This document discusses NetEase's transition of one of its popular PC games, Fantasy Westward Journey, to mobile platforms. It provides details on the company's history developing online games and its strategy to focus on mobile. The document outlines how Fantasy Westward Journey was successfully transitioned to mobile by simplifying controls, optimizing the UI for smaller screens, shortening combat duration, and adding auto-leveling features. It also discusses how the game's economy, social features, and art were adapted to better suit mobile audiences while retaining the core gameplay mechanics that made it popular on PC. Concerns about pricing and monetization of in-game items for Western mobile audiences are also raised.
A quick presentation I put together for "Invest in Games 2011" in Stockholm(Sep 6):
1) Intro to King.com
2) Accidental Gamers & Facebook
3) Mobile & Tablet Gaming
4) Investing in Accidental Gaming
Breaking Labels: Core, Casual, and Other Misconceptions -- Casual Connect Eur...emily_greer
As video games become more and more mainstream the industry labels of "core games" and "casual games" become less and less useful. I'll look at the forces that drove the categories, what's breaking them down, and how it changes how we should think about games.
Effective Testing of Free-to-Play Gamesemily_greer
Mobile games have become increasingly high-stakes over the last few years. Successful games make billions, but most games launch to failure, and few get a second chance from either platforms or players. Most developers test their games in various ways, from individual playtest sessions to geo-locked launches in Canada and Australia. But many games still launch with poor retention, monetization, tech problems, or some combination of the three. What's going wrong?
Kongregate has now put more than 20 games through test markets, learning valuable lessons along the way. This talk from GDC 2016 is a pragmatic guide to creating a test strategy, taking into account budget and schedule along with the benefits and pitfalls of various methods and the psychological traps that teams fall into as they evaluate results. The talk is illustrated by case studies and metrics from Kongregate's portfolio including AdVenture Capitalist, Spellstone, Raid Brigade and more.
GDC Talk - Nature vs Nurture: Unpacking Player Spending in F2P GamesTamara (Tammy) Levy
Have players committed to spending money in free-to-play games before they even install the game? Are you wasting time trying to get more people to spend money in your game? What monetization metrics should you be focusing on improving instead? In this talk, Tammy uses several case studies from live Kongregate games to explore how and why some player behaviors are easier and more rewarding to change, while others have a nearly unbreakable ceiling.
A quick presentation I put together for "Invest in Games 2011" in Stockholm(Sep 6):
1) Intro to King.com
2) Accidental Gamers & Facebook
3) Mobile & Tablet Gaming
4) Investing in Accidental Gaming
Breaking Labels: Core, Casual, and Other Misconceptions -- Casual Connect Eur...emily_greer
As video games become more and more mainstream the industry labels of "core games" and "casual games" become less and less useful. I'll look at the forces that drove the categories, what's breaking them down, and how it changes how we should think about games.
Effective Testing of Free-to-Play Gamesemily_greer
Mobile games have become increasingly high-stakes over the last few years. Successful games make billions, but most games launch to failure, and few get a second chance from either platforms or players. Most developers test their games in various ways, from individual playtest sessions to geo-locked launches in Canada and Australia. But many games still launch with poor retention, monetization, tech problems, or some combination of the three. What's going wrong?
Kongregate has now put more than 20 games through test markets, learning valuable lessons along the way. This talk from GDC 2016 is a pragmatic guide to creating a test strategy, taking into account budget and schedule along with the benefits and pitfalls of various methods and the psychological traps that teams fall into as they evaluate results. The talk is illustrated by case studies and metrics from Kongregate's portfolio including AdVenture Capitalist, Spellstone, Raid Brigade and more.
GDC Talk - Nature vs Nurture: Unpacking Player Spending in F2P GamesTamara (Tammy) Levy
Have players committed to spending money in free-to-play games before they even install the game? Are you wasting time trying to get more people to spend money in your game? What monetization metrics should you be focusing on improving instead? In this talk, Tammy uses several case studies from live Kongregate games to explore how and why some player behaviors are easier and more rewarding to change, while others have a nearly unbreakable ceiling.
