1. Soft launches are different from regular live operations and require specific strategies to maximize learning.
2. It is important to take risks and make big changes during soft launches to learn as much as possible, as learnings accumulate over multiple tests and most soft launches fail.
3. Proper soft launch planning includes preparing server-side controls, operations plans, and qualitative feedback channels to support high-risk, high-reward experiments that could potentially "break" the game.
Improving LTV with Personalized Live Ops Offers: Hill Climb Racing 2 Case Stu...Jessica Tams
This document discusses improving monetization in games through personalized live operations offers using the case study of Hill Climb Racing 2. It describes segmenting players based on both their purchasing behavior and gameplay interactions to create targeted offers. Machine learning models were used to predict player preferences and maximize revenue. This approach resulted in a 52% increase in lifetime value for Hill Climb Racing 2 players through more relevant offers.
Optimizing User Acquisition for a Portfolio - Eric Seufert - Casual Connect A...Eric Seufert
This document discusses the benefits of building an app portfolio rather than focusing on individual apps. It notes that as people download fewer apps, advertising costs are rising, so cross-promoting within a portfolio of apps can help reduce acquisition costs. Building a portfolio also smooths out revenue across game lifecycles and protects against market sentiment shifts. The document recommends releasing multiple games and taking a strategic approach to cross-promotion, such as using optimized ad serving based on player data and creating a rich content ad portal to improve ad quality and engagement.
Game monetization: Overview of monetization methods for free-to-play gamesAndrew Dotsenko
This document provides an overview of monetization methods for free-to-play games. It discusses the monetization loop of action, incentive, and expansion blocked by paywalls that can be overcome through grinding, spamming friends for help, or paying. It also covers key elements of player engagement like mechanics, progress/goals, social factors, and game evolution. Finally, it discusses what players typically pay for in games like identity expression, vanity, competition, and progress, as well as how to sell virtual items through creating awareness, understanding of an item's functionality, and desirability.
Personalisation as the key to optimising your game's revenue & LTV.GameCamp
What are good and bad approach towards personalisation based on the data? How to use personalisation to improve LTV in mobile games. Good examples of personalisation in mobile games.
Idle Games: The Mechanics and Monetization of Self-Playing GamesKongregate
- Idle games are a new genre of self-playing games that have grown popular for their high player retention stats and revenue generation. They allow progress without interaction, rewarding players for returning after periods of idleness.
- Key mechanics include rapid cost/reward growth curves that create a satisfying sense of progress, goals/achievements, and "prestiging" systems that allow resetting games for power boosts. Regular updates and "bumpy" growth curves keep players engaged.
- Popular idle games like AdVenture Capitalist and Clicker Heroes employ monetization strategies like cash infusions, boost multipliers, and protective purchases. Case studies show these can be very profitable for high spend
GDC Talk: Lifetime Value: The long tail of Mid-Core gamesTamara (Tammy) Levy
1) The document discusses lifetime value (LTV) of mobile games and how it is impacted by factors like retention, monetization, and live operations over time.
2) It provides data on typical key performance indicators (KPIs) like retention, ARPDAU, and LTV for different genres and shows how LTV can grow beyond 30 days of play.
3) The author advocates using player retention and monetization curves to more accurately project long-term LTV and how live operations like new content can increase monetization and retention over the lifetime of the game.
Improving LTV with Personalized Live Ops Offers: Hill Climb Racing 2 Case Stu...Jessica Tams
This document discusses improving monetization in games through personalized live operations offers using the case study of Hill Climb Racing 2. It describes segmenting players based on both their purchasing behavior and gameplay interactions to create targeted offers. Machine learning models were used to predict player preferences and maximize revenue. This approach resulted in a 52% increase in lifetime value for Hill Climb Racing 2 players through more relevant offers.
Optimizing User Acquisition for a Portfolio - Eric Seufert - Casual Connect A...Eric Seufert
This document discusses the benefits of building an app portfolio rather than focusing on individual apps. It notes that as people download fewer apps, advertising costs are rising, so cross-promoting within a portfolio of apps can help reduce acquisition costs. Building a portfolio also smooths out revenue across game lifecycles and protects against market sentiment shifts. The document recommends releasing multiple games and taking a strategic approach to cross-promotion, such as using optimized ad serving based on player data and creating a rich content ad portal to improve ad quality and engagement.
Game monetization: Overview of monetization methods for free-to-play gamesAndrew Dotsenko
This document provides an overview of monetization methods for free-to-play games. It discusses the monetization loop of action, incentive, and expansion blocked by paywalls that can be overcome through grinding, spamming friends for help, or paying. It also covers key elements of player engagement like mechanics, progress/goals, social factors, and game evolution. Finally, it discusses what players typically pay for in games like identity expression, vanity, competition, and progress, as well as how to sell virtual items through creating awareness, understanding of an item's functionality, and desirability.
Personalisation as the key to optimising your game's revenue & LTV.GameCamp
What are good and bad approach towards personalisation based on the data? How to use personalisation to improve LTV in mobile games. Good examples of personalisation in mobile games.
Idle Games: The Mechanics and Monetization of Self-Playing GamesKongregate
- Idle games are a new genre of self-playing games that have grown popular for their high player retention stats and revenue generation. They allow progress without interaction, rewarding players for returning after periods of idleness.
- Key mechanics include rapid cost/reward growth curves that create a satisfying sense of progress, goals/achievements, and "prestiging" systems that allow resetting games for power boosts. Regular updates and "bumpy" growth curves keep players engaged.
- Popular idle games like AdVenture Capitalist and Clicker Heroes employ monetization strategies like cash infusions, boost multipliers, and protective purchases. Case studies show these can be very profitable for high spend
GDC Talk: Lifetime Value: The long tail of Mid-Core gamesTamara (Tammy) Levy
1) The document discusses lifetime value (LTV) of mobile games and how it is impacted by factors like retention, monetization, and live operations over time.
2) It provides data on typical key performance indicators (KPIs) like retention, ARPDAU, and LTV for different genres and shows how LTV can grow beyond 30 days of play.
3) The author advocates using player retention and monetization curves to more accurately project long-term LTV and how live operations like new content can increase monetization and retention over the lifetime of the game.
