SlideShare a Scribd company logo
1 of 22
Download to read offline
A QUICK TAKE ON MY
FAVORITE GAMES
By BAC LE
1. MY FAVORITE GAMES
AGENDA
2. SWGOH & PLAYER RETENTION
3. IMPROVING SWGOH & CSR RACING 2
1. MY FAVORITE
GAMES
1. MY FAVORITE GAMES
SID MEIER’S
CIVILIZATION VI
Developer: Firaxis Games
Platform: Windows, macOS, iOS, Nintendo
Switch, PlayStation 4, Xbox One
Genre: Turn-based Strategy
Why I believe the game is well designed:
Civilization VI is an ultimate turn-based strategy
game with multiple complex systems and
parallel winning agendas, allowing players to
explore various possibilities. The game also
offers an immersive experience with engaging
narrations, colorful visuals and melodious music.
STAR WARS:
GALAXY OF HEROES
Developer: Electronic Art
Platform: iOS, Android
Genre: Turn-based Collectible RPG
Why I believe the game is well designed:
SWGOH enhances its core mechanism with a
sophisticated metagame design and
continuous live operations to constantly
motivate and retain players. More importantly,
all of these elements are driven by the content-
rich universe of Star Wars - an exemplary
utilization of licensing in creating a captivating
and long-lasting game.
1. MY FAVORITE GAMES
DOTA UNDERLORDS
Developer: Valve
Platform: Windows, macOS, iOS, Android
Genre: Auto battler
Why I believe the game is well designed:
Dota Underlords spices up the core mechanics
of autochess game (shared hero pool, random
offerings, etc.) by adding more complex systems
such as daily heroes rotation or underlords’
talents, thus offering players an even battlefield
and a replayable experience.
1. MY FAVORITE GAMES
CSR RACING 2
Developer: Zynga
Platform: iOS, Android
Genre: Racing
Why I believe the game is well designed:
Instead of incorporating a bulky racing
simulation on mobile, CSR Racing 2 chooses a
simple, fast-paced drag racing mechanism,
wrapped around by a complex metagame
design and a large portfolio of cars to fully serve
its target audience of car enthusiasts.
1. MY FAVORITE GAMES
ARMELLO
Developer: League of Geeks
Platform: Windows, macOS, Linux, iOS, Android,
PlayStation 4, XBOX One
Genre: Turn-based Role-playing Strategy
Why I believe the game is well designed:
Armello opens the door to a beautiful
imaginative world with interdependent
components for players to strategize their plays.
The game also offers a parallel objectives
system, allowing players to quickly pivot their
strategies during the game to triumph over their
opponents.
1. MY FAVORITE GAMES
2. STARWARS:GALAXYOFHEROES
& PLAYER RETENTION
THE KEY TO STAR WARS: GALAXY OF HEROES’ SUCCESS
• 50+ million battles per day
• Total 1.38 billion hours logged
• Average player plays 130 mins/day
Source: EA
A strong player retention system built upon:
• Complex metagame design around a
simple core loop
• Social interactions to constantly motivate
players
• Invested and engaging live operations
• Effective use of Star Wars license
2. STAR WARS: GALAXY OF HEROES & PLAYER RETENTION
A GALAXY OF POSSIBILITIES
A character’s power can be enhanced through leveling up,
promoting stars, improving skills, equipping higher gears or
combining better mods.
From the complex metagame design, players
have various possibilities to advance.
• Characters belong to many different classes,
with unique synergy for each class.
• Character development system with many
parallel branches, each requires different
materials obtained from different modes.
• Multiple battle modes, each requiring a
specific character type or player level
=> As the game goes on, battling is no longer
the fun of the game, but it’s looting and forming
the ultimate team.
2. STAR WARS: GALAXY OF HEROES & PLAYER RETENTION
BORROW A HERO!
Players can become allies with each other and borrow a hero
from their allies in PvE battles.
Social interactions to constantly motivate
players:
• Squad Arena (PvP mode) pitches players
against others’ powerful squads, giving them
exposure to a wide range of team
combinations and encourage them to
collect better heroes.
• Players can borrow heroes from their friends
to play in PvE mode, thus getting a real taste
of how certain characters can synergize and
boost the team’s power.
2. STAR WARS: GALAXY OF HEROES & PLAYER RETENTION
COUNTLESS CHALLENGES AWAIT
Players can become allies with each other and borrow a hero
from their allies in PvE battles.
Invested and engaging live operations
• SWGOH constantly introduces major
updates, new characters and campaigns
• Events and quests are frequently recycled
• Promotion content for new updates and
events are heavily invested in terms of