Don't Call Them Whales: Free-to-Play Spenders & Virtual Value GDC 2015emily_greer
Individual large spenders -- so called "whales"-- form the foundation of the free-to-play business model that has overtaken the game industry in the last few years. This talk from GDC 2015 examines this phenomenon by looking at demographics, play and buying patterns for big spenders on the Kongregate web platform and mobile games, how expectations of game spending and value are formed, and how attitudes toward spenders and spending shape the whole industry -- not just free-to-play.
A high-speed run through some of the most important and interesting patterns and advice that we've discovered about our games on Kongregate. This talk was given by Anthony Pecorella at Casual Connect Kyiv.
Core Games, Real Numbers: Asian & Western Gamesemily_greer
Kongregate is a distributor of more than 200 virtual-goods games developed by developers small and large, Eastern and Western, casual and hardcore. As such, it has a unique perspective on what types of mechanics and characteristics of games have the most success monetizing. This talk will focus on similarities and differences in performance between Asian & Western games, look at site-wide trends and dig into specific game metrics and mechanics to understand what makes games succeed & fail with Western audiences. This talk was given at GDC China 2012
Since the last generation of consoles were released 7 years ago, the gaming industry has been through a seismic revolution with social media and mobile technology creating completely new types of gamer. With the next generation of consoles from Sony and Microsoft likely to be available later this year, we wanted to explore this fragmented gaming audience landscape and measure the challenge that lies ahead for the two giants.
In the first of a two part post, we interview four people from within the gaming industry to understand how they see the landscape and where the power to engage and own gaming audiences lies.
The metrics section of my talk from the Digital Distribution Summit in Melbourne, Australia, October 2009. This updates my GDC 2009 talk, with new estimates and comments. (A video of my extended talk is at http://www.ddsummit.com )
GDC 2014 Core Games, Real Numbers: Going Cross-Platformemily_greer
Kongregate has been sharing great data on web games for years - now they're launching mobile games and are ready to start sharing iOS and Android numbers as well. Learn how monetization differs by platform, country, and device, what type of CPIs to expect for different kinds of games, and what's most important in making your free-to-play mobile game a success.
Social media consultant Roger Harris outlines a view of gaming from the perspective of the changing world of social media. This presentation was given at the Triangle Gaming Conference, May 30, 2009.
Don't Call Them Whales: Free-to-Play Spenders & Virtual Value GDC 2015emily_greer
Individual large spenders -- so called "whales"-- form the foundation of the free-to-play business model that has overtaken the game industry in the last few years. This talk from GDC 2015 examines this phenomenon by looking at demographics, play and buying patterns for big spenders on the Kongregate web platform and mobile games, how expectations of game spending and value are formed, and how attitudes toward spenders and spending shape the whole industry -- not just free-to-play.
A high-speed run through some of the most important and interesting patterns and advice that we've discovered about our games on Kongregate. This talk was given by Anthony Pecorella at Casual Connect Kyiv.
Core Games, Real Numbers: Asian & Western Gamesemily_greer
Kongregate is a distributor of more than 200 virtual-goods games developed by developers small and large, Eastern and Western, casual and hardcore. As such, it has a unique perspective on what types of mechanics and characteristics of games have the most success monetizing. This talk will focus on similarities and differences in performance between Asian & Western games, look at site-wide trends and dig into specific game metrics and mechanics to understand what makes games succeed & fail with Western audiences. This talk was given at GDC China 2012
Since the last generation of consoles were released 7 years ago, the gaming industry has been through a seismic revolution with social media and mobile technology creating completely new types of gamer. With the next generation of consoles from Sony and Microsoft likely to be available later this year, we wanted to explore this fragmented gaming audience landscape and measure the challenge that lies ahead for the two giants.
In the first of a two part post, we interview four people from within the gaming industry to understand how they see the landscape and where the power to engage and own gaming audiences lies.
