Launching a great F2P game isn’t enough these days to win. You need a great live operations strategy as well — and the tools to execute it. We’ll talk about how to build our your operations plan and then take a deep dive into one key component: in-game events.
3. Build
game
Build
backend
Launch
Build tools
for ops team
Segment &
target
customers
Deploy
servers
Offers &
Promotions
Update
content
Host in-game
events
Customer
service
Nowadays…
Business
intelligence
Business
intelligence
4. How I’m defining Live Ops
• Changes to the game after it goes live
• Generally without changing game code
Live Ops
• New cosmetic item
• Limited time offer
• Weekend event
• Paid UA campaign
Not Live Ops
• New functional item
• New crafting mechanic
• New tournament mode
• New viral mechanic
5. Live Ops depends on tools
• What can you do w/o bugging engineers?
• ‘Hacker’ mentality helpful in live ops
The Live Ops Tools Continuum
Writing SQL
Hacking game DB
Fully integrated toolset
Key game params exposed
6. Key components of Live Ops
• Events
• Business Intelligence (analytics)
• Offers & promotions
• Store / catalog management
• Customer service
• User acquisition
7. Key components of Live Ops
• Events
• Business Intelligence (analytics)
• Offers & promotions
• Store / catalog management
• Customer service
• User acquisition
10. Sample event types
• Fun – boost engagement
• Monetization – boost revenues, fix economy
• Marketing – cross promote another game
• Content – promote new update
• Tactical – wielded like a scalpel
• Blend of the above
11. It starts w/ a calendar
KPI actuals KPI forecast
12. Tailoring events for your players
Courtesy of Janaki Kumar and Mario Herger. Copyright: CC-Att-ND (Creative Commons Attribution-NoDerivs 3.0 Unported).
13. Name Mechanic Fiction Duration Banner
Ultimate Dragon Rush Special dungeon, available
only after normal dungeon
“Starlight Sanctuary” is
cleared. Legendary Plus
difficulty, stamina cost of 99
The skies are ominous and the earth trembles
beneath our feet. Behold! The legendary
dragons come forth and bring you a challenge
to remember. Do you have what it takes to
enter their realm? Or will you kneel before
their will?
2/28 (Sat), 12:00AM – 3/1
(Sun), 11:59 PM
Pal Egg Event Special Pal Egg machine,
each pull is 1000 Pal Points.
Seven special new monsters
are available, including Life
Dragon, Cao Cao, and Lu Bu.
They may be small, but their stature is great!!
Originally just Five Elements Gods, the minis
have now reached the Three Kingdoms
period.
3/4 (Wed), 12:00AM –
3/10(Tues), 11:59 PM
Descended Challenge Special dungeon with 15
floors, each floor with powerful
enemies. No continues are
allowed. Each floor gives
special rewards.
One Descended Dungeon, with the right
team, and you think “Okay, not too bad. I can
handle this.” You think you’ve won, but
instead you keep going. They keep coming.
Like meteors from the sky, impacting on the
Earth and forcing you to run!
2/27 (Fri), 12:00AM – 3/10
(Tues), 11:59 PM
Event mechanic vs. fiction
14. Fun event examples
• RPG where GM’s have playable characters and hang out in game
• Game emphasizes cosmetic item purchasing
Hide and Seek • GM is hiding somewhere in the world
• Find him/her, and win a reward
Fashion Show • Post image of decked-out character on FB
• Community votes
• Winner gets displayed on launcher screen for a week
Guild
Competition
• Guilds compete to capture & hold a castle
• Whoever holds it the longest wins the event
• Winning guild gets a rare item for all guild members
15.
16.
17. Monetization event examples
• BCG that just released a star 6-card “Death Dragon” set
• Special “Hell’s Bog” map appears rarely, and only if you equip one
Limited time
event
• Hell’s Bog available for next 72 hours
• Special Death Dragon packs on sale for 72 hours w/ 5x chance
of dropping a Death Dragon card
Spender
rewards week
• Receive gifts for spending certain amounts
$50 --> 3 Premium Card Packs
$100 --> 5 Death Dragon Card Packs
$200 --> 5 Premium Card Packs, 5 Death Dragon Card Packs
$300 --> 10 Premium Card Packs, Death Dragon 1 card
$400 --> 10 Premium Card packs, Death Dragon 2 card
$500 --> 10 Premium Card packs, Death Dragon 3 card
18. Monetization event (2)
• A game’s economy is out of whack – sources/sinks didn’t match
• Need to suck raw materials out of world ahead of a new update
Crafting event • All crafting has a 3x rate of success
• Certain catalyst materials are on sale
High-value
auction
• Auction off rights to name a street in the game
• Sell lottery tickets for rare aesthetic items
19.
