Publishers and developers are launching games many times a year and while it is easy to do, it is also difficult to keep the players and grow the game beyond profitability. In this lecture we are going to explore key aspects about how to keep players excited, what are the key metrics, how to operate a team of operators, what are the various strategies for live operations.
In this lecture you will learn about all the layers that makes a game effective before and after its launch
Live Game Operation is key to success and it is a game of growth and retention.
Presented by Mark Val
www.markval.com
www.playfab.com
7. 7@markval @playfabnetwork
10,279 titles
+- 350 per month
0.06% F2P
+-30% of TOP 100 are F2P
0
500
1000
1500
2000
2500
3000
3500
All 2005 All 2006 All 2007 All 2008 All 2009 All 2010 All 2011 All 2012 All 2013 All 2014 All 2015 All 2016
24. 24@markval @playfabnetwork
BUILD
KILLER / EXPERIENTIALIST
Action, vertigo, tool-use, vehicle
use, horror, gambling, speedruns,
exploits,
Wants to be the most powerfull
ACHIEVER / GAMIST
Competition, collections,
manufacturing, high scores,
levels, clear all objectives,
Showoff to guild
EXPLORER / SIMULATIONIST
Puzzles, creative building, world-lore,
systems analysis, theorizing, surprise,
Talk about findings that are hard to
complete
SOCIALIZER / IDEALIST
Chatting, roleplaying, storytelling,
cooperation, decorating, pets,
social events
Unique chat features and stays
with “friends”
PROGRESS + POWER FASTER RETENTION
27. 27@markval @playfabnetwork
BUILD
USERS BONDS WITH
ITEMS & MECHANICS
MAKE A GOOD UX
HAPPY ACTIONS
ONLY
SAME PRICE FOR ALL
META GAMES
PROGRESSION
SYSTEM
REWARD GAMEPLAY
MAKE ENERGY A
RESSOURCE
TIME = MONEY
46. 46@markval @playfabnetwork
02. TWO
CPI AND CPA
LOL!!!
04. FOUR
GET FEATURED
OR BACKOFF
01. ONE
PLAN LAUNCH
BEFORE GAME
IS FINISHED.
03. THREE
BUILD A CROSS
PROMO
NETWORK
LAUNCH ON MOBILE
47. 47@markval @playfabnetwork
LAUNCH
40 DAYS PRIOR
Geographic Launch
version Submission
Date
14 DAYS PRIOR
Launch Candidate
Submission Date
Geographic Launch
version Approved
28 DAYS PRIOR
Give Giveaways
LAUNCH DATE
(ASO) SEARCHMAN.COM REVIEWFORDEV.CO
M
AUSTRALIA + 1 EUROPEAN
BASIC PLANNING
52. 52@markval @playfabnetwork
REVENUE PER MONTH = % CONVERSION X ARPPU X ACTIVE USERS
LTV > CPI
# invites * conversion
K-factor = i * c
ARPDAU or Retention
LTV = (A(month) – COST) * R(month)
GROW
53. 53@markval @playfabnetwork
GROW
RUN SALES ON CURRENCIES, NOT ITEMS. PUT A
COUNTDOWN.
ENGAGEMENT AND CONVERSION
1, 7, 28 DAYS – 50% LEFT AT EACH STEPS
REWARD ON VIDEO ADS IS FINE
54. 54@markval @playfabnetwork
60% OF REVENUE COMES FROM MULTIPLAYER GAMES
ALL SUCCESSFUL GAMES DOES LIVE GAME OPERATIONS
Deep linking
World coverage
Cross platform
85%
Games deals droped 81% in 2015, 2015 was the worst year ever for Business.The last time games deals looked like last year, the iPhone had just launched – it was 2007.Back to 2010 levels, with the $1.1 billion in 2015 led by mobile games, games tech/other (including eSports)
Theres more indies than actual business making money and nothing seems to stop them,
27% of top played games in the last 2 weeks are Free
AppStore : 434,103 ACTIVE GAMES IN TOTAL
Basic principal of supply and demand makes people publish in dying platform like the WiiU.
Only Quality can survive.
New smaller publishers are starting everywhere and big studios now makes small games.
Consoles doesn’t sales well in China
34,5M Active in the last 2 weeksAppStoreTotal downloads last week
3,874 SAAS in 43 categories. 86% growth over last year.
Hiring a service is cheaper than a person to grow your game.
The only way to be seen in to raise the bar in delivering a GREAT user experience from start.That’s the real chalenge
Only 4% of new apps last more than 2 weeks in the top charts. That’s 350 a month, globally.90 Billions dollars
Players grow old at 37 yearsLack of new hits, Pay instead of PlayWith the average dollars per buyer being $33.55 - so the market is relying heavily on the so-called whales.