This document discusses effective liveops strategies for games. It defines liveops as changes made to games after launch, generally without code changes, such as new items, events, or offers. Key components of liveops discussed include business intelligence, events, and offers/promotions. Good business intelligence is tied to player behavior and generates insights over time. Events can boost engagement or revenues and come in many forms. Offers should utilize player data and tools to message players effectively through various channels. The document stresses the importance of tools that allow modifying the game without needing engineers, and having capabilities like analytics, localization, targeting, and modifying game variables for events.
Game Development workshop with Unity3D.Ebtihaj khan
Game development using Unity3D
May 2015
This lecture was given by Ebtihaj at various universities in Peshawar, Pakistan.
The talk begins with what really a game is, and how can you differentiate it from an ordinary software and a movie.
After that the focus is shifted to how are games made and how big is the gaming industry.
Later on Unity3D and its basic components are introduced with a hands on workshop.
Killer Design Patterns for F2P Mobile/Tablet GamesHenric Suuronen
Presentation on Design Patterns for Mobile and Tablet games presented in July 2013 at ChinaJoy in Shanghai by Henric Suuronen, President & Co-Founder at Nonstop Games
LiveOps as a Service | Scott HumphriesJessica Tams
Live Ops as a Service provides live operations services for games, including:
1) Creating new levels and optimizing existing levels, having created 41% and optimized 20% of levels for one client's game.
2) Implementing daily challenges, seasonal events, and bug fixes to drive engagement.
3) Carefully designing new levels based on difficulty curves and gameplay mechanics to improve player retention and monetization.
Using Data Science to grow games / Robert Magyar (SuperScale)DevGAMM Conference
- How did we double the profits of a game played by 160 million players with Machine Learning?
- What are the challenges of everyday use of ML in mobile games?
- We'll show you examples of how we've doubled the profits of the Hill Climb Racing 2 mobile game with cloud ML solutions.
- We will also show how we predict the long-term success of mobile gaming marketing campaigns in our portfolio
- We will take a closer look at prediction methods, ML cloud pipeline and other Data Science points of interest
The document discusses live game operations and user engagement for live games. It covers getting started with live game operations and what constitutes a live game versus a static game. It also discusses keys aspects of user acquisition from paid, earned, and owned channels. Additionally, it outlines considerations for user engagement, including onboarding, content updates, communication methods, and holding in-game events to improve retention.
An introduction to how Space Ape Games runs Live Operations. This lecture will cover a variety of topics from pricing to event schedules. This is an ideal starting point for anyone new to Live Operations or who simply wants to sanity check their own processes against another's.
Presentation to German Chamber on Animoca, Games and AppAnimoca Brands
- Animoca Brands is a global leader in blockchain and digital assets, known for developing popular games like The Sandbox.
- It has partnerships with over 325 top brands and has issued over 2.1 billion digital collectibles to 7 million users worldwide.
- Gaming is a huge industry globally that is growing rapidly, especially in Asia, with China, Japan and South Korea leading markets. The growth of blockchain and digital assets is opening up new opportunities around digital ownership that Animoca is positioned to capitalize on.
This document provides an overview of game development. It defines a game as an interactive form of entertainment and art differentiated from other media by user interactivity. It discusses major game genres and the large game market focused on mobile, console, PC, and online games. The document outlines the typical game development process including idea/documentation, design, development, and testing phases. It describes key activities in each phase such as concept art, gameplay design, programming, and quality assurance testing. In closing, it notes the appeal of game development is that it is very enjoyable to both play and create games.
Live ops in mobile gaming - how to do it right?GameCamp
More and more growth in mobile gaming comes from Live Operations. How to use data to run Live Ops. Where it brings biggest business outcome? Good examples of live ops activities.
Anthony Pecorella's talk at GDC Europe covering the math and design of idle games. This talk goes into details about formulas and progression systems as well as tools available for balancing these systems. Bonus sections include a quick look at stupidly-large numbers and a summary of some recent notable additions to the idle game genre.
You can try the spreadsheet models out at http://kon.gg/idle-math-spreadsheets.
Why your game's soft launch isn't working?GameCamp
How best to soft-launch your mobile game! Matej is covering the most important elements of a successful gaming soft launch, including the core setup, best and worst practices, and practical tips to wrap it all up. Which countries to choose for soft-launch? Presentation based on examples.
The global digital gaming market is projected to expand at a CAGR of 15.7% and is expected to be worth USD 264.9 Bn by 2023. The increased proliferation of smartphones and tablets is providing a considerable push to the gaming market globally. Also, the improvement in technology and the ease of access to internet connectivity have given an impetus to live games of MMO and eSports genres. The gaming companies are increasingly preferring digital distribution channels over physical distribution channels, as digital distribution allows easy purchase and downloading of digital content for different gaming platforms.. Read More: https://bit.ly/2ULckcN
Why Live Ops Matters for Casual Games: 3 Stategic Mindset for POsTimShepherd83
Live Ops is integral to F2P product management, but it can be difficult to understand what is the best strategy for a specific game at any given time. I present 3 'lenses' to evaluate your landscape and help in the Live Ops decision-making processes. With examples from Wooga and others, plus a few pro-tips and best practices dotted throughout.
Originally presented at Pocket Gamer Connects London, Jan 2019.
Brief presentation notes in orange speech bubbles ^^
LAFS Game Mechanics - The Core MechanicDavid Mullich
This document outlines the topics and grading structure for a game mechanics class, including labs, assignments, tests, and attendance policies, and provides advice for students such as coming prepared, meeting deadlines, studying for tests, and making a good impression on faculty. The class will cover various game mechanics like core mechanics, progression mechanics, randomness, narrative, and balancing mechanics.
PlayFab runs a LiveOps backend services platform that handles more than 35 million monthly active players, on more than 450 live games, from studios and publishers that include Miniclip, Rovio, Hyper Hippo, Capcom, Bandai-Namco, and Atari. Getting to that level of scalability hasn’t been easy, and this talk describes the times when PlayFab nearly went down – and what architecture changes we needed to make each time to reach the next level of growth. This talk also shares some of the unique challenges of operating a shared platform, where problems are often not PlayFab’s fault, but always PlayFab’s responsibility, including game bugs that look like DDoS attacks, platform partners who break their APIs, and the joys of cascading server failures.
New tools and services to take your live ops to the next levelCrystin Cox
PlayFab is a backend platform for building and operating live games. It provides a suite of LiveOps tools and services to help developers continually engage with player communities over long periods of time. These tools include multiplayer and matchmaking, analytics and insights, user generated content, commerce features, and more. PlayFab aims to make LiveOps more efficient, complete, reliable and real-time compared to building services independently. It supports games across all major platforms and devices.