quality.
• A tight-knit community is formed with timely
support from both EA and the fans.
2. STAR WARS: GALAXY OF HEROES & PLAYER RETENTION
DRIVEN BY THE EVER-EXPANDING STAR WARS UNIVERSE
All of these complex game design and continuous
live operations are only feasible thanks to the
content-rich universe of Star Wars.
The system is built to retain players in long-term
and employ monetization tactics without ruining
user experience.
This is an exemplary use of IP that many other
games in the genre struggle to replicate.
For more details on why SWGOH rocks, see my
analysis at:
https://www.linkedin.com/pulse/star-wars-
galaxy-heroes-take-player-retention-bac-le/
2. STAR WARS: GALAXY OF HEROES & PLAYER RETENTION
3. IMPROVING
SWGOH & CSR RACING 2
TWO GAMES SELECTED FOR IMPROVEMENTS
CSR RACING 2STAR WARS: GALAXY OF HEROES
3. IMPROVING SWGOH & CSR RACING 2
STAR WARS: GALAXY OF HEROES – NEW PLAYER EXPERIENCE
For a new user, this cramped main screen can be
confusing and overwhelming
Problem: For a new player, the main screen is cramped
with many different modes and buttons, most of which
will not be available for them until after weeks of
playing. Coupled with the game’s complex systems, this
can turn new users off after a few tries and results in
player churn.
Suggestion: Redesign the main screen using the
galaxy theme of Star Wars, with modes and events
dispersed on a big galaxy map (example: CSR Racing
2). For new users, only highlight important/available
modes and let them discover slowly through the game.
Expected Results: Better user experience, reduced new
player churn.
3. IMPROVING SWGOH & CSR RACING 2
STAR WARS: GALAXY OF HEROES – SHIP BATTLES
Ships Mode are extremely difficult to progress through,
even for high-level players
Problem: Ships Mode are available from level 35, but
are not playable until level 60. This is a long grinding
time for users, which usually takes 2 months to reach.
After players get to level 60, early ship battles are still
extremely hard to beat, creating a player progression
bottleneck and resulting in many players completely
abandoning Ships Mode.
Suggestion: Redesign player progression pipeline for
Ships Mode, allowing players to experience Ships Mode
from earlier levels and slowly move up in this mode.
Offer ships pack promotions from these early levels to
help players overcome progression bottlenecks.
Expected Results: Better user experience, increased
user engagement, increased revenue from in-app
purchases.
3. IMPROVING SWGOH & CSR RACING 2
CSR RACING 2 – DAILY GOALS MENU
Daily Goals button is lost among other UI buttons
Problem: Daily Goals button is not noticeable on
user interface. Therefore, players can easily miss
daily quests, which serve as an important
mechanism for user engagement and retention.
Suggestion: Redesign UI buttons: Cars’ info
features can be accessed through one button,
while the saved area can be used for a Daily
Goals button. Furthermore, put a notification
badge on the button to constantly remind users
of the tasks they need to complete.
Expected Results: Increased user engagement,
session length and ultimately user retention.
Buttons for cars’ information can be grouped together
3. IMPROVING SWGOH & CSR RACING 2
CSR RACING 2 – FREE GAS LIMIT
Ad suggestion pops up every time fuel bar goes down to 4
Problem: Every time fuel bar (energy currency to play)
goes down to 4, an offer pops up asking users to watch
an ad for 2 fuel pips. Players can keep watching until
their fuel is full and the process is repeated whenever
their fuel reaches 4 (usually after 3-4 races).
This results in disrupted user experience, with every
session involving 5 minutes of racing and 3 minutes of
watching ads). Also, this mechanism devalues Golds –
the other in-game currency, which can be purchased
with real money and used to buy fuel.
Suggestion: Put a daily limit on the number of free gas
pips a players can get from ads. Promote Golds
purchase when players’ energy runs out.
Expected Results: Better user experience, increased
revenue from in-app purchases.
Risks: Decreased revenue from ads.
3. IMPROVING SWGOH & CSR RACING 2
THANK YOU!
“
BAC LE
Product Manager
Before MBA, I launched and developed the VBA - the
first Vietnamese professional basketball league - into
the most popular sports competition in the country.
Inspired by that experience, I want to continue building
products that connect and bring joy to people, which is
the reason why I’m pursuing a product management
career in the gaming industry.
Besides games, I also love photography, hiking and
manga.

