in it for the long haul - how wooga boosts long-term retention

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In It For The Long Haul: How Wooga Boosts Long-Term Retention Sebastian Nußbaum & Adam Telfer Wooga

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Page 1: In it for the long haul - How Wooga boosts long-term retention

In It For The Long Haul: How Wooga Boosts Long-Term Retention

Sebastian Nußbaum & Adam Telfer Wooga

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First hit bubble shooter on Facebook Highly engaged fans playing

for 5 years 200 million installs across iOS,

Android and Facebook

>$30 million sales / year Reached #1 free e.g. in the US and

top 5 grossing in 54 countries

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HIT-DRIVEN

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Our Focus:

Repeatedly make hits

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What is the secret formula for creating

the next hit game?

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Long Term Retention

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Your game must last for years.

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How does Wooga boost Long Term Retention?

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Prototyping for Long Term Retention

Adam Telfer

Challenges of a Scalable Narrative

Sebastian Nußbaum

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1. Why Focus on Long Term Retention?

2. Prototyping

Long Term Retention Prototyping for

Long Term Retention

Adam Telfer

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1. Why Focus on Long Term Retention?

2. Prototyping

Long Term Retention Prototyping for

Long Term Retention

Adam Telfer

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What is the secret formula for creating the next hit game?

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2009

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2010

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2011

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2012

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Today

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How do we build the next hit?

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Let’s go to new genres!

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Top 100 US: Genre Clusters

Clash of Clans Saga Casino

Core Builder Resource Management

15% 37% 12%

12% 11%

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What about the “Others”?

87%

13%

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So let’s just copy!

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Clones don’t work

(3 reasons)

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#1: Players have invested already

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#2: This is where their friends are

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#3: You are targeting the same players.

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How do we create the next hit?

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“Just build a great game”

“Make it fun, and players will come”

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The Funnest Games aren’t on top.

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It’s the games that the Fun lasts.

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“Just make a game so everyone enjoys it”

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Market size doesn’t matter if you can’t retain players.

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Evil Tricks Fail

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Monetization is nothing without Lasting Retention

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“The longer a player waits until they pay,

the more they will pay over their entire engagement with the game.”

- Mark Robinson CEO of Game Analytics

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Successful games focus on

Lasting gameplay for years.

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2012

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Years Months

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1 day retention

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3 day retention

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7 day retention

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30 day retention

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90 day retention

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300 day retention

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Pearl’s Peril lasts for more than a year

Jelly Splash does not

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LTV?

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360d LTV

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How do we create the next hit?

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Focus on creating a game that lasts for years.

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1. Why Focus on Long Term Retention?

2. Prototyping

Long Term Retention Prototyping for

Long Term Retention

Adam Telfer

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How do you create a game that lasts for years?

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5 Steps to

Long Lasting Gameplay

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#1: Strong Long Term Goal

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#1: Strong Long Term Goal

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#1: Strong Long Term Goal

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#2: Longterm Investments

Years!

x1000 ???

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#2: Longterm Investments

Reward players for making longterm investments into the

game

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#3 Strong Session Design

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#3 Strong Session Design

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#3 Strong Session Design

Ensure pacing is natural & Drive habits with 6+ sessions per day

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#4 Create Social Pressure

No Social

PvP

PvE +Social

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#4 Create Social Pressure

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#4 Create Social Pressure

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#4 Create Social Pressure

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#4 Create Social Pressure

Create mechanics that force players to rely on each other to

play at the highest level.

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#5: Cost vs Consumption

CONTENT!

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#5: Cost vs Consumption

Have a solid plan for how to create years of content for players

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5 Steps:

#1 Longterm Goal #2 Longterm Investment

#3 Session Design #4 Social Pressure

#5 Plan for Content

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How do you know if a prototype will last for years?

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Prototyping Goal:

Is it fun for one month?

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When you try a Month of Fun…

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When you try a Month of Fun…

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When you try a Month of Fun…

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To build the next hit:

Focus on creating games that last for years.

Stop games that don’t show they can scale to 1 month of fun.

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Thank You!

@adamwtelfer mobilefreetoplay.com

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Challenges of a Scalable Narrative

Sebastian Nußbaum Head of Studio

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Challenges of a Scalable Narrative

Sebastian Nußbaum Head of Studio

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Statue

Coins

Medal Fish

Flower Skull

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Statue

Coins

Medal Fish

Flower Skull

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Statue

Coins

Medal Fish

Flower Skull

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Q1 2013 Q4 2014

Revenue Revenue

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Q1 2013 Q4 2014

Revenue

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5 Challenges! That almost KILLED the game…

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5 Challenges! That almost KILLED the game…

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Challenge#1: Does the STORY scale?

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Challenge#1: Does the STORY scale?

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4-6 weeks

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A couple of months in to production

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Main Arc

2 years +

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Main Arc

2 years +

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Main Arc

2 years +

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Main Arc

2 years +

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Main Arc

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Main Arc

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Main Arc Mid Arc

6 weeks

6 weeks

6 weeks

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Main Arc Mid Arc

6 weeks

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Main Arc Mid Arc

6 weeks

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Main Arc Mid Arc Weekly Arcs

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Main Arc Mid Arc Weekly Arcs

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Use cliffhangers to make the weekly rhythm work

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Challenge#2: Does the Protagonist scale?

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Challenge#2: Does the Protagonist scale?

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Challenge#3: How do you PRESENT the story?

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Challenge#3: How do you PRESENT the story?

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2 seconds: skipping

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2 seconds: skipping 4 seconds: skimming

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2 seconds: skipping 4 seconds: skimming 8 seconds: reading

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2 seconds: skipping 4 seconds: skimming 8 seconds: reading 20 seconds: went shopping

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All users

Read

60%

30%

45%

0%

15%

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All users

Read Skim

60%

30%

45%

0%

15%

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All users

Read Skim Skip

60%

30%

45%

0%

15%

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All users Payers

Read Skim Skip

60%

30%

45%

0%

15%

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Challenge#4: How will you PRODUCE all the content?

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Challenge#4: How will you PRODUCE all the content?

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Believe in small teams and communcation

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Internal Team

External Teams

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Murphy’s Law “ If anything can go wrong, it

will! “

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Challenge#5: How do you keep the PLAYER busy?

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Challenge#5: How do you keep the PLAYER busy?

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For 1 week of content for a player...

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200 Man days...

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200 Man days...

3 Hours! ● it takes 75 man days

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Support the narrative

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Support the narrative

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Support the narrative

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Support the narrative

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Support the narrative

Grind

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Support the narrative

Grind

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Support the narrative

Grind

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Support the narrative

Grind

Master it

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Q1 2013 Q4 2014

Revenue

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90 chapters

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Reset button

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80% of the players

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Focus on creating games that last for years!

Adam Telfer

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Focus on creating games that last for years!

Adam Telfer

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Thank You!

[email protected]