Players grow old at 37 yearsLack of new hits, Pay instead of PlayWith the average dollars per buyer being $33.55 - so the market is relying heavily on the so-called whales.
Careful on using AveraRtplatform and lives on UA.
CPI Is going up and people are spending less.
Playfab has developed a low-cost solution that reduce the time to launch and operate an online game.We call it a LIVE GAME OPERATIONS PLATFORM.
Because any game as a service are hard to build and operate, our live platform increase the launching speed of a game by 10x. All while cutting the expenses by 2.5x.
Because we focus on operations, unlike alternative solutions that delivers only the game components or data storage, we can save our customers 40% of their total cost.
Bottom line, Playfab saves time and money, increase reliability and increase performance for game operators. Isn’t that a good opportunity?
Reality of Games As a Service!
1. Because you have to offer your game in multiple languages like any other products out there.55% of the players only buy in their native language and by covering 10 languages you already cover 85% of the players. That is 2 Billion players
2. Players now demand to be involved by creating and sharing. If you want your POWER USERS to have a lasting experience you need that. Cross platform authentication and account linking can help you with this since they will connect with friends and share in an easier way.
3. With players spread globally, you will have to create an economy that support different type of persona of players (achievers, killers, etc.. ) and for different cultures. You will need to create content that they will like and to find this you will need to iterate a lot. So you need your game content data need to be distributed and manageable in the cloud. From Minecraft to Clash Of Clash they are all updated over time as a service.
Tied the monetization with the mechanics for the audienceIf you don’t know monetization, get your hands on economy and curre
Players switch persona all the time.Omitting one persona means around -20% in revenue. There should be something for everyone.
It is the same thing for the 7 Sins : Vanity, Envy, Gluttony, Lust, Anger, Greed and the Sloth as to be present As the persona progress inside the game he should always find something that he enjoys.
Killer : The main point is depending on the cultures, the majority will like PVP and others will really not like it.
Socializers : The more women you have the more men will stay and play. Hard to monetize but good for retention.
Wont talk about traders since it is about economy and too long to explain
Wrath : Make others angry and wants the advantages. More Power
Greed : Wants to have everything, rich and never shared anything. Big inventory.Lust : Wants more now by clicking instant results.
Gluttony : Similar to previous. Search satisfaction, consumables or timed boost that gives more
Pride : Show off with customization and needs to be seen.Sloth : Comfort and easier because doesn’t want to work to be powerfulEnvy : Wants things before its available, want it now, ready to steal
Don’t believe me?Heres some brain scansLimbic types or neuro transmitters and receivers ARE different at rest
MONETIZATION TIPS1. Users should always have something to do. You need a End game MetaGame
2. All of the successful game got a progression system. Time and progression are easy to monetize. Look at tops MMO RPG coming from Korea for inspiration.
3. Don’t reward users on login but rather on GamePlay and never not punish users for missing a login or a cooldowns
4. ENERGY SYSTEM BAR ON TOP ARE BAD. It tells right away that you can Pay to win game. It limits fun. See ClashOfClans, they give the energy into players hands with resource.
5. Never take away something the user earned except for functional items.
6. Don’t make Click Baits buttons that does something else than intended. Make a buy button Green after making a next button green. Make a good user experience where the user feel it easy to progress in the UI.7. User should always be happy when he does something in the game. Even if he lose he should get a reward that is useful for him.
Integrate choices so that the user decide what he wants because not all users like the same thing.
8. Threat all users equally and don’t try to give different prices to whales vs none payers for the same items. You will end up like Zynga
TIPS1. The game should be short and predictable. Make sure to make your game easy to quit and to restart at the same position. Introduce complexity layer by layer and monitor when people drop. You don’t want them to drop early. Create a game that is FREE from start to finish with endless play with metalayers for progression with a fun core loop.
2, Price encoring is super important so it is better to start expensive and with high numbers so it is easier to tweak in the future. Make pricing tiers to evolve with the progression and also time is the most common monetize aspect since as you know there is a 100% chance that we will all die. Monetization
3. Using timers or energy you can create limited session so that the user doesn’t feel full and wants to come back. Retention
The total prize pool will exceed US$5.5 million, with the most popular games (Dota 2 and CS:GO) getting prize pools in excess of US$1 million that will also be bolstered by crowdsourced funds.
China is now 5% of steam users while US is 17,4%
Dota 2 in Russia and ChinaCounter Strike in Germany and US
Total mobile revenues reached more than $1 trillion in 2015.