More Related Content

What's hot

Empire awaken game introduction
Empire awaken game introductionEmpire awaken game introduction
Empire awaken game introductionApple Gao
 
Learning from the Latest Generation of Online Games?
Learning from the Latest Generation of Online Games?Learning from the Latest Generation of Online Games?
Learning from the Latest Generation of Online Games?Andy Fawkes
 
Munera presentation
Munera presentationMunera presentation
Munera presentationrazoreye
 
Endless frontier summary_global_2016
Endless frontier summary_global_2016Endless frontier summary_global_2016
Endless frontier summary_global_2016Ekkorr
 
An Interative Approach to the Development and Distribution of Social Casino
An Interative Approach to the Development and Distribution of Social CasinoAn Interative Approach to the Development and Distribution of Social Casino
An Interative Approach to the Development and Distribution of Social CasinoGameDesire Company
 
Presentation1
Presentation1Presentation1
Presentation1halo4robo
 
GetSocial product overview (Maximise your engagement, revenue & virality)
GetSocial product overview (Maximise your engagement, revenue & virality) GetSocial product overview (Maximise your engagement, revenue & virality)
GetSocial product overview (Maximise your engagement, revenue & virality) GetSocial BV
 
Work at Play's Franchise Hub Model for Games
Work at Play's Franchise Hub Model for GamesWork at Play's Franchise Hub Model for Games
Work at Play's Franchise Hub Model for GamesDavid Gratton
 
Work at Play's Franchise Hub Model for Video Games
Work at Play's Franchise Hub Model for Video GamesWork at Play's Franchise Hub Model for Video Games
Work at Play's Franchise Hub Model for Video GamesWork at Play
 
Youxigu Background
Youxigu BackgroundYouxigu Background
Youxigu BackgroundLucky Chow
 
GameZBoost Gaming Platform Overview
GameZBoost Gaming Platform OverviewGameZBoost Gaming Platform Overview
GameZBoost Gaming Platform OverviewGameZBoost
 
Data driven games user research
Data driven games user researchData driven games user research
Data driven games user researchThomas Zimmermann
 
Social mobile game design principles
Social mobile game design principlesSocial mobile game design principles
Social mobile game design principlesDuke Wong
 
OMEN by HP Awareness Campaign Report
OMEN by HP Awareness Campaign ReportOMEN by HP Awareness Campaign Report
OMEN by HP Awareness Campaign ReportMatthew Nkala
 

What's hot (18)

Downloadable Contents
Downloadable ContentsDownloadable Contents
Downloadable Contents
 
Empire awaken game introduction
Empire awaken game introductionEmpire awaken game introduction
Empire awaken game introduction
 
Learning from the Latest Generation of Online Games?
Learning from the Latest Generation of Online Games?Learning from the Latest Generation of Online Games?
Learning from the Latest Generation of Online Games?
 
