Game Live Ops for Mobile Indies

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Presented at Casual Connect 2013

Time limited contests, events, seasonal activities and any special content are fall under the category of live operations.

For mobile game indies, live ops are a chance to bump up retention and monetization and turn a successful game into a hit.

These slides give a summary of what live ops are, case studies of different types and lessons learned.

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Game Live Ops for Mobile Indies

  1. 1. Tournament Time! Live Ops for Indies simon@frenzoo.com
  2. 2. About Frenzoo • 3d lifestyle games startup • Launched last year • “Learn every day” culture • No shoes policy :)
  3. 3. 3 Rundown… • Defining live ops • Should Indies care? • Case Studies • Lessons learned
  4. 4. 4 LIVE OPS – One definition “What players perceive as a time limited event” Can be: • Gameplay, content, contest, bonuses etc • Single or multiplayer • Local or global – Local = can happen at different times for different players – Global = system wide • Most advanced in Japan
  5. 5. 5 Reasons to do live ops • Fun factor! (short term retention) • Establishes return schedules (medium term retention) • Community building (long term retention) • Monetization increase “More than half of our Modern War revenues comes from events” - Mike Lu
  6. 6. Megapolis – local singleplayer 6 Example
  7. 7. Associated sale 7
  8. 8. Fall of a Meteorite summary 8 5 stages needed to complete within a week • Build & upgrade around 10 buildings • Collect many items through social • Complete contracts • Visit friends Total requirement ~ 500 cash + 500,000 coins IAP = $US 20 + $US 10 = $US 30 total
  9. 9. Campus Life – local singleplayer 9 Example
  10. 10. Motor World – global multiplayer 10 Example
  11. 11. Motor World – global multiplayer 11 Example • Reward (car) of one stage needed for next • Completing stage 4 unlocks global ranking • Additional rewards for global top ranked • Pay to play at higher stages
  12. 12. Collaboration examples 12 Example Mostly independentGuild cooperation
  13. 13. Style Me Girl – global multiplayer Example Eco chic event • Themed style challenges (pvp) • Themed time limited items • Single global leaderboard • Rare prizes
  14. 14. Eco Chic results vs Baseline 14 • Increased sales • Players enjoyed • Collecting spirit • Casuals stopped early • Server overload • Too manual • PvP only
  15. 15. 15 Lessons learned • Plan for events in design phase • Use core mechanics • Local events are “set and forget” • Give all a set of achievable goals • Pair with themed item packs • Have fun :)
  16. 16. 16 Thanks! Any questions? simon@frenzoo.com @simonhk Blog: IteratingFun.com

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