The document discusses best practices for running effective soft launches of mobile games. It recommends soft launching as early as possible to maximize learning. During soft launch, teams should make big, distinct changes to test high-risk ideas, rather than wasting time on small tweaks. Retention is key, so major changes to mechanics, progression, or even gameplay type may be needed. Qualitative feedback should be considered, but the focus should be on hypothesis-driven experimentation rather than relying only on data. Communication, risk management, and leadership support are also important factors for success.
Beyond agile - Pitfalls & misconceptions when working with SCRUM & Co | Ralf ...Ralf C. Adam
A talk about agile project management workflows & methods and their potential advantages and pitfalls. First held at Quo Vadis Game Developer Conference in Berlin, May 2015
This document discusses effective liveops strategies for games. It defines liveops as changes made to games after launch, generally without code changes, such as new items, events, or offers. Key components of liveops discussed include business intelligence, events, and offers/promotions. Good business intelligence is tied to player behavior and generates insights over time. Events can boost engagement or revenues and come in many forms. Offers should utilize player data and tools to message players effectively through various channels. The document stresses the importance of tools that allow modifying the game without needing engineers, and having capabilities like analytics, localization, targeting, and modifying game variables for events.
Game Development workshop with Unity3D.Ebtihaj khan
Game development using Unity3D
May 2015
This lecture was given by Ebtihaj at various universities in Peshawar, Pakistan.
The talk begins with what really a game is, and how can you differentiate it from an ordinary software and a movie.
After that the focus is shifted to how are games made and how big is the gaming industry.
Later on Unity3D and its basic components are introduced with a hands on workshop.
Killer Design Patterns for F2P Mobile/Tablet GamesHenric Suuronen
Presentation on Design Patterns for Mobile and Tablet games presented in July 2013 at ChinaJoy in Shanghai by Henric Suuronen, President & Co-Founder at Nonstop Games
LiveOps as a Service | Scott HumphriesJessica Tams
Live Ops as a Service provides live operations services for games, including:
1) Creating new levels and optimizing existing levels, having created 41% and optimized 20% of levels for one client's game.
2) Implementing daily challenges, seasonal events, and bug fixes to drive engagement.
3) Carefully designing new levels based on difficulty curves and gameplay mechanics to improve player retention and monetization.
Using Data Science to grow games / Robert Magyar (SuperScale)DevGAMM Conference
- How did we double the profits of a game played by 160 million players with Machine Learning?
- What are the challenges of everyday use of ML in mobile games?
- We'll show you examples of how we've doubled the profits of the Hill Climb Racing 2 mobile game with cloud ML solutions.
- We will also show how we predict the long-term success of mobile gaming marketing campaigns in our portfolio
- We will take a closer look at prediction methods, ML cloud pipeline and other Data Science points of interest
The document discusses live game operations and user engagement for live games. It covers getting started with live game operations and what constitutes a live game versus a static game. It also discusses keys aspects of user acquisition from paid, earned, and owned channels. Additionally, it outlines considerations for user engagement, including onboarding, content updates, communication methods, and holding in-game events to improve retention.
An introduction to how Space Ape Games runs Live Operations. This lecture will cover a variety of topics from pricing to event schedules. This is an ideal starting point for anyone new to Live Operations or who simply wants to sanity check their own processes against another's.
Presentation to German Chamber on Animoca, Games and AppAnimoca Brands
- Animoca Brands is a global leader in blockchain and digital assets, known for developing popular games like The Sandbox.
- It has partnerships with over 325 top brands and has issued over 2.1 billion digital collectibles to 7 million users worldwide.
- Gaming is a huge industry globally that is growing rapidly, especially in Asia, with China, Japan and South Korea leading markets. The growth of blockchain and digital assets is opening up new opportunities around digital ownership that Animoca is positioned to capitalize on.
This document provides an overview of game development. It defines a game as an interactive form of entertainment and art differentiated from other media by user interactivity. It discusses major game genres and the large game market focused on mobile, console, PC, and online games. The document outlines the typical game development process including idea/documentation, design, development, and testing phases. It describes key activities in each phase such as concept art, gameplay design, programming, and quality assurance testing. In closing, it notes the appeal of game development is that it is very enjoyable to both play and create games.
Live ops in mobile gaming - how to do it right?GameCamp
More and more growth in mobile gaming comes from Live Operations. How to use data to run Live Ops. Where it brings biggest business outcome? Good examples of live ops activities.
Anthony Pecorella's talk at GDC Europe covering the math and design of idle games. This talk goes into details about formulas and progression systems as well as tools available for balancing these systems. Bonus sections include a quick look at stupidly-large numbers and a summary of some recent notable additions to the idle game genre.
You can try the spreadsheet models out at http://kon.gg/idle-math-spreadsheets.
Why your game's soft launch isn't working?GameCamp
How best to soft-launch your mobile game! Matej is covering the most important elements of a successful gaming soft launch, including the core setup, best and worst practices, and practical tips to wrap it all up. Which countries to choose for soft-launch? Presentation based on examples.
The global digital gaming market is projected to expand at a CAGR of 15.7% and is expected to be worth USD 264.9 Bn by 2023. The increased proliferation of smartphones and tablets is providing a considerable push to the gaming market globally. Also, the improvement in technology and the ease of access to internet connectivity have given an impetus to live games of MMO and eSports genres. The gaming companies are increasingly preferring digital distribution channels over physical distribution channels, as digital distribution allows easy purchase and downloading of digital content for different gaming platforms.. Read More: https://bit.ly/2ULckcN
Why Live Ops Matters for Casual Games: 3 Stategic Mindset for POsTimShepherd83
Live Ops is integral to F2P product management, but it can be difficult to understand what is the best strategy for a specific game at any given time. I present 3 'lenses' to evaluate your landscape and help in the Live Ops decision-making processes. With examples from Wooga and others, plus a few pro-tips and best practices dotted throughout.
Originally presented at Pocket Gamer Connects London, Jan 2019.
Brief presentation notes in orange speech bubbles ^^
LAFS Game Mechanics - The Core MechanicDavid Mullich
This document outlines the topics and grading structure for a game mechanics class, including labs, assignments, tests, and attendance policies, and provides advice for students such as coming prepared, meeting deadlines, studying for tests, and making a good impression on faculty. The class will cover various game mechanics like core mechanics, progression mechanics, randomness, narrative, and balancing mechanics.
