game live ops for mobile indies
DESCRIPTION
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
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
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• 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 :)