The metrics section of my talk from the Digital Distribution Summit in Melbourne, Australia, October 2009. This updates my GDC 2009 talk, with new estimates and comments. (A video of my extended talk is at http://www.ddsummit.com )
GDC 2014 Core Games, Real Numbers: Going Cross-Platformemily_greer
Kongregate has been sharing great data on web games for years - now they're launching mobile games and are ready to start sharing iOS and Android numbers as well. Learn how monetization differs by platform, country, and device, what type of CPIs to expect for different kinds of games, and what's most important in making your free-to-play mobile game a success.
Social media consultant Roger Harris outlines a view of gaming from the perspective of the changing world of social media. This presentation was given at the Triangle Gaming Conference, May 30, 2009.
How to Make Your Games More Suitable for the Chinese Market | Gary HuangJessica Tams
Delivered at Casual Connect Asia 2016
The session will start with a short introduction of the Chinese mobile game market and then move to the main differences between Western and Chinese games. In this presentation, Gary will share how to make your games more popular in China.
Investing in Mobile Games: What Investors Are Looking For | Tom van DamJessica Tams
Delivered at Casual Connect Europe 2016
NetEase, Inc. is one of the largest, most well-established game developers in China. NetEase actively invests internationally and has invested in over a dozen mobile game studios worldwide. As head of mobile business development, Tom van Dam oversees applications by mobile game studios for investment. In this presentation he will share what key areas investors look at and how mobile game studios can present themselves in the best light.
The Future of GameMaker: How It Changes The Way to Design Games
(White Nights Conference St. Petersburg 2017)
The official conference website — http://wnconf.com
The Wild Eight: How to Publish a Game on Steam Successfully
(White Nights Conference St. Petersburg 2017)
The official conference website — http://wnconf.com
Xinxin Fan and Hongxiang Jiang
First, we will give a brief introduction about the HBase service at Netease,include the basic cluster info and the key HBase service. And then we will talk same tips about the tuning practices for HBase. Last, we will introduce some improvements at the internal HBase version.
hbaseconasia2017 hbasecon hbase https://www.eventbrite.com/e/hbasecon-asia-2017-tickets-34935546159#
Find the Right Partner & Managing Expectations | Amy Huang-LeeJessica Tams
Delivered at Casual Connect USA 2016. Fundraising is very important to the success of a young start up. The right investor can not only bring you the right user platforms, but also the right relationships to other potential partners. How do you raise money successfully as an indie studio? What expectations should you have? Which type of investor is right for your stage? Amy Huang, AVP of NetEase Capital, whose portfolio consists of top game studios which span the world, will dive into these questions and more.
Marketing a Mobile Action Game in Asia: Lessons Learnt
(White Nights Conference St. Petersburg 2017)
The official conference website — http://wnconf.com
Show, Don't Tell? Play, Don't Show! | Stanislav CostiucJessica Tams
Delivered at Casual Connect Kyiv 2017. Each medium has their own unique traits that allow for creating really strong emotional bonds between the consumer and the work of art. In games that’s interactivity – controls and mechanics. In this session we’ll talk about the unique traits games can use to elicit feelings, emotions, and create strong bonds with players.
NetEase (NASDAQ: NTES) is an online gaming and web portal firm. NetEase has 3 revenue sources: online-game services (87.4% of revenues), advertising services (11.2%), and value-added services (1.5%). By iChinaStock.com.
Social media expert Roger Harris outlines a view of gaming from the perspective of the changing world of social media. This presentation was given at the Triangle Gaming Conference, May 30, 2009.
Understanding Players Who are Payers | Nick BerryJessica Tams
Delivered at Casual Connect USA 2018. The Lion's share of developer revenue comes from in-game micro transactions, with money being spent inside games that are free to download. What percentage of people pay? How often do they pay? What is the breakdown of whales and minnows? Nick has boiled the ocean and counted every penny spent on every web-based game on Facebook, around the world, for the last six years. In this presentation he will reveal what's behind the curtain and present this data.