PlayFab runs a LiveOps backend services platform that handles more than 35 million monthly active players, on more than 450 live games, from studios and publishers that include Miniclip, Rovio, Hyper Hippo, Capcom, Bandai-Namco, and Atari. Getting to that level of scalability hasn’t been easy, and this talk describes the times when PlayFab nearly went down – and what architecture changes we needed to make each time to reach the next level of growth. This talk also shares some of the unique challenges of operating a shared platform, where problems are often not PlayFab’s fault, but always PlayFab’s responsibility, including game bugs that look like DDoS attacks, platform partners who break their APIs, and the joys of cascading server failures.
New tools and services to take your live ops to the next levelCrystin Cox
PlayFab is a backend platform for building and operating live games. It provides a suite of LiveOps tools and services to help developers continually engage with player communities over long periods of time. These tools include multiplayer and matchmaking, analytics and insights, user generated content, commerce features, and more. PlayFab aims to make LiveOps more efficient, complete, reliable and real-time compared to building services independently. It supports games across all major platforms and devices.
The document discusses best practices for running effective soft launches of mobile games. It recommends soft launching as early as possible to maximize learning. During soft launch, teams should make big, distinct changes to test high-risk ideas, rather than wasting time on small tweaks. Retention is key, so major changes to mechanics, progression, or even gameplay type may be needed. Qualitative feedback should be considered, but the focus should be on hypothesis-driven experimentation rather than relying only on data. Communication, risk management, and leadership support are also important factors for success.
Beyond agile - Pitfalls & misconceptions when working with SCRUM & Co | Ralf ...Ralf C. Adam
A talk about agile project management workflows & methods and their potential advantages and pitfalls. First held at Quo Vadis Game Developer Conference in Berlin, May 2015
Leveraging eSports as a critical part of your development toolkitDevGAMM Conference
eSports can help validate and legitimize a game early, but competitive features should not be rushed and need extensive testing. While tournaments can provide high-level feedback, resources are limited, so the focus should be on building a fun core game first before emphasizing competitive play. Players ultimately decide if a game becomes an eSport, not developers.
How to make an effective presentation, focusing on investment pitches. Presented by Ken Berkun to the Hawaii Inventor's Association on September 24, 2013.
Moving from boxed title Game Development to F2P | Ralf C. AdamRalf C. Adam
This lecture was held at the Game Developer's Conference GDC Europe in Cologne in 2010. Target Audience: Studios working in the traditional games industry, thinking about switching to development of online F2P titles.
Ian Dundore discusses five clichés of online game development that often prove true. The first is that the client is in the hands of the enemy, so input from players must be validated and anything sent to clients could be seen. Second, premature optimization should be avoided as proper order is fun, good, then fast. Third, there are known and unknown unknowns, so plan for injected work. Fourth, any tool can be misused so log creations carefully. Finally, the presentation title should come after the content is made.
How to Succeed in the West: Stats, Best Practices and Common Mistakes for F2P...David Piao Chiu
As a platform for free-to-play browser games for core gamers, Kongregate has a unique perspective and a wealth of data on what types of mechanics and characteristics of F2P games are most effective at maximizing player retention, monetization and satisfaction. David will begin by looking at the retention and monetization metrics of free-to-play games by Asian & Western developers. He will then share the best practices and game mechanics that Asian developers can learn from their Western counterparts, highlight common mistakes that Asian developers make in bringing their games to a Western audience, and cover specific DO’s and DON’Ts regarding game themes, gameplay mechanics, community management/customer support and pricing with specific examples. Asian developers will walk away with a better understanding of the Western market, how to avoid costly mistakes and how to maximize success in Western markets.
This document provides an overview of an introduction workshop on Agile and Scrum. The workshop covers topics such as the history and principles of Agile, an introduction to Scrum frameworks and roles, and exercises on writing user stories and estimating story points. Participants will learn about Agile and Scrum methodologies, how to write and evaluate user stories, and techniques for relative estimation like planning poker. The goal is for participants to understand key Agile and Scrum concepts and practices and be able to apply them.
Practical Agile. Lessons learned the hard way on our journey building digita...TechExeter
Ian Ames - Practical agile. Lessons learned the hard way on our journey building digital products.
Slides from the TechExeter Conference, 8th October 2016.
www.techexeter.uk
- Land Registry registers land ownership in England and Wales and has transitioned from a traditional to a more agile way of building products and services.
- They now take a user-centered approach with user research in each sprint, focus on service design with multi-disciplinary teams, build using microservices and continuous delivery to deploy updates.
- The transition has been challenging and requires clear objectives, executive support, breaking down silos, and ongoing communication but provides benefits like more adaptable and user-focused services.
This document provides an overview of an introduction to Scrum training session. It includes an agenda with topics like introduction, games and exercises, parking lot for questions, and forming teams. There is also background on the trainer, Elad Sofer, including his experience and roles. Key aspects of Scrum like the roles of Product Owner, Scrum Master and Development Team are defined. Concepts like the product backlog, user stories, story points, planning poker and backlog refinement are introduced and explained. Exercises are included to help illustrate estimating and splitting stories.
This document provides an overview and agenda for a webinar on continuous delivery in the enterprise. The webinar will define continuous delivery and differentiate it from continuous integration, Agile, quality and DevOps practices. It will explore the continuous delivery pipeline and key aspects like continuous development, integration and the ability to continuously release software. Attendees will learn about their role in continuous delivery and why it is important. The webinar will also discuss tools, products and solutions for continuous delivery and include case studies. It aims to explain how organizations can adopt continuous delivery practices.
Engineering culture deck for Kasten, a cloud-native startup in the enterprise space. Apart from broader company culture, this deck touches on the things that are the most relevant to engineering teams.
This document discusses strategies for scaling software development teams while minimizing technical debt. It advocates separating teams into roles including developers, team leaders, and engineering managers. Team leaders are responsible for driving cadence and morale, ensuring deadlines are met, and mentoring developers. Engineering managers focus on skills development and removing barriers. Regular, predictable delivery of features through steady cadence is emphasized over long release cycles to reduce technical debt. Separating concerns like architecture from UI helps determine appropriate processes along the agile-waterfall spectrum.
Ross Snyder, Etsy, SXSW Lean Startup 2013500 Startups
1. Etsy moved from a waterfall deployment process with long development cycles and infrequent deployments to a continuous deployment model with small code changes deployed frequently by engineers.
