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Isaac Roseboom
Chief Product Officer
Isaac Roseboom
Chief Product Officer
Player Engagement:
The Good, the Bad
& the Great
AgendaWhat is a ‘great’ mobile F2P game?
● Top 100 install charts?
○ Cost a lot of UA!
● D1 retention > 50%
○ Genre specific
● ARPDAU > 30c
○ Niche games > broad ones
What about player lifetime?
AgendaPlayer Lifetime
● Expected number of days
a player will play in a
game
● Sum of the retention curve
● LTV = ARPDAU x Lifetime
● Most games between 5
and 50 days
AgendaPlayer Lifetime by Genre
● Casino & Puzzle games
typically have longest
lifespan
● Action and simulation
games shortest
● A Casino game with half
the ARPDAU of a Sports
game will have same LTV
Lifetime in Days
AgendaPlayer Lifetime vs. retention KPIs
● Take 10k player cohorts
at least 1 year old
● Measure retention and
overall lifetime
● Almost no correlation
between D1 and player
lifetime
AgendaPlayer Lifetime vs retention KPIs
● D7 is tighter but still large
spread
● Factor of 3x at D7 = 20%
AgendaPlayer Lifetime vs retention KPIs
● Even at D30 factor of
more than 2 between
longest and shortest
lifetime
AgendaAnatomy of a player lifetime curve
● Take all lifetime curves
for 10k cohorts
● Segment based on ratio
of
○ D30 to D7 (2)
○ D180 to D30 (5)
AgendaAnatomy of a player lifetime curve
AgendaWhat do Great games do differently?
● Start with more
sessions per day and
maintain it better
AgendaWhat do Great games do differently?
● Good and bad games
longer sessions to
begin, quickly
decaying
● Great games have
shorter initial session
times, and maintain
that time throughout
● Leads to burnout and
churn later on
Agenda
● Different genres have
natural first session length
● Want to balance game so
session times in line with
‘great’ games in genre
Pacing
First Session Length in Minutes
Agenda
● F2P games need to
ensure there is enough
content for players to stay
engaged for a long time
● Players will not spend in a
game they can grind
within a month
● Even games with lots of
content can fail if they
don’t balance the pacing
Pacing
AgendaHangovers and Burnout
● Important to measure on
different timescales
● Longer sessions = more
immediate revenue
● However most of this is
‘pulled forward’
● Long term Impact of
hangover on engagement
can be worse than short term
uplift
AgendaHow to enforce sustainable play? Timers!
Energy
Mechanics
Lives
Build
Timers
Reward
Timers
Clash Royale
Homescapes
Star Trek: Fleet Command
Looney Tunes: World of Mayhem
AgendaExamples: Marvel Strike Force
● Sessionization managed by recurring
daily challenges.
● As Challenges dry up, it is less
compelling to stick around due to
reduced rewards. (Natural breakpoint)
● As game evolves new tasks are fed
into the system to facilitate late game
content/updates.
AgendaExamples: The Walking Dead: Our World
● Sessions are controlled by content in the
immediate vicinity.
● Once engaged with there is a cooldown
timer.
● Players need to move or can purchase
range extenders (VIP Pass) to increase
available content slightly.
● Very quickly, a habitual gameplay cycle
is established with natural break points.
AgendaOther options
● ‘Soft’ reward blockers rather than locking
players out
● Examples
○ 15 minute EXP/Progress/Reward
multiplier on first session of everyday
○ 2x multiplier on first session of each day
○ 1.5x multiplier every 4 hours
AgendaConclusions
● ‘Classic’ retention KPIs still important
but...
