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Product Management for Free-to-Play Games with AC/A’s
Senior Product Manager
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Peter Knudson
Tonight’s Speaker
Reach, Revenue, & Retention
The 3 R’s of PMing Free-To-Play Games
By Peter Knudson
Product Manager
Overview of a Gaming PM
Learn about the high level responsibiliities and thought process of a
gaming product manager
The 3 R’s of Gaming Success
Understand the basics of reach, revenue, and retention, and why they
are important.
Go Through Examples of Games
See some key examples of gaming features, when relevant
Presentation Agenda
What Will You Learn?
Peter Knudson
Game Designer / Product Manager
Shipped 10+ Game Products
Casual Connect Main Stage
Game Genres
Mobile Platforms – iOS / Android
Casua
l
Cor
e
Game Genres
Mobile Platforms – Others
League of Legends FarmVill
e
• No Cost to Entry = Easily scalable user base
• Creating a habit of play daily = Caps Player Progression
• Limited resources: leading to eventual purchase
Free-to-Play Formula
How does a free game make money?
• Reach: Growing players.
• Retention: Creating habits.
• Revenue: Managing the economy.
Free-to-Play Formula
How does a free game make money?
• Difficult Prioritization: Which of the 3Rs should we
improve?
• Maximizing LTV: Games as a live-operation service
• Extremely Cross-Functional: Many different roles to
work with.
The Role of a Gaming PM
What makes PM different at a game studio?
The Makeup of a Game Studio
What are the different functions across gaming studios?
• Engineers
• Artists/Animators
• Game Design
• Producers
The 3 R’s of Gaming Product Management
• What is it: Building features that grow and audience for the
game
• What to Track: Installs, DAU, connected social, viral sends,
organic/inorganic
• What impacts it: Featuring, chart position, ASO, word of
mouth, social, paid acquisition
Reach
Growing the Game
Reach
Growing the Game
Word of Mouth Viral Send 1st Party Featuring
• What it is: Number installs on D0 come back on DX.
• What to track: FTUE completion rate, daily/weekly churn,
level completion, sessions/day
• What impacts it? Player understanding of the core loop,
adequate difficulty tuning, progression incentives, and long-
term metagames
Retention
Sustaining the Player Base
• Early Retention: Ensuring the Player Understands the Core
Loop through the FTUE
• Mid-Term Retention: Enough incentives to come back to play
each day, making small progress each step
• Long-Term Retention: Social/Competitive Features &
Replayability
Retention
Sustaining the Player Base
When evaluating a new game, users are subconsciously trying to figure
out the answers to these questions:
In this game I… (Core Loop)
In order to… (Progression)
Which lets me … (Medium Term Goals)
So that I can… (Long Term Aspiration)
Retention
Sustaining the Player Base
In this game I… Use Energy to Perform
Actions
In order to… Complete Quests & Level Up
Which lets me … Unlock New Locations
and Cities
So that I can… Become an A List Celebrity
Retention
Sustaining the Player Base
Retention
Sustaining the Player Base
Clash of Clans 2011
Revenue
Monetizing the Player Base
• What it is: Revenue from IAP or Ads in games.
• What to track: Transactions, new and repeat buyer
conversion, premium currency in the economy, payer DAU
• What impacts it? Difficulty or the levels or competition, new
digital items or character to buy, limited timed events
Revenue
Monetizing the Player Base
DAU
Running Low on Currency
Out of Lives
Visit the Buy Page
Conversion:
- Transaction Size
- Repeat Conversion
Revenue
Monetizing the Player Base
Revenue
Monetizing the Player Base
Gaming PM Toolbox
Things you can use to build features
• Top Grossing Chart: Easy tracking of successful games
• App Store Reviews: Player feedback
• A/B Testing: Pricing, difficulty, feature rollouts
• Analytics: All decisions made on data
Conclusion
• Grow: Build games that can scale easily
• Retain: Educate users, progress them slowly, and build for
the elder player.
• Monetization: Ensure that there are good reasons to spend
in the game.