2. Continuous deployment allows Etsy to experiment continuously and make small iterative improvements, reducing the risk of outages and allowing issues to be addressed quickly.
3. Etsy now deploys code changes over 25 times per day on average, every day, with the goal of keeping deployments fast and low-risk through techniques like feature flags and extensive monitoring.
This was a presentation given at San Diego Python's Django Day:
http://www.meetup.com/pythonsd/events/95751792/
https://github.com/pythonsd/learning-django
ארגונים ברחבי העולם מגבירים את השימוש בתהליכי DevOps לטובת שיפור היתרון התחרותי שלהם, הורדת סיכונים והפחתת עלויות פיתוח. כיום ניתן ליישם את ההצלחה של ה-DevOps בעולם מסדי הנתונים, על ידי ביצוע אוטומציה של תהליכי הפיתוח והעברה בין סביבות, אכיפת מנגנוני אבטחה, והפחתת הסיכונים הכרוכים בתהליך.
Shipping code is not the problem, deciding what to ship it is!Mauro Servienti
This document discusses an organization's approach to prioritizing work and developing software. It emphasizes focusing on solving clear problems rather than executing on estimates or deadlines. Work is organized into buckets or strategies, each with a dedicated squad prioritizing issues. Issues go through an intake process to clearly define the problem before being selected for a cross-functional task force to implement a solution. The goal is for squads to proactively address problems rather than reactively execute work.
Similar to Soft Launch Planning and Management | Dylan Tredrea (20)
You Only Pitch Once – Getting Game Pitches Right The First Time | Gregan DunnJessica Tams
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive function. Exercise causes chemical changes in the brain that may help protect against developing mental illness and improve symptoms for those who already suffer from conditions like anxiety and depression.
Insights You Need to Win in Mobile Gaming | Herman LeeJessica Tams
This document provides an overview and highlights of the mobile gaming market from a presentation by Herman Lee of App Annie. It discusses the growth of mobile gaming and time spent on mobile. Some key trends highlighted include the rise of hyper-casual games, Chinese publishers looking overseas, subscription gaming models, and varying monetization potential across markets and genres. Examples are given of how certain genres have increased user spending and revenue. The presentation concludes with information on App Annie's mobile analytics and insights platform.
Zero to 60: Building A Successful Games Studio Within A Hollywood Media Compa...Jessica Tams
The document discusses how FoxNext Games was built from nothing within two years as a games studio within a Hollywood media company. Some key lessons learned were that creative talent, not just IP or portfolio, must be the center of the business. Both a great talent and a great idea are needed for success, as IP, marketing and distribution cannot carry a game alone. They also learned to lean into their strengths while not avoiding risks, and to go all in when they knew something was great. Within two years, one of their games launched by FoxNext had over 22 million installs and $175 million in revenue, growing month over month with 60% of players returning daily.
Succeeding in the Maturing Mobile Gaming Market | Tuyen Nguyen, Owen O’DonoghueJessica Tams
Delivered at Casual Connect USA 2019. While mobile gaming continues to boast tremendous revenue growth, the industry is entering a new phase of maturation. In order to stay competitive, it’s essential to develop a strategy that’s focused on building great games, adopting sophisticated marketing practices, and putting your customers first. In this session, we’ll share trends, research and recommendations allowing you to adapt your business in a mature market, and develop a monetization strategy that prioritizes value for your customers.
Staying on Top of Your Game: Engaging and Converting Players in an Evolving L...Jessica Tams
The document discusses trends in player conversion and monetization in mobile games. It summarizes analysis of hundreds of billions of player actions and tens of millions of in-app purchases over three months. Some key points made include:
- Half of players who make purchases ("convert") do so nearly 3 days after installing the game, with many converting later, so ongoing messaging is important to keep players engaged.
- The average time to first purchase is increasing, with some purchases happening over 68 hours after installing. Continued communication about value and incentives are needed.
- Revenue is concentrating in fewer players who make larger purchases. Developers need targeted communication strategies to keep high value players invested.
The rise of the regulators | Paul GardnerJessica Tams
Regulators are becoming more significant in the gaming industry due to the growth and widespread reach of games, as well as their potential to negatively impact business and players. Regulators are focusing on issues like monetization techniques that exploit children, gambling elements, and games that encourage overengagement. The industry needs to proactively respond by not ignoring regulators, staying informed of policy developments, factoring regulations into product design, and considering regulations in strategic planning, as oversight is the new normal.
Why the Games Industry Needs Initiatives Like Putting The G Into Gaming | Liz...Jessica Tams
Delivered at Casual Connect Europe 2019. With just 20 per cent of the games workforce consisting of women, the G Into Gaming initiative was launched to help games companies take actionable steps, with the aim of promoting gender balance. It aims to encourage women and young girls to consider a career in games, then support and nurture that talent going forward. GIG is now calling for Champions of Change from across the games industry and will use Casual Connect London to launch the G Into Gaming Charter for the games industry.
Delivered at Casual Connect Europe 2019. Mobile RPG "Age of Magic" launched worldwide in 2018 and became a huge success for Playkot (reached top51 grossing in China). The game was created by a small but dedicated team under a tight budget and schedule. Learn about principles that led to this success: the way Playkot forms the core team; identification, evaluation, hiring and integration of fanatics; the epic first task for every newcomer and the role trust, freedom and responsibility play in game development. These principles are universal and can be applied to every epic team no matter its size or complexity of their games.
10 Years of Angry Birds | Stephen PorterJessica Tams
This document outlines the history and evolution of Rovio, the developer of the Angry Birds franchise, from 2009 to the present. It discusses key milestones such as the launch of Angry Birds in 2009, revenue growth through licensing and new games between 2010-2015, the Angry Birds movie in 2016, and Rovio's current focus on strengthening the Angry Birds brand and supporting performance marketing. The document provides statistics on revenue sources, game downloads and licensing sales over the years. It outlines Rovio's marketing mission and investment, as well as the best performing games and licensing programs currently.
Game Changers: Three Business Disruptions Upon Us | Eric GoldbergJessica Tams
Three major business disruptions are upon the game industry: spectating, subscriptions, and connective communications channels like social media. Spectating involves watching games rather than playing and could account for 10-20% of game consumption. Subscriptions provide access to games for a monthly fee but have yet to succeed at scale in games. Connective channels like Facebook and Twitch influence player relationships and interactions more than individual game developers. To succeed, developers must prioritize managing player relationships across these channels rather than focusing solely on their own games.