Munera presentation
Munera presentationMunera presentation
Munera presentation
 
Endless frontier summary_global_2016
Endless frontier summary_global_2016Endless frontier summary_global_2016
Endless frontier summary_global_2016
 
Introducing flash
Introducing flashIntroducing flash
Introducing flash
 
My 3 favorite
My  3 favoriteMy  3 favorite
My 3 favorite
 
Anger story pitch
Anger story pitchAnger story pitch
Anger story pitch
 
An Interative Approach to the Development and Distribution of Social Casino
An Interative Approach to the Development and Distribution of Social CasinoAn Interative Approach to the Development and Distribution of Social Casino
An Interative Approach to the Development and Distribution of Social Casino
 
Presentation1
Presentation1Presentation1
Presentation1
 
GetSocial product overview (Maximise your engagement, revenue & virality)
GetSocial product overview (Maximise your engagement, revenue & virality) GetSocial product overview (Maximise your engagement, revenue & virality)
GetSocial product overview (Maximise your engagement, revenue & virality)
 
Work at Play's Franchise Hub Model for Games
Work at Play's Franchise Hub Model for GamesWork at Play's Franchise Hub Model for Games
Work at Play's Franchise Hub Model for Games
 
Work at Play's Franchise Hub Model for Video Games
Work at Play's Franchise Hub Model for Video GamesWork at Play's Franchise Hub Model for Video Games
Work at Play's Franchise Hub Model for Video Games
 
Youxigu Background
Youxigu BackgroundYouxigu Background
Youxigu Background
 
GameZBoost Gaming Platform Overview
GameZBoost Gaming Platform OverviewGameZBoost Gaming Platform Overview
GameZBoost Gaming Platform Overview
 
Data driven games user research
Data driven games user researchData driven games user research
Data driven games user research
 
Social mobile game design principles
Social mobile game design principlesSocial mobile game design principles
Social mobile game design principles
 
OMEN by HP Awareness Campaign Report
OMEN by HP Awareness Campaign ReportOMEN by HP Awareness Campaign Report
OMEN by HP Awareness Campaign Report
 

Similar to A QUICK TAKE ON MY FAVORITE GAMES

Game of Thrones: Conquest - Tear Down
Game of Thrones: Conquest - Tear DownGame of Thrones: Conquest - Tear Down
Game of Thrones: Conquest - Tear DownBrandonDietz4
 
The Keys to Making Successful Free-to-Play Games on Steam - A Design and Prod...
The Keys to Making Successful Free-to-Play Games on Steam - A Design and Prod...The Keys to Making Successful Free-to-Play Games on Steam - A Design and Prod...
The Keys to Making Successful Free-to-Play Games on Steam - A Design and Prod...Adrian Crook and Associates
 
Everwing Facebook Messenger Deconstruction
Everwing Facebook Messenger DeconstructionEverwing Facebook Messenger Deconstruction
Everwing Facebook Messenger DeconstructionDan Bergin-Holly
 
mixi’s (XFLAG) Pursuit of Growth in Esports and Community | Langer Lee
mixi’s (XFLAG) Pursuit of Growth in Esports and Community | Langer Leemixi’s (XFLAG) Pursuit of Growth in Esports and Community | Langer Lee
mixi’s (XFLAG) Pursuit of Growth in Esports and Community | Langer LeeJessica Tams
 
GAME MECHANIC - chapter 7 v1.0 (2018 edition)
GAME MECHANIC - chapter 7 v1.0 (2018 edition)GAME MECHANIC - chapter 7 v1.0 (2018 edition)
GAME MECHANIC - chapter 7 v1.0 (2018 edition)Hamzah Asyrani Sulaiman
 
Game Pill // Smash Ball Presentation Deck 2021
Game Pill // Smash Ball Presentation Deck 2021Game Pill // Smash Ball Presentation Deck 2021
Game Pill // Smash Ball Presentation Deck 2021Game Pill Inc.
 
