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Running Effective Soft Launches
How to save the games that can be saved
Dylan Tredrea
Head of Publishing @ Zeptolab
About Me
●Internship at f2p platform in 2005(!)
●Product @ Disney
●BI @ Geewa
●Product @ Rovio
●Now Head of Publishing at Zeptolab
Too many free to play mobile games ‘die’ in soft launch
because game teams don’t appreciate how different a
soft launch is from regular live operations.
Talk Goals
●Understand ‘rules’ of F2P
●Best strategy for playing F2P ‘game’ in SL
●How to prepare & plan for soft launch
●How to make product/priority decisions in soft launch
●How to incorporate qualitative feedback into decision making
●How to manage risks (aka, respect players while still staying in
business)
#1: Power Law Outcomes
#2: Risk & Reward are Related
Exceptions/Best Practices
● IAP Prices: 50% & 150%
● Difficulty: much easier & much
more difficult
#3: You can break the game in SL
#4: Learnings Accumulate
#5: A global launch ‘costs’ several
Soft launches
200 Ideas
80 Prototypes
5 Soft
Launches
1
Global
The Game of Games
So the rules of the game..
● Power law outcomes
● High risk->higher rewards
● Learnings accumulate
● Near zero* downside
● Most soft launches fail
….
How do we play this game? What’s the dominate
strategy for success?
Make as many big,
deep, and DISTINCT
changes in soft
launch as possible
GAMES
Soft Launch Planning
When to soft launch?
NOW!!
Alpha Launch
● Basically a polished prototype
to measure CPI & D1
● Validate audience match,
appeal of core gameplay
Territories & Platforms
● Add territories liberally
● Consider: how far away are
you from KPI goals?
● Avoid territories used to
localization
● Android only at first
Prep Starts on Day 1
Keep track of:
● Big, deep design
options
● Risks
● Questions
Server Side Controls
● Every number,
parameter, string,
etc.
● Features have on/off
flags
Never waste a user!
Product Level Decisions
What if D1 >40%
● Clear contender, but still a long way to go!
● Still do some core mechanic tests (faster/slower,
easier…)
● But quickly move on to progression & long term
features
What if D1 30-40%
● Ok to spend a 1-2 months to fix
● But high likelihood the game will not improve
● Try some big changes (controls, difficulty, speed,
even type of gameplay)
What if D1 >20%
● Spend weeks trying to fix
● Possible there is a tech issue, or game is way,
way too difficult
● But if not, should be killed immediately
But really
It depends
Retention
● Backbone of the
business case
● Really, really
difficult to
improve without
big changes
SHIP MVPs
● Don’t waste time with
perfect art: ship
MVPs!
● 20% of the design will
have 80% of the
impact!
High Risk/High Reward Ops
● Don’t wait to measure things perfectly!
● Instead of waiting to measure D30, look at
the ‘fun factor’ (ratio of D3:D1; D7:D1)
● Higher P Value for tests
Perhaps Most Importantly: Distinct
Changes
A proper product process is hypothesis, not data,
driven
Don’t spent too much time on something unless
it’s a pillar or there is clear lift.
Don’t be Vestigial
● C.A.T.S. had a sabotage feature
● Wasn’t being used
● So we cut it!
Nothing is for nothing
● So few efforts having an impact is
frustrating
● But if well run, nothing will be for nothing
Qualitative Feedback
Support & Community
● Highly valued team
members
● Regular, standardized
reports
● Must be put in context
● Not always reliable data!
Risk Management & Respecting players
Tool Set
● Near zero risk doesn’t mean near zero
responsibility!
● MVP: Send all players X amount of hard currency
with a custom text message “sorry our balance
messed up the last event, here’s 100 gems!”
Operations Tips
● Communicate whenever possible: ‘We’re trying X for
a week, let us know what you think!’
● End successful soft launches with a big gift of hard
currency
● End unsuccessful soft launches gracefully with hard
currency gifts & 1-2 months to use bought/gifted
currency
Leadership Support
Summary
● Soft launch ASAP (if you’re not nervous- you waited too long)
● Prepare operations, back end controls, and soft launch plans to
max out your ability to learn
● Don’t waste time with small changes, (almost) try to break the
game with high risk experiments
● Work closely w/ CS & CM
● Always. Be. Learning.