FGS 2011: Keeping Yourself Honest in Game Design (SteamBirds)mochimedia
Game developers often fail to hold a critical eye to their own work, and struggle to see why they aren't finding success. Join Andy Moore, Captain of Radial Games, as he explores all the painful ways his previous works failed, and his adventure to correct them all in the production of his multi-award-winning game, SteamBirds - and the mobile editions and sequels that followed.
The benefits of operating a free-to-play "game-as-a-service" are well known: elastic pricing, a direct relationship with your players, longer lifespan, and an opportunity to fine-tune after launch. But to fully realize these benefits, you need to plan your live operations strategy as carefully as you plan your game. This talk will show how you can build an effective LiveOps strategy using PlayFab.
Make Your Live Service Game Thrive | Andy Needham, Matt DixonJessica Tams
Delivered at Casual Connect Europe 2016
Chillingo’s head of studio, Andy Needham and business development director, Matt Dixon will explain how to overcome common challenges in developing and maintaining live service games for players around the world. They will reference case study examples from their multiplayer battle tank game, Iron Force and share what’s made it one of the company’s most successful games.
The top trend for October 2013? WeChat messenger is disrupting the mobile game ecosystem with its new game platform. One game made over a million dollars in a single day!
An introduction about the variety of social networks out there (like cheese and wine, they come in many styles). This was an introduction to a panel on social networking in China at the China Internet Forum in November 2009. Some data is included, notably on gaming.
On March 14, 2011 Alex Hachey presented TAG: The Mobile Assassination Game at SXSW Interactive.
How can a game change our social experiences? Learn how latest advancements in augmented reality, location based apps, and mobile game play are shaping our social experiences in this detailed & interactive case study featuring TAG, The Mobile Assassination Game. TAG: Allows players to track & tag their targets using location and social tools on their mobile phones. This intersect of Social meets Mobile meets Good old competitiveness is opening new doors in social, mobile, & gaming experiences.
Cyaniclab : Software Development Agency Portfolio.pdfCyanic lab
CyanicLab, an offshore custom software development company based in Sweden,India, Finland, is your go-to partner for startup development and innovative web design solutions. Our expert team specializes in crafting cutting-edge software tailored to meet the unique needs of startups and established enterprises alike. From conceptualization to execution, we offer comprehensive services including web and mobile app development, UI/UX design, and ongoing software maintenance. Ready to elevate your business? Contact CyanicLab today and let us propel your vision to success with our top-notch IT solutions.
First Steps with Globus Compute Multi-User EndpointsGlobus
In this presentation we will share our experiences around getting started with the Globus Compute multi-user endpoint. Working with the Pharmacology group at the University of Auckland, we have previously written an application using Globus Compute that can offload computationally expensive steps in the researcher's workflows, which they wish to manage from their familiar Windows environments, onto the NeSI (New Zealand eScience Infrastructure) cluster. Some of the challenges we have encountered were that each researcher had to set up and manage their own single-user globus compute endpoint and that the workloads had varying resource requirements (CPUs, memory and wall time) between different runs. We hope that the multi-user endpoint will help to address these challenges and share an update on our progress here.
Quarkus Hidden and Forbidden ExtensionsMax Andersen
Quarkus has a vast extension ecosystem and is known for its subsonic and subatomic feature set. Some of these features are not as well known, and some extensions are less talked about, but that does not make them less interesting - quite the opposite.
Come join this talk to see some tips and tricks for using Quarkus and some of the lesser known features, extensions and development techniques.
Check out the webinar slides to learn more about how XfilesPro transforms Salesforce document management by leveraging its world-class applications. For more details, please connect with sales@xfilespro.com
If you want to watch the on-demand webinar, please click here: https://www.xfilespro.com/webinars/salesforce-document-management-2-0-smarter-faster-better/
Paketo Buildpacks : la meilleure façon de construire des images OCI? DevopsDa...Anthony Dahanne
Les Buildpacks existent depuis plus de 10 ans ! D’abord, ils étaient utilisés pour détecter et construire une application avant de la déployer sur certains PaaS. Ensuite, nous avons pu créer des images Docker (OCI) avec leur dernière génération, les Cloud Native Buildpacks (CNCF en incubation). Sont-ils une bonne alternative au Dockerfile ? Que sont les buildpacks Paketo ? Quelles communautés les soutiennent et comment ?