Understanding Mobile Game Players | Saad HameedJessica Tams
Delivered at Casual Connect Europe 2019. A human-centered look at mobile game users their segment comparison: (Gender, Age, Device, Gaming Frequency) their segment distribution within each country and how design thinking can help companies grow game players.
1 Million Years of Audience Watch Time | James BeavenJessica Tams
Keymailer is an influencer marketing platform that connects game publishers to influencers and helps track the results. It has over 680,000 influencer members who have promoted over 1 million game keys from 5000 publishers. Keymailer's data analysis found that properly setting up game details, timing promotions, measuring channel relevance, and scaling key distribution can improve content coverage and ROI for games. The presentation provided statistics on top influencers and lessons learned from analyzing over 1 billion views of influencer content.
Delivered at Casual Connect Europe 2019. Join Arizona Sunshine’s creator Vertigo Games in their journey of making high-quality Virtual Reality content accessible to a large audience. After the development of the home version of Arizona Sunshine, Arcades and Location Based Entertainment were explored in order to reach more players. The problems encountered, their solutions and the lessons learned during this process will be presented. Finally, the future of accessible VR will be discussed by taking a look at standalone devices.
The document provides 5 tips for maximizing app monetization: 1) Respect user privacy and comply with GDPR by obtaining clear consent; 2) Better understand users through analytics to adapt strategies; 3) Leverage brand advertising in apps to raise awareness and drive installs; 4) Optimize monetization strategies efficiently through automated tools and regular reviews; 5) Continually challenge strategies and optimize through repetition. The document is from a presentation at Casual Connect London 2019 about these tips from Ogury, a company that provides mobile marketing and analytics.
Do You Have What it Takes? What VCs are Looking For in Esports Investments | ...Jessica Tams
Venture capital firms like Bitkraft are looking for three main things in esports investments: strong leadership teams with esports passion and technical expertise; an ambitious vision and initial product that shows potential for market fit; and key performance indicators in data that prove product adoption, engagement, and monetization. Bitkraft evaluates these factors when considering investments that could deliver outstanding returns and change paradigms in the esports industry.
Commercial and Contractual Stability in Esports | Adam WhyteJessica Tams
This document discusses the need for contractual stability in esports through the use of smart contracts. It notes that esports currently lacks professionalism due to localized paper solutions being used in a global digital world, which can lead to problems with payments, data issues, and adversarial relationships. The document proposes that a smart contract platform could automate payments and obligations to align interests, source data directly from participants, and increase transparency through standardized contract terms. This would help address current problems and bring more professionalism to the esports industry.
Playtika's growth by change | Boaz LevinJessica Tams
Boaz Levin, GM of Playtika UK, discusses how Playtika has grown through change, including acquiring several game studios and launching new game labs. Playtika now has over 2,500 employees developing over 20 games across 16 offices worldwide, with over 27 million active monthly users. Levin invites the audience to join Playtika through rank-order and mean-level changes in traits and mindsets.
Only the Best is Good Enough: How LEGO is Transforming its Approach to Videog...Jessica Tams
Delivered at Casual Connect Europe 2019. LEGO was founded in 1932 on the Danish principle: Det bedste er ikke for godt or “Only the Best is Good Enough”. As play evolves for LEGO fans of all ages, LEGO has taken on new innovation challenges—but always with a safe, fair and transparent approach. This talk will address the way LEGO videogames have changed their approach to quality, innovation, digital child safety, and fair and transparent monetization.
The Business of Family-Friendly Mobile Gaming | Brian LovellJessica Tams
This document discusses opportunities in the family-friendly gaming market segment. It notes that the global gaming industry is worth $137 billion and growing, with mobile gaming representing over half the market. Family gaming is an important segment as multi-generational gamers seek shared experiences, and gaming has become more socially acceptable. There are challenges around ethics and responsibility when targeting children, but also opportunities to create high-quality games families can enjoy together. Successful examples include Pokémon Go and Apple Arcade's curated selection. The document advocates for limiting violence, innovative monetization models, and harnessing technology to get kids active.
The Growth Loop: How Monetization and User Acquisition will Merge in 2019 | N...Jessica Tams
The document discusses how ad monetization and user acquisition will merge in 2019. It outlines a growth loop model with two main components: 1) increasing advertiser eCPM by optimizing install performance (IPM) through creative testing and localization, and refreshing creatives regularly, and 2) decreasing cost per install (CPI) by measuring lifetime value accurately, bidding based on return on ad spend at the source level and position level, and constantly updating parameters. The overall goal is to drive revenue by balancing eCPM and CPI based on return on ad spend targets for different regions.
Graspan: A Big Data System for Big Code AnalysisAftab Hussain
We built a disk-based parallel graph system, Graspan, that uses a novel edge-pair centric computation model to compute dynamic transitive closures on very large program graphs.
We implement context-sensitive pointer/alias and dataflow analyses on Graspan. An evaluation of these analyses on large codebases such as Linux shows that their Graspan implementations scale to millions of lines of code and are much simpler than their original implementations.
These analyses were used to augment the existing checkers; these augmented checkers found 132 new NULL pointer bugs and 1308 unnecessary NULL tests in Linux 4.4.0-rc5, PostgreSQL 8.3.9, and Apache httpd 2.2.18.
- Accepted in ASPLOS ‘17, Xi’an, China.
- Featured in the tutorial, Systemized Program Analyses: A Big Data Perspective on Static Analysis Scalability, ASPLOS ‘17.
- Invited for presentation at SoCal PLS ‘16.
- Invited for poster presentation at PLDI SRC ‘16.
Enterprise Resource Planning System includes various modules that reduce any business's workload. Additionally, it organizes the workflows, which drives towards enhancing productivity. Here are a detailed explanation of the ERP modules. Going through the points will help you understand how the software is changing the work dynamics.
To know more details here: https://blogs.nyggs.com/nyggs/enterprise-resource-planning-erp-system-modules/
DDS Security Version 1.2 was adopted in 2024. This revision strengthens support for long runnings systems adding new cryptographic algorithms, certificate revocation, and hardness against DoS attacks.
Atelier - Innover avec l’IA Générative et les graphes de connaissancesNeo4j
Atelier - Innover avec l’IA Générative et les graphes de connaissances
Allez au-delà du battage médiatique autour de l’IA et découvrez des techniques pratiques pour utiliser l’IA de manière responsable à travers les données de votre organisation. Explorez comment utiliser les graphes de connaissances pour augmenter la précision, la transparence et la capacité d’explication dans les systèmes d’IA générative. Vous partirez avec une expérience pratique combinant les relations entre les données et les LLM pour apporter du contexte spécifique à votre domaine et améliorer votre raisonnement.
