1) Big Huge Games has a history of strategy games and started developing DomiNations in 2013 with 10 people, releasing it in 2015 after prototyping and a soft launch period.
2) Early events in DomiNations from 2013-2015 were simple automated timers with meaningless rewards and caused server issues. The first live events in 2016 focused on stability and building the event system.
3) By 2017 they had refined their event tools and processes, adding preview periods, sales, and automation to generate repeatable revenue generating events in a controlled way while engaging players long term.
3. History of Big Huge Games 2.0
● Team background: Civ, Rise of Nations, FrontierVille
● 2013: Baltimore Studio Apocalypse and new studio
● “Big bets on innovative mechanics in proven genres”
● Biggest successes have been set in human history
● Clear vision for a F2P mobile strategy game about
World History
4. History of DomiNations
● Began in April 2013 with 10 people
● 1 solid year of prototyping + 8 months of development
● 6 months of Soft Launch (October – March)
● Worldwide launch: April, 2015
● Asia launch: August, 2015
● China Launch: Next Month, 2017 (fingers-crossed!)
5. Event Phases of DomiNations
Phase 1 - Development to Soft Launch to Asia Launch
Phase 2 - Building Events and Tools
Phase 3 - Running repeatable, revenue generating Events!
23. Live Events in DomiNations
● Client Updates
● Config Events
● Crown Sales
● Event System Events
24. Config Event Setup
1. Design/Product comes up with an idea
2. Game data changes pushed to version control
3. Game config files built and QA’d
4. Updated on cloud -> clients
5. In-game & social messaging
6. Review performance and repeat
25.
26.
27. General Blitz Details
1. Castle upgrades discounted 50%
2. General upgrades to level 20 discounted 25%
47. Generic Event System Results
1. Engages players
2. Controlled way to introduce overpowered
units/buildings
3. Error prone! Plenty of mistakes with tools
4. Hard to balance, even with game data
60. Summer for the Ages
● Everything On!
● Announced and runs all at once
○ Goes from last week
through September
● Push players through the ages,
ahead of the next Age update!
62. Event Advice*
1. Build to your team’s and game’s strengths
2. Identify pain points, build tools and automation to fix
3. Consider the long term, but keep iterating forward
4. 6 months of content at launch!
5. Look at market leaders, when you launch in 6 months
that will be the new standard
*Once you’ve got a stable game.