simple MVP but evolved over time as the game matured and the competitive landscape changed. It is now a fully functioning service that was easily replicated to support the launch of their next game Rival Kingdoms (currently in public Beta). As such, the presentation will be of interest to smaller games studios who are figuring out how to prioritise investment in data as well as established studios who might be re-thinking their legacy systems and figuring out how to bring the data focus needed to succeed in the modern free to play games business.
This presentation was made by Space Ape's analyst Richard Reyes and shared with local game developers at the Great British Big Data Game Show & Tell in London on 25 February 2015.
For more on Space Ape's Live Ops and Analytics stacks see
https://tech.spaceapegames.com/2016/12/07/space-ape-live-ops-boot-camp/
Increasing LTV: Tips and Tricks for Building Your Game | Ilya KuznetsovJessica Tams
This document provides tips for player segmentation and monetization in mobile games. It discusses collecting player data to identify different player types like casual spenders, competitive spenders, casual budgeters and competitive budgeters. It then analyzes two case studies of mobile games, including engagement metrics and monetization opportunities tailored for different player profiles in each game.
For more information, visit: www.adriancrook.com
There are many reasons to opt for the Free-To-Play monetization model. At the forefront is that Free-to-Play games are generating more money than premium sales at nearly a 10-1 margin.
It is not just the big AAA productions that can succeed. With an average of 15,000,000 Steam Players online at any given time and 90 million console gamers in the US alone, strictly considering a mobile publishing avenue severely limits your audience reach. In addition, plenty of these platforms are doing their best to embrace the F2P evolution in gaming.
A+C has 10 years and over 130 clients worth of freemium experience. From increased monetization to retention and virality, we have delivered for clients such as LEGO, Pokemon, Electronic Arts, Zynga and many more.
This is a presentation we gave at Gameplay Space in Montreal recently, to a room full of indie developers.
Contact us at www.adriancrook.com today.
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Gam...David Piao Chiu
This document provides best practices for maximizing player retention and monetization in free-to-play games based on data from Kongregate's platform. It discusses metrics like DAU, retention, ARPU, and ARPPU that F2P games focus on. Key recommendations include using daily bonuses and asynchronous multiplayer to keep players engaged long-term. The document also compares Asian and Western monetization styles and provides tips for optimizing the in-game shop experience and building communities through guilds and customer service.
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Gam...David Piao Chiu
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Games: Comparative Stats for 2D & 3D Games and Asian & Western Games (MIGS 2013 Presentation)
DavidPChiu Kongregate - Maximizing Player Retention and Monetization in Free-...David Piao Chiu
Presentation from the Brazil Independent Games (BIG) Festival 2014 on Maximizing Player Retention and Monetization in Free-to-Play Games with a Comparative Analysis of Asian & Western F2P Games
A high-speed run through some of the most important and interesting patterns and advice that we've discovered about our games on Kongregate. This talk was given by Anthony Pecorella at Casual Connect Kyiv.
mixi’s (XFLAG) Pursuit of Growth in Esports and Community | Langer LeeJessica Tams
Delivered at Casual Connect Asia 2017. Esports and community go hand in hand. One cannot exist without the other. With the ongoing growth of the esports scene, mixi (XFLAG)’s strategy for current and upcoming games revolves around creating synergy between both the competitive scene and the community that supports it. Learn how mixi will take esports to the next level.
A Primer On Play: How to use Games for Learning and ResultsSharon Boller
Discover the power games have to produce learning and business results. View the latest research and case studies on game-based learning and gamification. See a demo of Knowledge Guru, a game engine your team can use to quickly build your own games.
The document discusses game-based reward systems and proposes ideas for incentivizing user behavior on Yahoo Answers. It outlines different types of rewards, including currency, rank, mechanical, narrative, emotional rewards. It also discusses behavioral reinforcement using positive and negative stimuli. The key points are:
1) Rewards are more effective when distributed using varied intervals rather than fixed intervals.
2) Rewards work best when given based on number of interactions, not time alone.
3) Real-time reward notifications increase transparency and help users optimize their experience.
Presentation on F2P game monetization for browser and mobile games for midcore and hardcore players with stats, best practices and common mistakes to avoid
Game Pill // Smash Ball Presentation Deck 2021Game Pill Inc.
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4. Personalize experiences.
You can create an experience specific to the player,
ensuring they are provided with affordable and
attainable goals.
Create relevant content.
Surface the right content to players based on the
features and benefits that will matter to them the most.
Drive strong perception of value.
Ensure you’re driving the strongest perception of value
for your game that will keep players engaged.