● Great soft launches only happen with full leadership support

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GDC Talk.pdf

  • 1. Running Effective Soft Launches How to save the games that can be saved Dylan Tredrea Head of Publishing @ Zeptolab
  • 2. About Me ●Internship at f2p platform in 2005(!) ●Product @ Disney ●BI @ Geewa ●Product @ Rovio ●Now Head of Publishing at Zeptolab
  • 3. Too many free to play mobile games ‘die’ in soft launch because game teams don’t appreciate how different a soft launch is from regular live operations.
  • 4. Talk Goals ●Understand ‘rules’ of F2P ●Best strategy for playing F2P ‘game’ in SL ●How to prepare & plan for soft launch ●How to make product/priority decisions in soft launch ●How to incorporate qualitative feedback into decision making ●How to manage risks (aka, respect players while still staying in business)
  • 5. #1: Power Law Outcomes
  • 6. #2: Risk & Reward are Related
  • 7. Exceptions/Best Practices ● IAP Prices: 50% & 150% ● Difficulty: much easier & much more difficult
  • 8. #3: You can break the game in SL
  • 10. #5: A global launch ‘costs’ several Soft launches 200 Ideas 80 Prototypes 5 Soft Launches 1 Global
  • 11. The Game of Games
  • 12. So the rules of the game.. ● Power law outcomes ● High risk->higher rewards ● Learnings accumulate ● Near zero* downside ● Most soft launches fail …. How do we play this game? What’s the dominate strategy for success?
  • 13. Make as many big, deep, and DISTINCT changes in soft launch as possible GAMES
  • 15. When to soft launch? NOW!!
  • 16. Alpha Launch ● Basically a polished prototype to measure CPI & D1 ● Validate audience match, appeal of core gameplay
  • 17. Territories & Platforms ● Add territories liberally ● Consider: how far away are you from KPI goals? ● Avoid territories used to localization ● Android only at first
  • 18. Prep Starts on Day 1 Keep track of: ● Big, deep design options ● Risks ● Questions
  • 19. Server Side Controls ● Every number, parameter, string, etc. ● Features have on/off flags
  • 20. Never waste a user!
  • 22. What if D1 >40% ● Clear contender, but still a long way to go! ● Still do some core mechanic tests (faster/slower, easier…) ● But quickly move on to progression & long term features
  • 23. What if D1 30-40% ● Ok to spend a 1-2 months to fix ● But high likelihood the game will not improve ● Try some big changes (controls, difficulty, speed, even type of gameplay)
  • 24. What if D1 >20% ● Spend weeks trying to fix ● Possible there is a tech issue, or game is way, way too difficult ● But if not, should be killed immediately
  • 26. Retention ● Backbone of the business case ● Really, really difficult to improve without big changes
  • 27. SHIP MVPs ● Don’t waste time with perfect art: ship MVPs! ● 20% of the design will have 80% of the impact!
  • 28. High Risk/High Reward Ops ● Don’t wait to measure things perfectly! ● Instead of waiting to measure D30, look at the ‘fun factor’ (ratio of D3:D1; D7:D1) ● Higher P Value for tests
  • 29. Perhaps Most Importantly: Distinct Changes A proper product process is hypothesis, not data, driven Don’t spent too much time on something unless it’s a pillar or there is clear lift.
  • 30. Don’t be Vestigial ● C.A.T.S. had a sabotage feature ● Wasn’t being used ● So we cut it!
  • 31. Nothing is for nothing ● So few efforts having an impact is frustrating ● But if well run, nothing will be for nothing
  • 33. Support & Community ● Highly valued team members ● Regular, standardized reports ● Must be put in context ● Not always reliable data!
  • 34. Risk Management & Respecting players
  • 35. Tool Set ● Near zero risk doesn’t mean near zero responsibility! ● MVP: Send all players X amount of hard currency with a custom text message “sorry our balance messed up the last event, here’s 100 gems!”
  • 36. Operations Tips ● Communicate whenever possible: ‘We’re trying X for a week, let us know what you think!’ ● End successful soft launches with a big gift of hard currency ● End unsuccessful soft launches gracefully with hard currency gifts & 1-2 months to use bought/gifted currency
  • 38. Summary ● Soft launch ASAP (if you’re not nervous- you waited too long) ● Prepare operations, back end controls, and soft launch plans to max out your ability to learn ● Don’t waste time with small changes, (almost) try to break the game with high risk experiments ● Work closely w/ CS & CM ● Always. Be. Learning. ● Great soft launches only happen with full leadership support