Venez le découvrir lors de cette session ignite
Advanced Flow Concepts Every Developer Should KnowPeter Caitens
Tim Combridge from Sensible Giraffe and Salesforce Ben presents some important tips that all developers should know when dealing with Flows in Salesforce.
We describe the deployment and use of Globus Compute for remote computation. This content is aimed at researchers who wish to compute on remote resources using a unified programming interface, as well as system administrators who will deploy and operate Globus Compute services on their research computing infrastructure.
Software Engineering, Software Consulting, Tech Lead.
Spring Boot, Spring Cloud, Spring Core, Spring JDBC, Spring Security,
Spring Transaction, Spring MVC,
Log4j, REST/SOAP WEB-SERVICES.
Understanding Globus Data Transfers with NetSageGlobus
NetSage is an open privacy-aware network measurement, analysis, and visualization service designed to help end-users visualize and reason about large data transfers. NetSage traditionally has used a combination of passive measurements, including SNMP and flow data, as well as active measurements, mainly perfSONAR, to provide longitudinal network performance data visualization. It has been deployed by dozens of networks world wide, and is supported domestically by the Engagement and Performance Operations Center (EPOC), NSF #2328479. We have recently expanded the NetSage data sources to include logs for Globus data transfers, following the same privacy-preserving approach as for Flow data. Using the logs for the Texas Advanced Computing Center (TACC) as an example, this talk will walk through several different example use cases that NetSage can answer, including: Who is using Globus to share data with my institution, and what kind of performance are they able to achieve? How many transfers has Globus supported for us? Which sites are we sharing the most data with, and how is that changing over time? How is my site using Globus to move data internally, and what kind of performance do we see for those transfers? What percentage of data transfers at my institution used Globus, and how did the overall data transfer performance compare to the Globus users?
TROUBLESHOOTING 9 TYPES OF OUTOFMEMORYERRORTier1 app
Even though at surface level ‘java.lang.OutOfMemoryError’ appears as one single error; underlyingly there are 9 types of OutOfMemoryError. Each type of OutOfMemoryError has different causes, diagnosis approaches and solutions. This session equips you with the knowledge, tools, and techniques needed to troubleshoot and conquer OutOfMemoryError in all its forms, ensuring smoother, more efficient Java applications.
Listen to the keynote address and hear about the latest developments from Rachana Ananthakrishnan and Ian Foster who review the updates to the Globus Platform and Service, and the relevance of Globus to the scientific community as an automation platform to accelerate scientific discovery.
How to Position Your Globus Data Portal for Success Ten Good PracticesGlobus
Science gateways allow science and engineering communities to access shared data, software, computing services, and instruments. Science gateways have gained a lot of traction in the last twenty years, as evidenced by projects such as the Science Gateways Community Institute (SGCI) and the Center of Excellence on Science Gateways (SGX3) in the US, The Australian Research Data Commons (ARDC) and its platforms in Australia, and the projects around Virtual Research Environments in Europe. A few mature frameworks have evolved with their different strengths and foci and have been taken up by a larger community such as the Globus Data Portal, Hubzero, Tapis, and Galaxy. However, even when gateways are built on successful frameworks, they continue to face the challenges of ongoing maintenance costs and how to meet the ever-expanding needs of the community they serve with enhanced features. It is not uncommon that gateways with compelling use cases are nonetheless unable to get past the prototype phase and become a full production service, or if they do, they don't survive more than a couple of years. While there is no guaranteed pathway to success, it seems likely that for any gateway there is a need for a strong community and/or solid funding streams to create and sustain its success. With over twenty years of examples to draw from, this presentation goes into detail for ten factors common to successful and enduring gateways that effectively serve as best practices for any new or developing gateway.