Part-time Product Management Courses in San Francisco,
Silicon Valley, Los Angeles and New York
www.productschool.com

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Product Management For Free-to-Play Games w/ AC&A's Senior PM

  • 1. Product Management for Free-to-Play Games with AC/A’s Senior Product Manager www.productschool.com
  • 2. FREE INVITE Join 12,000+ Product Managers on productschool.com/slack-community
  • 6. Include @productschool and #prodmgmt at the end of your tweet Tweet to get a free ticket for our next Event!
  • 8. Reach, Revenue, & Retention The 3 R’s of PMing Free-To-Play Games By Peter Knudson Product Manager
  • 9. Overview of a Gaming PM Learn about the high level responsibiliities and thought process of a gaming product manager The 3 R’s of Gaming Success Understand the basics of reach, revenue, and retention, and why they are important. Go Through Examples of Games See some key examples of gaming features, when relevant Presentation Agenda What Will You Learn?
  • 10. Peter Knudson Game Designer / Product Manager Shipped 10+ Game Products Casual Connect Main Stage
  • 11. Game Genres Mobile Platforms – iOS / Android Casua l Cor e
  • 12. Game Genres Mobile Platforms – Others League of Legends FarmVill e
  • 13. • No Cost to Entry = Easily scalable user base • Creating a habit of play daily = Caps Player Progression • Limited resources: leading to eventual purchase Free-to-Play Formula How does a free game make money?
  • 14. • Reach: Growing players. • Retention: Creating habits. • Revenue: Managing the economy. Free-to-Play Formula How does a free game make money?
  • 15. • Difficult Prioritization: Which of the 3Rs should we improve? • Maximizing LTV: Games as a live-operation service • Extremely Cross-Functional: Many different roles to work with. The Role of a Gaming PM What makes PM different at a game studio?
  • 16. The Makeup of a Game Studio What are the different functions across gaming studios? • Engineers • Artists/Animators • Game Design • Producers
  • 17. The 3 R’s of Gaming Product Management
  • 18. • What is it: Building features that grow and audience for the game • What to Track: Installs, DAU, connected social, viral sends, organic/inorganic • What impacts it: Featuring, chart position, ASO, word of mouth, social, paid acquisition Reach Growing the Game
  • 19. Reach Growing the Game Word of Mouth Viral Send 1st Party Featuring
  • 20. • What it is: Number installs on D0 come back on DX. • What to track: FTUE completion rate, daily/weekly churn, level completion, sessions/day • What impacts it? Player understanding of the core loop, adequate difficulty tuning, progression incentives, and long- term metagames Retention Sustaining the Player Base
  • 21. • Early Retention: Ensuring the Player Understands the Core Loop through the FTUE • Mid-Term Retention: Enough incentives to come back to play each day, making small progress each step • Long-Term Retention: Social/Competitive Features & Replayability Retention Sustaining the Player Base
  • 22. When evaluating a new game, users are subconsciously trying to figure out the answers to these questions: In this game I… (Core Loop) In order to… (Progression) Which lets me … (Medium Term Goals) So that I can… (Long Term Aspiration) Retention Sustaining the Player Base
  • 23. In this game I… Use Energy to Perform Actions In order to… Complete Quests & Level Up Which lets me … Unlock New Locations and Cities So that I can… Become an A List Celebrity Retention Sustaining the Player Base
  • 24. Retention Sustaining the Player Base Clash of Clans 2011
  • 25. Revenue Monetizing the Player Base • What it is: Revenue from IAP or Ads in games. • What to track: Transactions, new and repeat buyer conversion, premium currency in the economy, payer DAU • What impacts it? Difficulty or the levels or competition, new digital items or character to buy, limited timed events
  • 26. Revenue Monetizing the Player Base DAU Running Low on Currency Out of Lives Visit the Buy Page Conversion: - Transaction Size - Repeat Conversion
  • 29. Gaming PM Toolbox Things you can use to build features • Top Grossing Chart: Easy tracking of successful games • App Store Reviews: Player feedback • A/B Testing: Pricing, difficulty, feature rollouts • Analytics: All decisions made on data
  • 30. Conclusion • Grow: Build games that can scale easily • Retain: Educate users, progress them slowly, and build for the elder player. • Monetization: Ensure that there are good reasons to spend in the game.
  • 31. Part-time Product Management Courses in San Francisco, Silicon Valley, Los Angeles and New York www.productschool.com