Your SlideShare is downloading. ×
Game Live Ops for Mobile Indies
Upcoming SlideShare
Loading in...5
×

Thanks for flagging this SlideShare!

Oops! An error has occurred.

×
Saving this for later? Get the SlideShare app to save on your phone or tablet. Read anywhere, anytime – even offline.
Text the download link to your phone
Standard text messaging rates apply

Game Live Ops for Mobile Indies

4,679
views

Published on

Presented at Casual Connect 2013 …

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.

Published in: Entertainment & Humor

0 Comments
2 Likes
Statistics
Notes
  • Be the first to comment

No Downloads
Views
Total Views
4,679
On Slideshare
0
From Embeds
0
Number of Embeds
12
Actions
Shares
0
Downloads
19
Comments
0
Likes
2
Embeds 0
No embeds

Report content
Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
No notes for slide

Transcript

  • 1. Tournament Time! Live Ops for Indies simon@frenzoo.com
  • 2. About Frenzoo • 3d lifestyle games startup • Launched last year • “Learn every day” culture • No shoes policy :)
  • 3. 3 Rundown… • Defining live ops • Should Indies care? • Case Studies • Lessons learned
  • 4. 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. 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
  • 6. Megapolis – local singleplayer 6 Example
  • 7. Associated sale 7
  • 8. 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
  • 9. Campus Life – local singleplayer 9 Example
  • 10. Motor World – global multiplayer 10 Example
  • 11. 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
  • 12. Collaboration examples 12 Example Mostly independentGuild cooperation
  • 13. Style Me Girl – global multiplayer Example Eco chic event • Themed style challenges (pvp) • Themed time limited items • Single global leaderboard • Rare prizes
  • 14. Eco Chic results vs Baseline 14 • Increased sales • Players enjoyed • Collecting spirit • Casuals stopped early • Server overload • Too manual • PvP only
  • 15. 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. 16 Thanks! Any questions? simon@frenzoo.com @simonhk Blog: IteratingFun.com