Accelerate Enterprise Software Engineering with PlatformlessWSO2
Key takeaways:
Challenges of building platforms and the benefits of platformless.
Key principles of platformless, including API-first, cloud-native middleware, platform engineering, and developer experience.
How Choreo enables the platformless experience.
How key concepts like application architecture, domain-driven design, zero trust, and cell-based architecture are inherently a part of Choreo.
Demo of an end-to-end app built and deployed on Choreo.
How Does XfilesPro Ensure Security While Sharing Documents in Salesforce?XfilesPro
Worried about document security while sharing them in Salesforce? Fret no more! Here are the top-notch security standards XfilesPro upholds to ensure strong security for your Salesforce documents while sharing with internal or external people.
To learn more, read the blog: https://www.xfilespro.com/how-does-xfilespro-make-document-sharing-secure-and-seamless-in-salesforce/
Modern design is crucial in today's digital environment, and this is especially true for SharePoint intranets. The design of these digital hubs is critical to user engagement and productivity enhancement. They are the cornerstone of internal collaboration and interaction within enterprises.
OpenFOAM solver for Helmholtz equation, helmholtzFoam / helmholtzBubbleFoamtakuyayamamoto1800
In this slide, we show the simulation example and the way to compile this solver.
In this solver, the Helmholtz equation can be solved by helmholtzFoam. Also, the Helmholtz equation with uniformly dispersed bubbles can be simulated by helmholtzBubbleFoam.
Designing for Privacy in Amazon Web ServicesKrzysztofKkol1
Data privacy is one of the most critical issues that businesses face. This presentation shares insights on the principles and best practices for ensuring the resilience and security of your workload.
Drawing on a real-life project from the HR industry, the various challenges will be demonstrated: data protection, self-healing, business continuity, security, and transparency of data processing. This systematized approach allowed to create a secure AWS cloud infrastructure that not only met strict compliance rules but also exceeded the client's expectations.
Climate Science Flows: Enabling Petabyte-Scale Climate Analysis with the Eart...Globus
The Earth System Grid Federation (ESGF) is a global network of data servers that archives and distributes the planet’s largest collection of Earth system model output for thousands of climate and environmental scientists worldwide. Many of these petabyte-scale data archives are located in proximity to large high-performance computing (HPC) or cloud computing resources, but the primary workflow for data users consists of transferring data, and applying computations on a different system. As a part of the ESGF 2.0 US project (funded by the United States Department of Energy Office of Science), we developed pre-defined data workflows, which can be run on-demand, capable of applying many data reduction and data analysis to the large ESGF data archives, transferring only the resultant analysis (ex. visualizations, smaller data files). In this talk, we will showcase a few of these workflows, highlighting how Globus Flows can be used for petabyte-scale climate analysis.
Globus Connect Server Deep Dive - GlobusWorld 2024Globus
We explore the Globus Connect Server (GCS) architecture and experiment with advanced configuration options and use cases. This content is targeted at system administrators who are familiar with GCS and currently operate—or are planning to operate—broader deployments at their institution.
12. Best of 2014 in App Store
Best of 2014 in App Store
Product Page of
Fantasy Westward Journey
Top Products in 2014 and 2015
13. 310 Million (Population of USA)Registered Users
2.71 Million (Population of Chicago)PCU
23 MillionRegistered Users
2.04 MillionPCU
$313 Million USDGross Revenue
First 60 days:
Transition a PC Success to Mobile
14. Game Grossing No. 4
in Global App Store, April 2015
Company Grossing No. 5
in Global App Store, April 2015
Based on AppAnnie
Now a Top Grossing Publisher
15. Amazing Response in US
Fantasy Westward
Journey has reached a
high of 27 on the US
Games overall grossing
chart without any
marketing and
translation
16. Mobile
PC growth slows,
and mobile growth
is explosive
Mobile is casual,
fragmented game
play sessions,
smaller emphasis on
social elements
Platform DifferencesShift in Demand
Platform Transition
18. Jade Gold Silver
¥1 = 10 Jade
1 Jade = 100 Gold 100 Silver = 1 Gold
Stable Game Society Stable Economic System Stable Currency Value
Tradable
Currency
RMB purchase Players produce
Control the amount of Gold to maintain a stable currency value
Economy Design
Each player can only purchase 200 gold chests per day,
and only 10,000 chests are available each day per server
19. • Need house before marriage
• House needs decoration
• Friends invited to a party
• Need money to raise family
Non-violent game play strongly
appeals to both genders.