Resistance Girls.pptx
Resistance Girls.pptxResistance Girls.pptx
Resistance Girls.pptxssuserf1fd03
 
Requirement Engineering process on The Outer Worlds game
Requirement Engineering process on The Outer Worlds gameRequirement Engineering process on The Outer Worlds game
Requirement Engineering process on The Outer Worlds gameAmna Khalil
 
Designing for live ops
Designing for live opsDesigning for live ops
Designing for live opsCrystin Cox
 
LAFS Game Mechanics - Progression Mechanics
LAFS Game Mechanics - Progression MechanicsLAFS Game Mechanics - Progression Mechanics
LAFS Game Mechanics - Progression MechanicsDavid Mullich
 
[GAMENEXT] 소규모로 효율적인 북미시장 공략 (픽셀아모)
[GAMENEXT] 소규모로 효율적인 북미시장 공략 (픽셀아모)[GAMENEXT] 소규모로 효율적인 북미시장 공략 (픽셀아모)
[GAMENEXT] 소규모로 효율적인 북미시장 공략 (픽셀아모)GAMENEXT Works
 
Gametalk #3 Show Case : Get Wrecked
Gametalk #3 Show Case : Get WreckedGametalk #3 Show Case : Get Wrecked
Gametalk #3 Show Case : Get WreckedTech in Asia ID
 
Runners monetization
Runners monetizationRunners monetization
Runners monetizationRan Shahar
 
Leverage MixPlay Interactivity to Grow Your Audience on Mixer
Leverage MixPlay Interactivity to Grow Your Audience on MixerLeverage MixPlay Interactivity to Grow Your Audience on Mixer
Leverage MixPlay Interactivity to Grow Your Audience on MixerUnity Technologies
 
Top 3 mobile games.pdf
Top 3 mobile games.pdfTop 3 mobile games.pdf
Top 3 mobile games.pdfmoonchaudhy
 
Can a Paper-Based Sketching Interface Improve the Gamer Experience in Strateg...
Can a Paper-Based Sketching Interface Improve the Gamer Experience in Strateg...Can a Paper-Based Sketching Interface Improve the Gamer Experience in Strateg...
Can a Paper-Based Sketching Interface Improve the Gamer Experience in Strateg...Matthieu Macret
 
Chrono light introduction
Chrono light introductionChrono light introduction
Chrono light introductionFang Zhi
 

Similar to A QUICK TAKE ON MY FAVORITE GAMES (20)

Game of Thrones: Conquest - Tear Down
Game of Thrones: Conquest - Tear DownGame of Thrones: Conquest - Tear Down
Game of Thrones: Conquest - Tear Down
 
Getting More With Less: 6 High-Yield Design Patterns for F2P Games
Getting More With Less: 6 High-Yield Design Patterns for F2P GamesGetting More With Less: 6 High-Yield Design Patterns for F2P Games
Getting More With Less: 6 High-Yield Design Patterns for F2P Games
 
Presentation app
Presentation appPresentation app
Presentation app
 
The Keys to Making Successful Free-to-Play Games on Steam - A Design and Prod...
The Keys to Making Successful Free-to-Play Games on Steam - A Design and Prod...The Keys to Making Successful Free-to-Play Games on Steam - A Design and Prod...
The Keys to Making Successful Free-to-Play Games on Steam - A Design and Prod...
 
