Delivered at Casual Connect Europe 2018. Game economy design for a new game is complicated. Changes in game economy hold risks to the game performance. Months ago, Gamepoint took a decision to integrate level progression in their Bingo game to maximize performance. During this session, we’ll review the process of new economy goals definition, risk management and how we used a game economy prediction system, Simpool, in order to maximize results in quick iterations.
2. About me
GUY BAR SADE
CO-FOUNDER & CEO
Over 13 years of experience in in-depth data
cycles (BI, analysis, big data) in leading
companies (Playtika, bwin)
3. Game Economy management is A challenge
Engagement RetentionMonetization
Currency INCurrency OUT $$$
4. How does it look like?
Level XP Level Up Daily Bonus Hourly
1 100 20 10 2
2 150 30 15 4
3 200 40 20 6
4 250 50 25 8
5 300 60 30 10
6 350 70 35 12
7 400 80 40 15
8 450 90 45 18
9 500 100 50 21
…. … … … …
n ∞ ∞ ∞ ∞
X X X
5. Different users play the game differently
Payer Vs. non payers
Whales, Dolphins, Minnows
Social Vs Anonymous
Bonus seekers
6. Different users pay differently
• Minnows - onetimers, MARPPU<$1
• Dolphins – MARPPU<$5
• Whales – MARPPU>$20, 15% of payers and responsible to
50% of revenues
• Freeloaders – not paying
7. Game economy management is not easy
Cost = time + UA Risk of wrong
monitoring
Lack of knowledge
8. What if
• We could have simulate millions of users ?
• We could have generate the data ?
• We could have test X100 more hypothesis ?
9. GamePoint’s use case
• Active for 18 years
• 350,000 DAU
• 750,000 MAU
• 16 games
• 5 Platforms
10. GamePoint’s current state analysis
• High ARPDAU
• High PU/DAU
• The game contained level, but it wasn’t beneficiary for users
• Shop has static price points across levels
13. • Higher short/mid term retention
• More progression in the game
• More engagement
• Higher rooms
• More cards
• More rounds
GamePoint’s requirements
14. GamePoint’s concerns
• Protect current whales and gods
• Community/FB/Chat feedback
• Adjust the shop to game progression
15. Main questions were raised and simulated
• Introduce progression to a live game
• What is the projected OOC point?
• How will the users’ progression looks like?
• How will monetization and sale cycles performs
Good morning everyone, during the next session I’m going to talk about game economy, simulation and prediction and our use case with GamePoint
Few words about me
AS you probably all know, manage and maintain a game is a challenge, constant battle between the main forces in the game :
Retention which in many case is the source for currency in the game.
Engagement , which is the tool to drain coins out of the game.
And the delicate balance between the 2 which is the key to create a monetization point
Simplifying a game economy file will make it look like this, commonly, we levels, xp andall other currency sources,
In reality it I closer to this, and still, only few dozens rows dsiplay
However , users are different, they have different game habbits, they consume coins differently
Payers have different pattern, whales, mostly play longer
Social users, in many cases use the social gifts
Bonus seekers play occasionally after funding their activity by harvesting bonuses in the game
And
These debates and concerns means long experiments (if you want to improve 30 day retention or ROI, you need to wait 30 days)and require many users many users means lots of money
Not all companies have game economist and above all, in the F2P world one of the most important missions is to constantly and efficiently monitor the game, its balance and the users’ wealth
By using 3 pillars:
Economy, game flow, and profiles we ran simulation, using MCMC approach, monte carlo Mrkove chain to get better understanding of the flow
Our first phase was focusing on user churn and retantion