“The Sims” Based in Chinese Myth
21. • Rich Gameplay
Pets
Fishing
Chess
SchoolProtection
Guilds
Clans
Banking
Marriage
Give Birth
Buy House Construction
Quests
Raw Materials
FengShuei
Tailor
Farm
Forge
Furniture
Cook
Trade
Craft Gems
Duel
…
Medicine
Dye Hunt Ghosts
Trade
Treasure Hunt Casual Games
Raise kids
Crafting
Division of Labor Produce and Consume Sense of Accomplishment
Make Social Interation Core
Player Stickiness
Player Stickiness
Virtual Society
22. Mobile
Feature Changes:
- Simplify control: Path finding, auto-combat, chests open
automatically, auto-provisioning
- Common UI components
- Optimize the experience on smaller screen (ie: Trading)
- Shorten combat duration
- Added auto leveling
• Based on mobile design pattern
Designed for Mobile
23. Mobile
Differences:
- Many events require teams
- Large number of clan activities
- Improve the chat system. Added in voice chat, lowered
level requirement for chat and changed tradition mobiles
simulated social interaction to real-time interaction
• Require real-time social and team interaction
Deviation from Mobile Cliché
25. Mobile
Stickiness Stable Economy
Create durable and stable PC game on mobile
Encouraging
results Rare pet listed for trade:$1,100 USD
Similar to PC, many items are above $1,000 USD
Built for Stability
31. Culturalization
The image on the left is too similar to the western
Chewing Gum brand “5 Gum”. The new image shown
right.
These weapons are both too close to the
intellectual property of Apple, and Lucasarts. Our
revised images are shown on the right.
Changes to adhere to IP and copyright law: Replacing single character words with symbols:
These images from the game can’t be
represented by a single english word. We
replaced them with symbols that are
understandable and will not require
further translation.
The first image is from a projectile in the
game. This is too similar to the Nazi
Swastika, and so we had to change it.
Correcting culturally offensive assets:
Due to app store policies, and the general
perception of smoking in the west, we
also removed the cigarette from
Archimedes (who we call Clucky)
32. How Do We Select The Name
Ninja Must Die 2
Survey results:
Respondents are not attracted to ‘Ninja Must Die 2’ as a
mobile game name.
Approximately 40% of respondents from all countries
indicated they were ‘not at all’ attracted to this name.
After seeing a description of the game respondents either
did not change their original rating or lowered it.
One-third of parents would not let their child play a game
with this name.
Over 80% of respondents misunderstood the theme of the
game based solely on seeing the name ‘Ninja Must Die 2’
‘Killing Ninjas’ was the assumed theme of the game given
by 47% of those extremely likely to play the game.
33. Sample Test Icons for Speedy Ninja
Control Icon (China)
App Store Icons - Art Reference
34. 5 Star Weapons
1/200 Chance
$840 or 5208 RMB
x50
1/227 Chance (Each)
$4,828
x20
1/274 Chance (Each)
$2,336
x280 $4.20
Character Skin
x30 $0.43
Epic Chest Fish Lotto
$7,164 or 44,417 RMB
Overall, the price range for items inside
the game are priced considerably higher
than what western players are
comfortable and experienced paying. In
our analysis for the game economy, we
found that getting high quality items can
cost as much as $840, and unlocking the
most rare Skins for a character can cost
thousands of dollars.
One of our major goals in our launch is
tuning and balancing the game
economy, so that players feel that they
get good value for their money.
Economy Balance