game live ops for mobile indies

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Post on 01-Nov-2014

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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.

TRANSCRIPT

Tournament Time!

Live Ops for Indies

simon@frenzoo.com

About Frenzoo

• 3d lifestyle games startup• Launched last year• “Learn every day” culture• No shoes policy :)

3

Rundown…

• Defining live ops• Should Indies care?• Case Studies• Lessons learned

4

LIVE OPS – One definition

“What players perceive as a time limited event”

Can be:• Gameplay, content, contest, bonuses etc• Single or multiplayer• Local or global

– Local = can happen at different times for different players

– Global = system wide

• Most advanced in Japan

5

Reasons to do live ops

• Fun factor! (short term retention)

• Establishes return schedules (medium term retention)

• Community building (long term retention)

• Monetization increase

“More than half of our Modern War revenues comes from events” - Mike Lu

Megapolis – local singleplayer

6

Example

Associated sale

7

Fall of a Meteorite summary

8

5 stages needed to complete within a week• Build & upgrade around 10 buildings• Collect many items through social• Complete contracts • Visit friends

Total requirement ~ 500 cash + 500,000 coins

IAP = $US 20 + $US 10 = $US 30 total

Campus Life – local singleplayer

9

Example

Motor World – global multiplayer

10

Example

Motor World – global multiplayer

11

Example

• Reward (car) of one stage needed for next

• Completing stage 4 unlocks global ranking

• Additional rewards for global top ranked

• Pay to play at higher stages

Collaboration examples

12

Example

Mostly independentGuild cooperation

Style Me Girl – global multiplayerExample

Eco chic event• Themed style challenges (pvp)• Themed time limited items• Single global leaderboard• Rare prizes

Eco Chic results vs Baseline

14

• Increased sales• Players enjoyed• Collecting spirit

• Casuals stopped early• Server overload• Too manual• PvP only

15

Lessons learned

• Plan for events in design phase• Use core mechanics• Local events are “set and forget” • Give all a set of achievable goals• Pair with themed item packs• Have fun :)

16

Thanks!

Any questions?

simon@frenzoo.com

@simonhk

Blog: IteratingFun.com

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