Casual gaming metrics applied to social gaming

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    Casual gaming metrics applied to social gaming - Presentation Transcript

    1. Who am I?
      • Andrew Mayer
      • 17 Years of game production:
      • Producer/Designer
      • Creative Director at Cartoon Network Online
      • Casual Games for Playfirst
      www.mediashifters.com
    2. Who am I?
      • Andrew Mayer
      • Social Gaming and User Experience Consultant
      • Working with Social, Casual, and Core game companies
      • Development Strategies
      • Monetization
      • Game Design
      • Community Integration
      www.mediashifters.com
      • PlayFirst was one of the first to integrate metrics into Casual.
      • Developed strategies for metrics integration.
      • Analyzed findings to determined implementation.
      • Integrated feedback across a variety of titles.
      Casual Metrics
    3. Measuring Casual Games
    4. Most Casual Games are built around a common Structure
      • Large “areas” contain a number of individual levels.
      • Complete all levels to move to the next area.
        • New game dynamics are introduced in areas.
      • Story elements are revealed in-between levels.
    5. Common Casual Play Modes
      • Adventure A single linear play experience wrapped in some kind of story arc.
      • Arcade Timed play for high score.
      • Challenge Try to get the highest score possible, or beat a series of puzzles.
    6. Big Decisions Are made early
      • You’re making some of the most expensive and hard to change decisions about the game before you’ve even started coding it.
      • Genre, Play Dynamic, Interface, Assets, etc.
    7. Big Decisions Are made early
      • Casual games are often built around existing demographics
        • Mostly based on popular genres.
        • These are classic “sales metrics” decisions.
      • Clones and sequels are common
        • Both in gameplay and genre.
    8. It’s all about CONVERSION
      • At some point between 30 minutes to an hour the shutter comes down
        • Free play ends.
      • Users must pay from $10 to $20 and purchase the game if the want to continue.
      • Conversion rates are low
        • 3-5% is a smash hit.
    9. It’s all about CONVERSION
      • Powerful Portals dominate the points of purchase.
        • Yahoo, BigFish, Shockwave, etc.
        • They also own the DRM Wrapper
      • Conversion rates are low
        • 3-5% is a smash hit.
    10. So, the main question is:
      • How do you get your audience to pay for your product when the free part is over?
      • Especially when the cost to play something else is free.
    11. Defining metrics for Casual
    12. What is (or isn’t) the player doing?
      • How far did the user get before they ran out of time?
      • If the game is supposed to be addictive why isn’t the user purchasing the game?
    13. Did the user even finish the trial?
      • What were they doing when they bailed?
      • Often times there was a specific level where people decided to give up or go pro.
        • that’s not a bad thing if people converted significantly on a certain level.
      • Is there a obvious problem to be found?
        • Most often yes .
    14. The Main Conditions
      • How long did they play for?
        • And what were they doing when they stopped?
      • Did they come back again?
        • How long did it take them to come back?
      • Did they play to the end and not buy?
        • Where were they when the shutter came down?
      • Was there anything in particular that they loved or hated?
        • Players tended to bail in clumps.
    15. Change is harder in Casual
      • Changing assets, interface, or gameplay was often expensive.
        • Changes had to be propagated throughout the game.
      • Rolling out revisions was difficult.
        • Not only does the product need to be revised, but it needs to be propagated.
      • It is possible to delay a launch, but it makes the Portal unhappy.
        • Big rollouts needed a front page launch.
    16. What we could change: THE RAMP
      • How difficult does the game becomes, and how quickly?
      • How and when do you introduce new play dynamics?
      • Are the story elements helping move the player along?
    17. What we could change: THE RAMP
      • Levels were always built using a dedicated tool
      • Or by editing a simple (human readable) attributes file.
    18. The Balancing act: Difficulty goes both ways
      • It’s obvious when levels are too hard but sometimes a game is too easy
      • Players need to understand where the game is going to go.
        • But at the same time they can’t get frustrated.
      • At some point you need to demand they play strategically rather than tactically.
    19. Lessons for Facebook Developers
    20. Focus on metrics that surround the activities you're looking to promote.
      • The single most important thing to capture is what the player is doing when they stopped playing your game.
      • What was the first thing did when they came back?
      • Use your metrics to target when the users made the decisions you actively want them to make.
    21. Social’s biggest advantage is flexibility
      • Changes automatically impact all users going forward.
        • Which is awesome.
      • The audience is dynamic and innately viral
        • You can launch and relaunch.
      • You have more than one method of monetization
        • Choose a model that matches the gameplay
        • And/or choose gamplay that matches your model.
    22. Track their movement
      • If the audience never sees something, that’s a big problem.
      • They aren’t innately curious.
      • So make sure they’re even looking at the stuff that’s not on the main page.
    23. Try competing solutions
      • Player satisfaction isn’t always easy to gauge.
      • What seems obvious may not be.
        • It’s not too hard, it’s too easy!
      • You may have more than one audience.
        • And you may have to pick one of them to reach the next level of success.
    24. Don’t build Haystacks
      • Be careful of tracking too much.
        • Tracking every keystroke leads to servers filled with unanalyzed data.
      • Pick data points that relate to your current initiative.
        • Create your baseline to measure against .
    25. Beyond the Money
      • It was easy to think that everything was impacting conversion.
        • But sometimes you need to solve incremental problems to uncover the real issue.
      • Set the expectations the user is bringing into the experience, and work from there.
      • Make sure you’re giving the player a genuinely valuable experience.
    26. Thank you. Column: www.insidesocialgames.com Email: andrew@mediashifters.com Twitter: mediashifters www.Mediashifters.com
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