Presented at Casual Connect 2013
Time limited contests, events, seasonal activities and any special content are fall under the category of live operations.
For mobile game indies, live ops are a chance to bump up retention and monetization and turn a successful game into a hit.
These slides give a summary of what live ops are, case studies of different types and lessons learned.
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LIVE OPS β One definition
βWhat players perceive as a time limited eventβ
Can be:
β’ Gameplay, content, contest, bonuses etc
β’ Single or multiplayer
β’ Local or global
β Local = can happen at different
times for different players
β Global = system wide
β’ Most advanced in Japan
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Reasons to do live ops
β’ Fun factor! (short term retention)
β’ Establishes return schedules (medium term retention)
β’ Community building (long term retention)
β’ Monetization increase
βMore than half of our
Modern War revenues
comes from eventsβ
- Mike Lu
8. Fall of a Meteorite summary
8
5 stages needed to complete within a week
β’ Build & upgrade around 10 buildings
β’ Collect many items through social
β’ Complete contracts
β’ Visit friends
Total requirement ~ 500 cash + 500,000 coins
IAP = $US 20 + $US 10 = $US 30 total
11. Motor World β global multiplayer
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Example
β’ Reward (car) of one stage
needed for next
β’ Completing stage 4 unlocks
global ranking
β’ Additional rewards for global
top ranked
β’ Pay to play at higher stages
13. Style Me Girl β global multiplayer
Example
Eco chic event
β’ Themed style challenges (pvp)
β’ Themed time limited items
β’ Single global leaderboard
β’ Rare prizes
14. Eco Chic results vs Baseline
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β’ Increased sales
β’ Players enjoyed
β’ Collecting spirit
β’ Casuals stopped early
β’ Server overload
β’ Too manual
β’ PvP only
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Lessons learned
β’ Plan for events in design phase
β’ Use core mechanics
β’ Local events are βset and forgetβ
β’ Give all a set of achievable goals
β’ Pair with themed item packs
β’ Have fun :)