Amenez votre ordinateur portable et nous vous guiderons sur la mise en place de votre propre pile d’IA générative, en vous fournissant des exemples pratiques et codés pour démarrer en quelques minutes.
OpenMetadata Community Meeting - 5th June 2024OpenMetadata
The OpenMetadata Community Meeting was held on June 5th, 2024. In this meeting, we discussed about the data quality capabilities that are integrated with the Incident Manager, providing a complete solution to handle your data observability needs. Watch the end-to-end demo of the data quality features.
* How to run your own data quality framework
* What is the performance impact of running data quality frameworks
* How to run the test cases in your own ETL pipelines
* How the Incident Manager is integrated
* Get notified with alerts when test cases fail
Watch the meeting recording here - https://www.youtube.com/watch?v=UbNOje0kf6E
Neo4j - Product Vision and Knowledge Graphs - GraphSummit ParisNeo4j
Dr. Jesús Barrasa, Head of Solutions Architecture for EMEA, Neo4j
Découvrez les dernières innovations de Neo4j, et notamment les dernières intégrations cloud et les améliorations produits qui font de Neo4j un choix essentiel pour les développeurs qui créent des applications avec des données interconnectées et de l’IA générative.
Neo4j - Product Vision and Knowledge Graphs - GraphSummit ParisNeo4j
Dr. Jesús Barrasa, Head of Solutions Architecture for EMEA, Neo4j
Découvrez les dernières innovations de Neo4j, et notamment les dernières intégrations cloud et les améliorations produits qui font de Neo4j un choix essentiel pour les développeurs qui créent des applications avec des données interconnectées et de l’IA générative.
Microservice Teams - How the cloud changes the way we workSven Peters
A lot of technical challenges and complexity come with building a cloud-native and distributed architecture. The way we develop backend software has fundamentally changed in the last ten years. Managing a microservices architecture demands a lot of us to ensure observability and operational resiliency. But did you also change the way you run your development teams?
Sven will talk about Atlassian’s journey from a monolith to a multi-tenanted architecture and how it affected the way the engineering teams work. You will learn how we shifted to service ownership, moved to more autonomous teams (and its challenges), and established platform and enablement teams.
Essentials of Automations: The Art of Triggers and Actions in FMESafe Software
In this second installment of our Essentials of Automations webinar series, we’ll explore the landscape of triggers and actions, guiding you through the nuances of authoring and adapting workspaces for seamless automations. Gain an understanding of the full spectrum of triggers and actions available in FME, empowering you to enhance your workspaces for efficient automation.
We’ll kick things off by showcasing the most commonly used event-based triggers, introducing you to various automation workflows like manual triggers, schedules, directory watchers, and more. Plus, see how these elements play out in real scenarios.
Whether you’re tweaking your current setup or building from the ground up, this session will arm you with the tools and insights needed to transform your FME usage into a powerhouse of productivity. Join us to discover effective strategies that simplify complex processes, enhancing your productivity and transforming your data management practices with FME. Let’s turn complexity into clarity and make your workspaces work wonders!
Need for Speed: Removing speed bumps from your Symfony projects ⚡️Łukasz Chruściel
No one wants their application to drag like a car stuck in the slow lane! Yet it’s all too common to encounter bumpy, pothole-filled solutions that slow the speed of any application. Symfony apps are not an exception.
In this talk, I will take you for a spin around the performance racetrack. We’ll explore common pitfalls - those hidden potholes on your application that can cause unexpected slowdowns. Learn how to spot these performance bumps early, and more importantly, how to navigate around them to keep your application running at top speed.
We will focus in particular on tuning your engine at the application level, making the right adjustments to ensure that your system responds like a well-oiled, high-performance race car.
WhatsApp offers simple, reliable, and private messaging and calling services for free worldwide. With end-to-end encryption, your personal messages and calls are secure, ensuring only you and the recipient can access them. Enjoy voice and video calls to stay connected with loved ones or colleagues. Express yourself using stickers, GIFs, or by sharing moments on Status. WhatsApp Business enables global customer outreach, facilitating sales growth and relationship building through showcasing products and services. Stay connected effortlessly with group chats for planning outings with friends or staying updated on family conversations.
SOCRadar's Aviation Industry Q1 Incident Report is out now!
The aviation industry has always been a prime target for cybercriminals due to its critical infrastructure and high stakes. In the first quarter of 2024, the sector faced an alarming surge in cybersecurity threats, revealing its vulnerabilities and the relentless sophistication of cyber attackers.
SOCRadar’s Aviation Industry, Quarterly Incident Report, provides an in-depth analysis of these threats, detected and examined through our extensive monitoring of hacker forums, Telegram channels, and dark web platforms.
ALGIT - Assembly Line for Green IT - Numbers, Data, Facts
Soft Launch Planning and Management | Dylan Tredrea
1. Running Effective Soft Launches
Saving the games that can be saved
Dylan Tredrea
Head of Publishing
Zeptolab
2. About Me
•Internship at f2p platform in 2005(!)
•Product @ Disney
•BI @ Geewa
•Product @ Rovio
•Now Head of Publishing at Zeptolab
3. Too many free to play mobile games ‘die’ in soft launch
because game teams don’t appreciate how different a
soft launch is from regular live operations.
4. Talk Goals
•Understand ‘rules’ of F2P
•Best strategy for playing F2P ‘game’ in SL
•How to prepare & plan for soft launch
•How to make product/priority decisions in soft launch
•How to incorporate qualitative feedback into decision making
•How to manage risks (aka, respect players while still staying in business)
12. So the rules of the game..
• Power law outcomes
• High risk->higher rewards
• Learnings accumulate
• Near zero* downside
• Most soft launches fail
….
How do we play this game? What’s
the dominate strategy for success?
13. Make as many big, deep,
and DISTINCT changes in
soft launch as possible
GAMES
22. What if D1 >40%
•Clear contender, but still a long way to go!
•Still do some core mechanic tests (faster/slower,
easier…)
•But quickly move on to progression & long term
features
23. What if D1 30-40%
•Ok to spend a 1-2 months to fix
•But high likelihood the game will not improve
•Try some big changes (controls, difficulty, speed,
even type of gameplay)
24. What if D1 >20%
•Spend weeks trying to fix
•Possible there is a tech issue, or game is way, way
too difficult
•But if not, should be killed immediately
27. SHIP MVPs
•Don’t waste time with
perfect art: ship MVPs!