20. Content event examples
• An MMORPG releases a new dungeon and wants to build hype
• The dungeon boss releases very rare loot
Triple boss
drop rate
• Rare loot drop rate is tripled for first week after launch
21. Marketing event examples
• Ninja-bee wanted to cross-promote its 3 titles
by providing exclusive content for purchasing
new games
• E.g., World of Keflings:
– See a unique new buildings in tech tree
– To obtain blue print, install & run
Raskulls
– New building adds cute new characters
22. Tactical event example (1)
• A MMO strategy game achieves highest rate of spend after level 10
• Most players reach level 10 around week 5, but current week 5 cohort is lower L10 % than average
• Solution: targeted XP event – triple XP for week 5 cohort < L10
0
1
2
3
4
5
1 2 3 4 5 6 7 8 9 1011121314151617181920
LTV($)
Level Reached
Weekly $ by level
0%
10%
20%
30%
40%
50%
60%
70%
80%
1 2 3 4 5 6 7 8
%ofplayerswhoreachedL10
Week # post install
% reached L10 by weekly cohort
23. Tactical event example (2)
• An empire builder is getting old; new player installs are down
• Players are therefore concentrated at higher levels
• Therefore not enough competition for new players
• Solution: leveling event that cuts building times in half for levels <5; event runs
unpredictably to avoid creating expectations
0%
2%
4%
6%
8%
10%
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Player distribution by level
24. Key technology building blocks
• Business Intelligence (BI)
• Localization
• Messaging
• Gifting / awarding
• Targeting / segmentation
• Ability to change key game variables
25. Good BI challenges scalability
• Most DB’s optimized for reads, not writes
• But BI is all about writes — lots of writes
• And the reads are across lots of data
Game Log files Event
store
BI Tools
Events Buffer
26. Localization
• Can boost revenue 30-40%
• But more than just the game…
– All events & event messaging
– Requires rapid-turn around
• Machine translation not yet good enough
Before I go too deep, though, let’s start with some history. It used to be, we sold games in boxes on store shelves. Back then, there was no need for Live Ops. It didn’t exist.
Now, however, games have becomes services, and suddenly launching the game is only the beginning. There’s all this other stuff that has to happen AFTER the game goes live – the service has to be managed.
To me, live ops is what you do after a game goes live, typically by a dedicated LiveOps team, that can largely be done without modifying the game itself
It’s a fine line, though, since you often need to change the game to support LiveOps
a better way to think about it, perhaps, is what can you do with the tools you have to improve the performance of the game?
But even this is a great area, because there’s a huge range of different tools. Everything from hacking SQL scripts and modifying the game DB directly, to a full set of “GM tools” that are purpose built for running the game.
I’ve visited a lot of game companies, though, and looked at a lot of tools, and generally they suck because (a) no one wants to invest in tools until they know the game is a hit, and (b) by then it’s too late
Tools are usually the bare minimum for the live ops team to get their work done, often w/ a lot of pain
As a result, good live ops people have a “hacker” mentality – figure out how they can succeed w/ limited resources, being very creative
There are several building blocks of successful live ops…
There are several building blocks of successful live ops…
Once you’ve figured out what you want to improve in your game, you can start to use LiveOps tools to adjust
The most useful tool, as I mentioned at the start, are events
Events are how you keep a game fresh and interesting, as well as the tool for making changes to your audience. They can be broad and apply to everyone, or incredibly focused and wielded like a scalpal to make fine adjustments.
Disney is a master of this. At Disney World, they redress their amusement parks in keeping with whatever holiday or other seasonal theme they have going on, and adjust based on where in the world they are. This delights the customers without actually costing Disney that much.
Here’s an example of the revenue performance of Tetris Blitz in Japan in February. There were no updates to the game that month – the huge swings in revenue performance were entirely due to live game events.
Here’s a basic breakdown of event types… we’ll consider examples for each of these.
A calendar with all post/coming events and updates is essential, without it you can correlate on first sight.
Events for community, monetization VS update in the game (functional, patch) VS bug VS marketing stunt
Track how each event performs on a scale of 10 – test every event, and re-use the ones that are the most effective
Game events should be spontaneous and shouldn't follow always the same dates otherwise the players will wait for it which will diminish spendings.
You have to mention general events (Halloween, Christmas) vs local events Super Bowl vs Rudby world cup.
Have content for at least 3 month of gameplay after soft launch and already prepare content possibilities based on KPI validations of player types.
But first, it’s worth noting that alll events have two components… the “fiction” of the event, and the “mechanic” of the event
The mechanic is what’s actually changing
The fiction is how you position it to the player
The same mechanic can be positioned in many different ways – and I’d argue the fiction is more important than the mechanic
Eternal saga, from Reality Squared Games
Tera from En Masse Entertainment
Events should auto balance the game economy with supply and demand while creating fun.
Items and theirs relations with economy and fun (Feel of ownership, unlock higher tiers, rarity or limits)
Inflation/Deflation tracking