Everwing Facebook Messenger Deconstruction
Everwing Facebook Messenger DeconstructionEverwing Facebook Messenger Deconstruction
Everwing Facebook Messenger Deconstruction
 
mixi’s (XFLAG) Pursuit of Growth in Esports and Community | Langer Lee
mixi’s (XFLAG) Pursuit of Growth in Esports and Community | Langer Leemixi’s (XFLAG) Pursuit of Growth in Esports and Community | Langer Lee
mixi’s (XFLAG) Pursuit of Growth in Esports and Community | Langer Lee
 
GAME MECHANIC - chapter 7 v1.0 (2018 edition)
GAME MECHANIC - chapter 7 v1.0 (2018 edition)GAME MECHANIC - chapter 7 v1.0 (2018 edition)
GAME MECHANIC - chapter 7 v1.0 (2018 edition)
 
Game Pill // Smash Ball Presentation Deck 2021
Game Pill // Smash Ball Presentation Deck 2021Game Pill // Smash Ball Presentation Deck 2021
Game Pill // Smash Ball Presentation Deck 2021
 
Resistance Girls.pptx
Resistance Girls.pptxResistance Girls.pptx
Resistance Girls.pptx
 
Requirement Engineering process on The Outer Worlds game
Requirement Engineering process on The Outer Worlds gameRequirement Engineering process on The Outer Worlds game
Requirement Engineering process on The Outer Worlds game
 
Designing for live ops
Designing for live opsDesigning for live ops
Designing for live ops
 
LAFS Game Mechanics - Progression Mechanics
LAFS Game Mechanics - Progression MechanicsLAFS Game Mechanics - Progression Mechanics
LAFS Game Mechanics - Progression Mechanics
 
[GAMENEXT] 소규모로 효율적인 북미시장 공략 (픽셀아모)
[GAMENEXT] 소규모로 효율적인 북미시장 공략 (픽셀아모)[GAMENEXT] 소규모로 효율적인 북미시장 공략 (픽셀아모)
[GAMENEXT] 소규모로 효율적인 북미시장 공략 (픽셀아모)
 
Gametalk #3 Show Case : Get Wrecked
Gametalk #3 Show Case : Get WreckedGametalk #3 Show Case : Get Wrecked
Gametalk #3 Show Case : Get Wrecked
 
Runners monetization
Runners monetizationRunners monetization
Runners monetization
 
Leverage MixPlay Interactivity to Grow Your Audience on Mixer
Leverage MixPlay Interactivity to Grow Your Audience on MixerLeverage MixPlay Interactivity to Grow Your Audience on Mixer
Leverage MixPlay Interactivity to Grow Your Audience on Mixer
 
Top 3 mobile games.pdf
Top 3 mobile games.pdfTop 3 mobile games.pdf
Top 3 mobile games.pdf
 
InGyre Deck
InGyre DeckInGyre Deck
InGyre Deck
 
Can a Paper-Based Sketching Interface Improve the Gamer Experience in Strateg...
Can a Paper-Based Sketching Interface Improve the Gamer Experience in Strateg...Can a Paper-Based Sketching Interface Improve the Gamer Experience in Strateg...
Can a Paper-Based Sketching Interface Improve the Gamer Experience in Strateg...
 
Chrono light introduction
Chrono light introductionChrono light introduction
Chrono light introduction
 