CPI Is going up and people are spending less.
SE Asia doesn’t make their own apps or barely. Vietnam is flourishing.Theres a lot to be learn here.Bigger GDP = more developersIndiaUSA cant breach the Asian wall.
High income economies wins it all.
Developing Nations will be 90% of the next 1B new mobile SubscriberExpensive mostly rural with no money.
Smartphones are getting cheaperIndia is the real growth driver with more than ½ billion new connections from this year to 2020Because these countries are developing nations, the annual average growth rate in revenue is just under 2% for the period between 2015 and 2020 & less than half the rate of the previous five years.
Philippines is the third largest smartphone market in Southeast Asia, and the fastest growing app market118M Connections 1,8k is ¼ of an annual wage1.6% of the #1GDP Developers to revenue ratio
Google merchant accounts are not available in 74 countries,
850 billion real campaign data points ran across 11 countries in Asia-Pacific.The report found that more and more people around Asia have access to and use three devices or more.
As you now understand, more connections = bigger GDP with time.And we are about to enter a world where everyone is connected, The Global app economy is offering new economic opportunities that will stop the concentration
1. You need to plan your launch before the game is finished.
You can’t just stick it in the store and hope that people are going to find your game.
You need to have a little money to do some kind of marketing, even if it’s for an internal resource.
PR is pretty pointless with Mobile Games as an acquisition tool (Word of Mouth, YouTubers)
MOST PUBLISHERS ARE CLUELESS ABOUT MOBILE
2. You CAN’T buy paying users
Nobody shows ads to anyone that has purchased in a game
The only reason to buy users is to chart the game in the store, or retain chart position
The organic users that come in from the chart position are your only hope for monetization
3. Find other developers that you like with games that will cross-promote well (puzzle games and puzzle games, strategy and strategy, etc.)
You’re only trading non-paying users, so there is no loss in trading a user
Optimal deals time the user swap to support launches between companies (you launch in May, I launch in July).
Reach out to possible distribution partners or publishers or 3rd parties for cross promotion
Get Icons, 5 screenshots and App Store Optimization ready
2. Reach out to App Store Manager with heads-up for possible feature consideration
1, Lock Down Launch Advertising (if any) and finalize your Ad creative with CPI cost
3. Outreach to top 5-7 targets via internal distribution (testflight, hockey, or other)
1. Launch Trailer and Outreach to the top 50 consumer media columnist
4. Always a Thursday for iOS launches
1. Pitch editors, cover news (Pointless) but give 50-100 codes per approved submission
LOOK OUTSIDE OF GAMES
LOOK OUTSIDE OF GAMES
Community management is NOT marketing and support IS essential.
Having a crowd that is angry because they cant log in
Support ticketing tool and access player profile to know history on game actions and spending.
Never forget that some players can spend more than 1000$ in a game and they will ask for support since they know everything about the game.
Heres the amount of hours played by gamers who are spending money online. As you can see they require a lot of content or replayability. 60% of thoes who play more than 10 hours a week are spenders and across all the games only 2.8% of the players are spenders. This is why live game operations can help you find what your players like and will make them a power user. This is the key make them an involved player with lots of things to do or achieve it will help them become Power Users.
To have a successful game you need 1 of the 3 KPI that calculates revenue per months to be good. If you have 2 or 3 of them that are good you will have a really profitable game. % who become payers X Average Revenue Per Paying User X number of active users. If your Life Time Value is become then the Cost Per Install in user acquisition which is now $2.60 you are ready to open the valve and make tons of money. But again you need to have your Love Operations Tools.LTV is a tool not a strategy
Retention at this point can only be improved with at better metagame endgame or adding more content.
If you have bad retention after 28 days, you shouldn't’t have launched on the first place.
Here its all about Engagement. Happy hours, Promotion with holydays, Add more content for longer longevity.
Do the same process as for a launch for every updates except for the PR and talking to editors.
Make videos, screenshots and promote to your community well in advance.
Use Facebook and your website to share news and create community events.
1. The game should be short and predictable. Make sure to make your game easy to quit and to restart at the same position. Introduce complexity layer by layer and monitor when people drop. You don’t want them to drop early. Create a game that is FREE from start to finish with endless play with metalayers for progression with a fun core loop.
2, Price encoring is super important so it is better to start expensive and with high numbers so it is easier to tweak in the future. Make pricing tiers to evolve with the progression and also time is the most common monetize aspect since as you know there is a 100% chance that we will all die. Monetization
3. Using timers or energy you can create limited session so that the user doesn’t feel full and wants to come back. Retention