5. Why is it Really Important?
We found that 85% of games use campaigns that are untargeted or utilize very basic
demographic targeting, while 15% use sophisticated targeting based on more
complicated player behaviors, resulting in 4x higher uplift.
6.
7. 7
Likely have income from
a job.
Are playing the game to
pass the time.
Are likely busy /
employed => happy to
spend a bit to progress
faster.
For these players, time
is money.
This is where most of
your players start out
Usually are introduced
to the game via friends
& ads.
Might forget to log in
regularly to claim
rewards / offers.
If they remain in this
segment, they are likely
to churn out.
Want to be the best of
the best at any cost.
New content release =>
they will spend to make
sure they have it.
Will try to use all daily
allowances there are
available in the game.
This is your most
valuable, yet likely the
smallest segment.
These players are as
competitive, or more
competitive than
competitive spenders.
Likely students / kids.
Have much more free
time than they have
disposable money
Will min-max all F2P
features to get as much
value as possible.
Casual
Spenders
Competitive
Spenders
Casual
Budgeters
Competitive
Budgeters
8. 8
● This is where most of your players start out
● Usually are introduced to the game via friends &
ads.
● Might forget to log in regularly to claim rewards /
offers.
If they remain in this segment, they are likely to
churn out.
Casual Budgeters
9. 9
● These players are as competitive, or more
competitive than competitive spenders.
● Likely students / kids.
● Have much more free time than they have
disposable money
Will min-max all F2P features to get as much value as
possible.
Competitive Budgeters
10. 10
● Likely have disposable income from a job.
● Are playing the game to pass the time or as a
social getaway.
● Are likely busy with work and family => happy
to spend to progress faster.
For these players, time is money.
Casual Spenders
11. 11
● Want to be the best of the best at any cost.
● New content release => they will spend to make sure
they have it.
● Will try to use all daily allowances there are available
in the game.
This is your most valuable, yet likely the smallest
segment.
Competitive Spenders
12. Timing is Important
● 20-30% more messages sent on
weekends than during the rest
of the week.
● Sundays show almost twice the
percentage uplift of the days
either side.
14. Core Loop
Build my garden
with resources
(drives progression)
In order to build out my
garden, I need to invest
resources
Resources are stars
currency, consumable item /
materials, time, etc.
Play single-player
match 3 levels
(drives challenge)
Player plays match 3 game
with various level modes
available
Power ups available to
purchase & use that make this
easier
Get rewards from
beating levels
(drives economy)
Once a player beats a level,
they get rewards & stars.
Depending on level difficulty,
they are awarded a specific
amount of stars & rewards.
15. Engagement KPIs
Build my garden
with resources
(drives progression)
● % time spend on the
garden customization
● % of unlocked garden
object items placed
● # of inventory slots
purchased
● # times customization
button is hit per day
● % of garden objects placed
Play single-player
match 3 levels
(drives challenge)
● # failures on each level
before premium currency /
power up is used
● # of levels beaten have a
high star rating on them
● % levels beaten without
power ups
● % premium currency spent
on restoring stamina
Get rewards from
beating levels
(drives economy)
● # of unlocked garden
decorations relative to
level beaten
● % purchased power ups
used
● # of purchased power ups
per day
● # of garden decorations
bought per day
16. Eric enjoys unlocking new content to change
the visuals of his garden.
He might not even enjoy the match 3
gameplay, but he really enjoys the garden
building aspect.
Eric also loves exploring different
configurations for his garden (loadouts as a
constraint).
Profile 1: Explorer Eric
17. Monetisation Opportunities
IAP
● Eric owns a garden chair from one furniture collection, surface an
accompanying garden table at a discount.
● Eric might not be the best player at match-3, so offer him bundles of
power-ups to help him progress and bundle these with decorations.
Ads
● Eric spends most of the time in his garden => put an ad placement that
capitalizes on this. (e.g. garden has a % chance to spawn bees > tap to watch
a rewarded video ad to "pollinate" the plants.
18. Lisa likes playing all sorts of Match 3 games,
and is quite good at them.
Lisa wants to have a challenge, so she’s
unlikely to use power ups unless it feels
absolutely necessary to pass a level.
Instead, she’d rather spend money on extra
lives / resources to attempt failed levels again.
Profile 2: Challenger Lisa
19. Monetisation Opportunities
IAP
● Lisa really likes the challenge of the game, so IAP offers around purchasing
new "challenge" levels to unlock can do well
● Seasonal rotating events that feature timed, challenging content could
encourage Lisa to spend currency on more stamina
Ads
● Lisa spends most of her engagement on the Match 3 gameplay => rewarded
video ads after a beaten level might lead to higher ad engagement (feeling
happy).