A QUICK TAKE ON MY FAVORITE GAMES

  • 1. A QUICK TAKE ON MY FAVORITE GAMES By BAC LE
  • 2. 1. MY FAVORITE GAMES AGENDA 2. SWGOH & PLAYER RETENTION 3. IMPROVING SWGOH & CSR RACING 2
  • 4. 1. MY FAVORITE GAMES SID MEIER’S CIVILIZATION VI Developer: Firaxis Games Platform: Windows, macOS, iOS, Nintendo Switch, PlayStation 4, Xbox One Genre: Turn-based Strategy Why I believe the game is well designed: Civilization VI is an ultimate turn-based strategy game with multiple complex systems and parallel winning agendas, allowing players to explore various possibilities. The game also offers an immersive experience with engaging narrations, colorful visuals and melodious music.
  • 5. STAR WARS: GALAXY OF HEROES Developer: Electronic Art Platform: iOS, Android Genre: Turn-based Collectible RPG Why I believe the game is well designed: SWGOH enhances its core mechanism with a sophisticated metagame design and continuous live operations to constantly motivate and retain players. More importantly, all of these elements are driven by the content- rich universe of Star Wars - an exemplary utilization of licensing in creating a captivating and long-lasting game. 1. MY FAVORITE GAMES
  • 6. DOTA UNDERLORDS Developer: Valve Platform: Windows, macOS, iOS, Android Genre: Auto battler Why I believe the game is well designed: Dota Underlords spices up the core mechanics of autochess game (shared hero pool, random offerings, etc.) by adding more complex systems such as daily heroes rotation or underlords’ talents, thus offering players an even battlefield and a replayable experience. 1. MY FAVORITE GAMES
  • 7. CSR RACING 2 Developer: Zynga Platform: iOS, Android Genre: Racing Why I believe the game is well designed: Instead of incorporating a bulky racing simulation on mobile, CSR Racing 2 chooses a simple, fast-paced drag racing mechanism, wrapped around by a complex metagame design and a large portfolio of cars to fully serve its target audience of car enthusiasts. 1. MY FAVORITE GAMES
  • 8. ARMELLO Developer: League of Geeks Platform: Windows, macOS, Linux, iOS, Android, PlayStation 4, XBOX One Genre: Turn-based Role-playing Strategy Why I believe the game is well designed: Armello opens the door to a beautiful imaginative world with interdependent components for players to strategize their plays. The game also offers a parallel objectives system, allowing players to quickly pivot their strategies during the game to triumph over their opponents. 1. MY FAVORITE GAMES
  • 10. THE KEY TO STAR WARS: GALAXY OF HEROES’ SUCCESS • 50+ million battles per day • Total 1.38 billion hours logged • Average player plays 130 mins/day Source: EA A strong player retention system built upon: • Complex metagame design around a simple core loop • Social interactions to constantly motivate players • Invested and engaging live operations • Effective use of Star Wars license 2. STAR WARS: GALAXY OF HEROES & PLAYER RETENTION
  • 11. A GALAXY OF POSSIBILITIES A character’s power can be enhanced through leveling up, promoting stars, improving skills, equipping higher gears or combining better mods. From the complex metagame design, players have various possibilities to advance. • Characters belong to many different classes, with unique synergy for each class. • Character development system with many parallel branches, each requires different materials obtained from different modes. • Multiple battle modes, each requiring a specific character type or player level => As the game goes on, battling is no longer the fun of the game, but it’s looting and forming the ultimate team. 2. STAR WARS: GALAXY OF HEROES & PLAYER RETENTION
  • 12. BORROW A HERO! Players can become allies with each other and borrow a hero from their allies in PvE battles. Social interactions to constantly motivate players: • Squad Arena (PvP mode) pitches players against others’ powerful squads, giving them exposure to a wide range of team combinations and encourage them to collect better heroes. • Players can borrow heroes from their friends to play in PvE mode, thus getting a real taste of how certain characters can synergize and boost the team’s power. 2. STAR WARS: GALAXY OF HEROES & PLAYER RETENTION
  • 13. COUNTLESS CHALLENGES AWAIT Players can become allies with each other and borrow a hero from their allies in PvE battles. Invested and engaging live operations • SWGOH constantly introduces major updates, new characters and campaigns • Events and quests are frequently recycled • Promotion content for new updates and events are heavily invested in terms of quality. • A tight-knit community is formed with timely support from both EA and the fans. 2. STAR WARS: GALAXY OF HEROES & PLAYER RETENTION
