Successfully reported this slideshow.
We use your LinkedIn profile and activity data to personalize ads and to show you more relevant ads. You can change your ad preferences anytime.
Game as a Service
By Pojnsan Ngampongsai @ ProGaming DevFest#8
About Me
● Call me Poon
● Asistant Producer @ Arkavis
Siam
● also Tutor @ ProGaming
● Charboost University Spring
2014 Alu...
About CBU
● special program from
chartboost
● 9 teams from around the
world
● 5 days of Game
Developer bootcamp
Let’s start
Game as a Service? What is it?
Old traditional box game
● Developer create game
● Convince publisher that
the game will be hit
● (optional) do PR
● Publi...
Free to play game
● f2p, free to play,
freemium,
● this model is widely use
in mobile game
● the idea is to bring user
fro...
Top Grossing in game
IOS Google Play
Thailand Store Stat on May 10th, 2014 8:00am UTC +7
Store Stat from AppAnnie.com
From...
Free 2 play
Monetization Option : In app purchase, subscription, Advertise etc
To keep Retention as long as we can
Rhythm
● from writing and film
● Game need to provide
challenge to player and
also provide reward
● can also apply with
Cs...
Csikszentmihalyi flow
Verisimilitude
Verisimilitude [noun]
The quality or state of being verisimilar; the appearance of
truth; probability; like...
Integrity
● Honestly
● “Sell advantage not cheat”
● In Hayday that you can pay to
skip Timer, pay to build unit faster
in ...
Long Term Goal must be set for player
● Players need something
to accomplish
● Save the world, Rescue
the princess, Be the...
Create Engagement by Design Across Time Scale
● game need to have
interaction with player in
various time scale
● Immediat...
Content Trademill
“every live game is fundamentally a content trademill”
By Developer
● Developer create the
content
● + Full control over
content
+ Consistency
- Long term cost
- Less sustainbil...
By Chance
● Procedural Create
● Still under control but let
randomness involve
● + Tuning
+ Quantity
- Authorial Intent
- ...
By Player
● doesn’t mean user content like
mod, custom item
● Mostly in multiplayer game
● + Sustainability
+ Virality
- C...
Content Cadence
the characteristic of content
Player need to feel that they are cared for
● Frequent update
● Responsive community
● Problems resolved
Filled with Potential
● Room to grow
● New and Exciting content
● Strategy depth and
mastery
Enjoyed by Other
● Strong social presence
● Ambient awareness of
Other (but hide who left)
● Social Structure
When should we update new Content?
● For 1 quarter
● Quarterly : New Major Feature
● Monthly : New Feature
● Weekly : Cont...
Thank you
web: www.arkavis.com
email: poon@arkavis.com
info@arkavis.com
Bonus
● Analytic is very useful to understanding your player
o Acquisition
o Activation
o Retention
o Referral
o Revenue
●...
Bonus 2
● Do not scale prematurely
● Compete on mechanic not technology
● Be cross platform from day 1
● Use a micro frame...
Upcoming SlideShare
Loading in …5
×

Game as a service @ ProGaming DevFest#8

683 views

Published on

  • Be the first to comment

Game as a service @ ProGaming DevFest#8

  1. 1. Game as a Service By Pojnsan Ngampongsai @ ProGaming DevFest#8
  2. 2. About Me ● Call me Poon ● Asistant Producer @ Arkavis Siam ● also Tutor @ ProGaming ● Charboost University Spring 2014 Alumni
  3. 3. About CBU ● special program from chartboost ● 9 teams from around the world ● 5 days of Game Developer bootcamp
  4. 4. Let’s start Game as a Service? What is it?
  5. 5. Old traditional box game ● Developer create game ● Convince publisher that the game will be hit ● (optional) do PR ● Publisher convince retail to put the game on shelves ● Player buy the game
  6. 6. Free to play game ● f2p, free to play, freemium, ● this model is widely use in mobile game ● the idea is to bring user from open market to close market ● so launching the game is just the beginning
  7. 7. Top Grossing in game IOS Google Play Thailand Store Stat on May 10th, 2014 8:00am UTC +7 Store Stat from AppAnnie.com From Free-To-Play : Making Money From Game You Give Away By Will Luton
  8. 8. Free 2 play Monetization Option : In app purchase, subscription, Advertise etc
  9. 9. To keep Retention as long as we can
  10. 10. Rhythm ● from writing and film ● Game need to provide challenge to player and also provide reward ● can also apply with Csikszentmihalyi concept of flow
  11. 11. Csikszentmihalyi flow
  12. 12. Verisimilitude Verisimilitude [noun] The quality or state of being verisimilar; the appearance of truth; probability; likelihood. [1913 Webster] ● Thing in game should acceptable ● Player will feel bad when they notice that you want their money ● Example : “You can not play now. Wait for energy counter to refill” ● Using this instead : “Your unit is tired, They need to rest x min before they can continue”
  13. 13. Integrity ● Honestly ● “Sell advantage not cheat” ● In Hayday that you can pay to skip Timer, pay to build unit faster in Clash of Clan ● If player feel that they being cheated by paid player they likely to stop playing your game immediately ● Don’t forget we’re here for long term not gold digging
  14. 14. Long Term Goal must be set for player ● Players need something to accomplish ● Save the world, Rescue the princess, Be the top of Leaderboard ● Archivement, Skill tree, Stroy driven ● In sandbox player set their own goal from www.smbc-comics.com/
  15. 15. Create Engagement by Design Across Time Scale ● game need to have interaction with player in various time scale ● Immediate (1-24 hours) ● Short (1-3 days), ● Mid (1-6 days), ● Long ( 3 months – 2 years)
  16. 16. Content Trademill “every live game is fundamentally a content trademill”
  17. 17. By Developer ● Developer create the content ● + Full control over content + Consistency - Long term cost - Less sustainbility ● The room, Angry bird
  18. 18. By Chance ● Procedural Create ● Still under control but let randomness involve ● + Tuning + Quantity - Authorial Intent - Upfront Cost ● Minecraft, Diablo, Puzzle and Dragon
  19. 19. By Player ● doesn’t mean user content like mod, custom item ● Mostly in multiplayer game ● + Sustainability + Virality - Community Management - Critic ● Clash Of Clan, Dota, LoL, Team Fortress
  20. 20. Content Cadence the characteristic of content
  21. 21. Player need to feel that they are cared for ● Frequent update ● Responsive community ● Problems resolved
  22. 22. Filled with Potential ● Room to grow ● New and Exciting content ● Strategy depth and mastery
  23. 23. Enjoyed by Other ● Strong social presence ● Ambient awareness of Other (but hide who left) ● Social Structure
  24. 24. When should we update new Content? ● For 1 quarter ● Quarterly : New Major Feature ● Monthly : New Feature ● Weekly : Content Release ● Twice a week : Bug fix and improve
  25. 25. Thank you web: www.arkavis.com email: poon@arkavis.com info@arkavis.com
  26. 26. Bonus ● Analytic is very useful to understanding your player o Acquisition o Activation o Retention o Referral o Revenue ● Your game should save player state online ● Use Server Variable to provide real time game tuning ● Use Retention service to keep player come back o Push Notification o Leaderboard, Achievements, Tournament o Chat, Gift
  27. 27. Bonus 2 ● Do not scale prematurely ● Compete on mechanic not technology ● Be cross platform from day 1 ● Use a micro framework for server code ● Make sure you can force your users to update ● Multiplayer is really hard

×