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2 Years of Lessons
Josh Kermond, Executive Producer @ BHG
July 31, 2017
Overview
1. History of BHG & DomiNations
2. 3 Phases of Events
3. Event Advice
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
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!)
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!
Phase 1
2013 - 2015
“Automatic” Events
● Timed Goals
● Leagues
“Events” 1.0
“Automatic” Events
1. Pointless timers
2. Meaningless or non-existent rewards
3. Drive little to no engagement
Server issues
Server issues
Server issues
Server issues
“Events” 1.0
● Wildlife Wednesday
● Stags Unleashed
“We ran Stag Unleashed event
injecting an additional 120M
crowns into the economy.”
~120,000,000
crowns were
given from
stags
compared to
~10,000,000
the weekend
prior.
Stability is Key
● Don’t run events if your players can’t participate or
won’t “feel” the benefits.
Server Outage
Server Outage
Oil Boom!
Revenue Decline
“Events” 1.0
Crown “Sales”
● Not a discounted price
● 5-30% bonus crowns
included with each
purchase
● Higher the price point,
the bigger the bonus
Phase 2
2016 - Stability & Events
Live Events in DomiNations
● Client Updates
● Config Events
● Crown Sales
● Event System Events
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
General Blitz Details
1. Castle upgrades discounted 50%
2. General upgrades to level 20 discounted 25%
General Blitz Results
General Blitz Results
General Blitz Results
Town Defense Details
Town Defense Results
TD1 TD2
Event System
● Rewards for specific behaviors
○ Destroy Towers
○ Kill Defenders
○ Win Stars
● Rewards and Difficulty Scales
● Unique Top tier Rewards
● Server driven, admin tool
Event System Phases
1. Preview
a. 2 Days
2. Event
a. 7 Days
3. Claim Period
a. 2 Days
Preview Period
Preview Period
Preview Period
Preview Period is Important
Events are “Sales”
Mark of the Assassin Performance
Mark of the Assassin Performance
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
Phase 3
2017 - Refine, Expand, Automate
Surfacing Improvements
Surfacing Improvements
Surfacing Improvements
Items Sales
Troops & Building Sales
Event System troops that
Are purchasable for USD
C.E.S.P.E.R. & SA.L.P.E.R.
● Config Event System Processor and Error Reporter
● SAles Processor and Error Reporter
C.E.S.P.E.R.
C.E.S.P.E.R.
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!
Event Advice
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.
Thanks!
Questions?

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