● ‘Good’ games are leaving a lot of
money on the table by ignoring long
term (D30+) engagement
● Secret is to get players into a
sustainable playing pattern as early as
possible
● Design is crucial here, with analytics
providing the optimisation
Isaac Roseboom
Chief Product Officer
Thank you!
info@deltadna.comwww.deltadna.com

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Player Engagement: The Good, The Bad and The Great

  • 2. Isaac Roseboom Chief Product Officer Player Engagement: The Good, the Bad & the Great
  • 3. AgendaWhat is a ‘great’ mobile F2P game? ● Top 100 install charts? ○ Cost a lot of UA! ● D1 retention > 50% ○ Genre specific ● ARPDAU > 30c ○ Niche games > broad ones What about player lifetime?
  • 4. AgendaPlayer Lifetime ● Expected number of days a player will play in a game ● Sum of the retention curve ● LTV = ARPDAU x Lifetime ● Most games between 5 and 50 days
  • 5. AgendaPlayer Lifetime by Genre ● Casino & Puzzle games typically have longest lifespan ● Action and simulation games shortest ● A Casino game with half the ARPDAU of a Sports game will have same LTV Lifetime in Days
  • 6. AgendaPlayer Lifetime vs. retention KPIs ● Take 10k player cohorts at least 1 year old ● Measure retention and overall lifetime ● Almost no correlation between D1 and player lifetime
  • 7. AgendaPlayer Lifetime vs retention KPIs ● D7 is tighter but still large spread ● Factor of 3x at D7 = 20%
  • 8. AgendaPlayer Lifetime vs retention KPIs ● Even at D30 factor of more than 2 between longest and shortest lifetime
  • 9. AgendaAnatomy of a player lifetime curve ● Take all lifetime curves for 10k cohorts ● Segment based on ratio of ○ D30 to D7 (2) ○ D180 to D30 (5)
  • 10. AgendaAnatomy of a player lifetime curve
  • 11. AgendaWhat do Great games do differently? ● Start with more sessions per day and maintain it better
  • 12. AgendaWhat do Great games do differently? ● Good and bad games longer sessions to begin, quickly decaying ● Great games have shorter initial session times, and maintain that time throughout ● Leads to burnout and churn later on
  • 13. Agenda ● Different genres have natural first session length ● Want to balance game so session times in line with ‘great’ games in genre Pacing First Session Length in Minutes
  • 14. Agenda ● F2P games need to ensure there is enough content for players to stay engaged for a long time ● Players will not spend in a game they can grind within a month ● Even games with lots of content can fail if they don’t balance the pacing Pacing
  • 15. AgendaHangovers and Burnout ● Important to measure on different timescales ● Longer sessions = more immediate revenue ● However most of this is ‘pulled forward’ ● Long term Impact of hangover on engagement can be worse than short term uplift
  • 16. AgendaHow to enforce sustainable play? Timers! Energy Mechanics Lives Build Timers Reward Timers Clash Royale Homescapes Star Trek: Fleet Command Looney Tunes: World of Mayhem
  • 17. AgendaExamples: Marvel Strike Force ● Sessionization managed by recurring daily challenges. ● As Challenges dry up, it is less compelling to stick around due to reduced rewards. (Natural breakpoint) ● As game evolves new tasks are fed into the system to facilitate late game content/updates.
  • 18. AgendaExamples: The Walking Dead: Our World ● Sessions are controlled by content in the immediate vicinity. ● Once engaged with there is a cooldown timer. ● Players need to move or can purchase range extenders (VIP Pass) to increase available content slightly. ● Very quickly, a habitual gameplay cycle is established with natural break points.
  • 19. AgendaOther options ● ‘Soft’ reward blockers rather than locking players out ● Examples ○ 15 minute EXP/Progress/Reward multiplier on first session of everyday ○ 2x multiplier on first session of each day ○ 1.5x multiplier every 4 hours
  • 20. AgendaConclusions ● ‘Classic’ retention KPIs still important but... ● ‘Good’ games are leaving a lot of money on the table by ignoring long term (D30+) engagement ● Secret is to get players into a sustainable playing pattern as early as possible ● Design is crucial here, with analytics providing the optimisation
  • 21. Isaac Roseboom Chief Product Officer Thank you! info@deltadna.comwww.deltadna.com