  • 14. DRIVEN BY THE EVER-EXPANDING STAR WARS UNIVERSE All of these complex game design and continuous live operations are only feasible thanks to the content-rich universe of Star Wars. The system is built to retain players in long-term and employ monetization tactics without ruining user experience. This is an exemplary use of IP that many other games in the genre struggle to replicate. For more details on why SWGOH rocks, see my analysis at: https://www.linkedin.com/pulse/star-wars- galaxy-heroes-take-player-retention-bac-le/ 2. STAR WARS: GALAXY OF HEROES & PLAYER RETENTION
  • 15. 3. IMPROVING SWGOH & CSR RACING 2
  • 16. TWO GAMES SELECTED FOR IMPROVEMENTS CSR RACING 2STAR WARS: GALAXY OF HEROES 3. IMPROVING SWGOH & CSR RACING 2
  • 17. STAR WARS: GALAXY OF HEROES – NEW PLAYER EXPERIENCE For a new user, this cramped main screen can be confusing and overwhelming Problem: For a new player, the main screen is cramped with many different modes and buttons, most of which will not be available for them until after weeks of playing. Coupled with the game’s complex systems, this can turn new users off after a few tries and results in player churn. Suggestion: Redesign the main screen using the galaxy theme of Star Wars, with modes and events dispersed on a big galaxy map (example: CSR Racing 2). For new users, only highlight important/available modes and let them discover slowly through the game. Expected Results: Better user experience, reduced new player churn. 3. IMPROVING SWGOH & CSR RACING 2
  • 18. STAR WARS: GALAXY OF HEROES – SHIP BATTLES Ships Mode are extremely difficult to progress through, even for high-level players Problem: Ships Mode are available from level 35, but are not playable until level 60. This is a long grinding time for users, which usually takes 2 months to reach. After players get to level 60, early ship battles are still extremely hard to beat, creating a player progression bottleneck and resulting in many players completely abandoning Ships Mode. Suggestion: Redesign player progression pipeline for Ships Mode, allowing players to experience Ships Mode from earlier levels and slowly move up in this mode. Offer ships pack promotions from these early levels to help players overcome progression bottlenecks. Expected Results: Better user experience, increased user engagement, increased revenue from in-app purchases. 3. IMPROVING SWGOH & CSR RACING 2
  • 19. CSR RACING 2 – DAILY GOALS MENU Daily Goals button is lost among other UI buttons Problem: Daily Goals button is not noticeable on user interface. Therefore, players can easily miss daily quests, which serve as an important mechanism for user engagement and retention. Suggestion: Redesign UI buttons: Cars’ info features can be accessed through one button, while the saved area can be used for a Daily Goals button. Furthermore, put a notification badge on the button to constantly remind users of the tasks they need to complete. Expected Results: Increased user engagement, session length and ultimately user retention. Buttons for cars’ information can be grouped together 3. IMPROVING SWGOH & CSR RACING 2
  • 20. CSR RACING 2 – FREE GAS LIMIT Ad suggestion pops up every time fuel bar goes down to 4 Problem: Every time fuel bar (energy currency to play) goes down to 4, an offer pops up asking users to watch an ad for 2 fuel pips. Players can keep watching until their fuel is full and the process is repeated whenever their fuel reaches 4 (usually after 3-4 races). This results in disrupted user experience, with every session involving 5 minutes of racing and 3 minutes of watching ads). Also, this mechanism devalues Golds – the other in-game currency, which can be purchased with real money and used to buy fuel. Suggestion: Put a daily limit on the number of free gas pips a players can get from ads. Promote Golds purchase when players’ energy runs out. Expected Results: Better user experience, increased revenue from in-app purchases. Risks: Decreased revenue from ads. 3. IMPROVING SWGOH & CSR RACING 2
  • 22. “ BAC LE Product Manager Before MBA, I launched and developed the VBA - the first Vietnamese professional basketball league - into the most popular sports competition in the country. Inspired by that experience, I want to continue building products that connect and bring joy to people, which is the reason why I’m pursuing a product management career in the gaming industry. Besides games, I also love photography, hiking and manga.