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

Game as a service @ ProGaming DevFest#8

  • 1.
    Game as aService By Pojnsan Ngampongsai @ ProGaming DevFest#8
  • 2.
    About Me â—Ź Callme Poon â—Ź Asistant Producer @ Arkavis Siam â—Ź also Tutor @ ProGaming â—Ź Charboost University Spring 2014 Alumni
  • 3.
    About CBU â—Ź specialprogram from chartboost â—Ź 9 teams from around the world â—Ź 5 days of Game Developer bootcamp
  • 4.
    Let’s start Game asa Service? What is it?
  • 5.
    Old traditional boxgame â—Ź Developer create game â—Ź Convince publisher that the game will be hit â—Ź (optional) do PR â—Ź Publisher convince retail to put the game on shelves â—Ź Player buy the game
  • 6.
    Free to playgame â—Ź f2p, free to play, freemium, â—Ź this model is widely use in mobile game â—Ź the idea is to bring user from open market to close market â—Ź so launching the game is just the beginning
  • 7.
    Top Grossing ingame 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.
    Free 2 play MonetizationOption : In app purchase, subscription, Advertise etc
  • 9.
    To keep Retentionas long as we can
  • 10.
    Rhythm â—Ź from writingand film â—Ź Game need to provide challenge to player and also provide reward â—Ź can also apply with Csikszentmihalyi concept of flow
  • 11.
  • 12.
    Verisimilitude Verisimilitude [noun] The qualityor 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.
    Integrity ● Honestly ● “Selladvantage 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.
    Long Term Goalmust be set for player â—Ź Players need something to accomplish â—Ź Save the world, Rescue the princess, Be the top of Leaderboard â—Ź Archivement, Skill tree, Stroy driven â—Ź In sandbox player set their own goal from www.smbc-comics.com/
  • 15.
    Create Engagement byDesign 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.
    Content Trademill “every livegame is fundamentally a content trademill”
  • 17.
    By Developer â—Ź Developercreate the content â—Ź + Full control over content + Consistency - Long term cost - Less sustainbility â—Ź The room, Angry bird
  • 18.
    By Chance â—Ź ProceduralCreate â—Ź Still under control but let randomness involve â—Ź + Tuning + Quantity - Authorial Intent - Upfront Cost â—Ź Minecraft, Diablo, Puzzle and Dragon
  • 19.
    By Player ● doesn’tmean user content like mod, custom item ● Mostly in multiplayer game ● + Sustainability + Virality - Community Management - Critic ● Clash Of Clan, Dota, LoL, Team Fortress
  • 20.
  • 21.
    Player need tofeel that they are cared for â—Ź Frequent update â—Ź Responsive community â—Ź Problems resolved
  • 22.
    Filled with Potential â—ŹRoom to grow â—Ź New and Exciting content â—Ź Strategy depth and mastery
  • 23.
    Enjoyed by Other â—ŹStrong social presence â—Ź Ambient awareness of Other (but hide who left) â—Ź Social Structure
  • 24.
    When should weupdate new Content? â—Ź For 1 quarter â—Ź Quarterly : New Major Feature â—Ź Monthly : New Feature â—Ź Weekly : Content Release â—Ź Twice a week : Bug fix and improve
  • 25.
    Thank you web: www.arkavis.com email:poon@arkavis.com info@arkavis.com
  • 26.
    Bonus â—Ź Analytic isvery useful to understanding your player o Acquisition o Activation o Retention o Referral o Revenue â—Ź Your game should save player state online â—Ź Use Server Variable to provide real time game tuning â—Ź Use Retention service to keep player come back o Push Notification o Leaderboard, Achievements, Tournament o Chat, Gift
  • 27.
    Bonus 2 â—Ź Donot scale prematurely â—Ź Compete on mechanic not technology â—Ź Be cross platform from day 1 â—Ź Use a micro framework for server code â—Ź Make sure you can force your users to update â—Ź Multiplayer is really hard