20. Case Study 1:
Tanks A Lot
Case Study:
Tanks A Lot
A mobile game published by BoomBit
21. Core Loop
Upgrade tank to
advance Leagues
(drives progression)
A strong tank is needed to
compete in higher level
leagues
Resources are required to
upgrade the tank (currency,
cards, time, etc.)
Play a battle match
against other players
(drives challenge)
Player plays a PvP battle
match (multiple battle modes
available)
Tournament requires “tickets”
Players get x free tickets daily
(purchaseable for HC).
Get rewards for
winning a match
(drives economy)
Once a player wins a match
they get resources
If a player is an MVP, they
earn additional resources
22. Engagement KPIs
Upgrade tank to
advance Leagues
(drives progression)
● % of time spent on tank
customization screen
● # of tank permutations
● # of unlocked tank
cards
● # of times a card is
used / upgraded
Play a battle match
against other players
(drives challenge)
● # of battles played (specific
modes)
● % of battles won
● % of kills vs deaths
● # of tickets used vs # of
tournament matches played
● % of Gems used for
tournament tickets
Get rewards for
winning a match
(drives economy)
● # of trophies
● # of trophies compared
to player level
● # of days in a specific
league
● # of ‘play of the day’
medals won
● # of chests opened
23. GenerativeArt—MadewithUnity
Pete enjoys the progression aspect of Tanks A
Lot, where his main objective is mainly how he
can advance further up the league ladder.
Pete spends little time trying out or customizing
his tank, they prefer to utilize whatever cards they
have are strongest.
Same goes for different battle mode, Pete prefers
to play a battle mode that allows him to win at a
higher success rate to progress easier.
Profile: Progressor PeteProfile 1: Progressor Pete
Pete enjoys the progression aspect of
Tanks A Lot & advancing in the League.
Spends little time customizing his tank,
prefers to use his best cards.
Prefers to play a battle mode that allows
him to win at a higher success rate to
progress easier.
24. Monetisation Opportunities
IAP
● Pete only focuses on a handful of cards. Providing a bundle with some of his
highly used cards would be ideal.
● Resource specific bundles may also be appealing to Progressor Pete.
● Pete may hit a difficulty wall during league progression. Offer him a bundle during
this pain point to overcome such difficulties.
Ads
● Losing a match reduces your trophy count. Include an ad placement where
watching an ad reduces the % of trophies lost.
25. GenerativeArt—MadewithUnity
Pete enjoys the progression aspect of Tanks A
Lot, where his main objective is mainly how he
can advance further up the league ladder.
Pete spends little time trying out or customizing
his tank, they prefer to utilize whatever cards they
have are strongest.
Same goes for different battle mode, Pete prefers
to play a battle mode that allows him to win at a
higher success rate to progress easier.
Profile: Progressor PeteProfile 2: Min/Maxer Matt
Matt enjoys the details of a game & puts a lot
of effort in manipulating the game stats.
Matt spends a lot of time battling to prove
out their tank configuration.
They usually have a high win rate & K/D ratio
due to maximizing their tank stats.
26. Monetisation Opportunities
IAP
● Matt focuses only on strong card stats, so providing a bundle with some of his
highly used cards would be ideal.
● New content/cards with new game mechanics would also interest a user like
Matt.
Ads
● Any ad placement that increases Matt’s chance to acquire more cards is ideal.
(e.g. free chest after X hours, double rewards, etc)
27. GenerativeArt—MadewithUnity
Pete enjoys the progression aspect of Tanks A
Lot, where his main objective is mainly how he
can advance further up the league ladder.
Pete spends little time trying out or customizing
his tank, they prefer to utilize whatever cards they
have are strongest.
Same goes for different battle mode, Pete prefers
to play a battle mode that allows him to win at a
higher success rate to progress easier.
Profile: Progressor PeteProfile 3: Collector Carly
Carly enjoys multiple items and variations
in games.
Her main objective is to obtain every card
within a collection.
Carly participates in all modes to receive as
many resources and cards as possible.
28. Monetisation Opportunities
IAP
● Carly is a collector so bundles that provide her with additional chances to receive
cards, especially rare cards, are ideal.
● New cards during new game updates would also interest a user like Carly.
Ads
● Any ad placement that increases Carly’s chance to acquire more cards is ideal.
(e.g. free chest after X hours, double rewards, etc)
● Ad placements that provide additional card opportunities are also beneficial
(e.g. reduce chest timers, random free card, etc)
29. GenerativeArt—MadewithUnity
Conclusion
● Gather data as soon as possible
● Use segmentation to achieve a higher LTV
● Balance Ad & IAP monetisation
● A/B testing is important
Bonus: Apply behavioural economics to your monetisation.