•20% of the design will
have 80% of the impact!
28. High Risk/High Reward Ops
•Don’t wait to measure things perfectly!
•Instead of waiting to measure D30, look at the
‘fun factor’ (ratio of D3:D1; D7:D1)
•Higher P Value for tests
29. Perhaps Most Importantly: Distinct Changes
A proper product process is
hypothesis, not data, driven
Don’t spent too much time on
something unless it’s a pillar
or there is clear lift.
35. Tool Set
• Near zero risk doesn’t mean near zero responsibility!
• MVP: Send all players X amount of hard currency with a
custom text message “sorry our balance messed up the last
event, here’s 100 gems!”
36. Operations Tips
• Communicate whenever possible: ‘We’re trying X for a week, let
us know what you think!’
• End successful soft launches with a big gift of hard currency
• End unsuccessful soft launches gracefully with hard currency gifts
& 1-2 months to use bought/gifted currency
38. Summary
•Soft launch ASAP (if you’re not nervous- you waited too long)
•Prepare operations, back end controls, and soft launch plans
to max out your ability to learn
•Don’t waste time with small changes, (almost) try to break
the game with high risk experiments
•Work closely w/ CS & CM
•Always. Be. Learning.
•Great soft launches only happen with full leadership support
Editor's Notes
In my opinion, too many too many free to play mobile games ‘die’ in soft launch because game teams don’t appreciate how markedly different a soft launch is from regular live operations (after global release).
Soft launches are very different business environments with unique opportunities, risks, and challenges.
This is something I personally wish I had better understood at the start of my career.
It’s also something I find myself talking a lot about in my current role in publishing where I see teams making what, in my opinions, are a lot of big mistakes that significantly reduce their chances of success when planning and running soft launches.
The vast majority of changes will have no measurable impact, or more specifically, if you group together all the updates, ab tests, new features, etc. I’ve seen added to games and distributed by their impact on KPIs it looks like a sharp power law curve. A tiny percent have a huge impact, a 1/5th or so have some positive impact, but vast, vast majority have no meaningful impact.
It’s a bit depressing sometimes, but also I think quite nice. It’s actually NOT that easy to manipulate people. It’s really, really hard to change people’s behavior with design. It’s not easy to throw something together and delight someone or give them a meaningful, engaging choice.
So this is the first, key step in managing your soft launch: looking at how far away you are from your goal KPIs and being honest about how difficult it be to get there. If you’re quite close to the goals you need for global launch, great!
But if you have a ways to go it’s irresponsible to go forward based on the assumption that this law doesn’t apply to you and to not admit to yourself and your team that you’re going to have to take a much more aggressive approach if you want your game to have a chance of reaching global release.
By be more aggressive, I mean the team will have to take on much more risk with their decisions because... risk and reward are tighty related.
There’s one thing everyone in finance knows that I don’t think everyone in game’s knows, but we need to understand and never forget: higher reward comes from higher risk.
This is another law of life, we often forget.
If you need to double your LTV, it’s not going to come from fixing the onboarding funnel or tweaking drop tables.
You need to make a deep change to the experience.
And I think this makes sense. If you want to see very different results, your players are going to need to play a very different game.
Unless there is another top priority my default first test for a soft launch is difficulty.
And once retention is looking solid my next step is IAP prices.
But these are exceptions and tend to be ‘small’ +10-20% LTV wins
They won’t turn around a game. For additional +20% LTV life you’re going to have to make big changes to the experience.
Which is good news in soft launch because…
Often as a PM I would suggest or advocate for a proposal that is, from the designers perspective, was very risky. Time and time again you hear ‘that’s going to break the game, our community will leave’
After global launch this is a real (though I think often overstated!) risk. Sometimes changes do break the game and do you have a negative, material impact on the business.
In soft launch this risk is nearly zero, however. You can always just add a few more territories and spend some UA money to get new users back.
It’s a huge and probably the most important difference between soft launch & global release: this is the one time when you can take huge risks. So make use of it!
A well run soft launch- even if the majority of efforts have no measurable impact will yield a stack of learnings…
And this is the only way to improve the tiny chance of your efforts having a positive impact
Always be shipping experiments- district efforts with a clear purpose & experimental design- and always be learning
If you do this well, you can capture big wins after a flurry of failure
At Zeptolab, for our internal projects which are high risk, high reward, and very innovative we’ll go through 200 ideas to create around 80 prototypes for about 5 soft launches for 1 global launch.
So what this means is be prepared for it to be really, really hard. It’s the entertainment industry. Most things fail.
But just because it’s really tough, doesn’t mean you can’t do a lot to increase your chances of success
So this is where we are… if we accept this foundation, then what’s the best way to go forward? What’s the best strategy to give your game the best chance for success?
That’s it.
When I’m reviewing soft launch plans this is what I always look for. I’m not interested in feature design, that’s why we have professionals on the game team, I want to make sure they are making as much of this limited time and the limited users of soft launch so we have the best chance of reaching global launch and if we do, it’s the strongest product possible.
That happens by getting as many learnings out of your soft launch as possible, by shipping as many big, deep, and distinct changes as you can
Ok so we’ve covered the strategy of soft launches and the operations- let’s now get into planning the soft launch for your game. How does one go about that?
The biggest soft launch mistake is waiting too long to soft launch. Until the game is feature complete. In this approach the game will either be a hit or not and you’ll have almost no opportunity to save anything or learn anything.
With some exceptions (e.g., idle games, RPG, and other meta heavy products) games should be soft launched as soon as you can get a read on early retention with just the core mechanic.
Ugly UI, no sound, no tutorial… release it now!
The first reason to do this is to validate your core mechanic. There is always the risk- and it’s not small- that your core mechanic just isn’t working and is not that engaging. By releasing with only the core mechanic you can measure d1 and find out if you’re really, really far away from the foundation for a game that can be sustainable. Personally, there are definitely a couple projects I wished we had soft launched much earlier because they were just not workable and it would have been great to know this much, much earlier.
But even if you’re core mechanic is solid, you can still be learning. You can test the speed of the core mechanic, the difficulty curve of the first day or so of play- there are almost always some nice wins to get by just testing and tweaking the parameters of the core gameplay.
And yes, if you soft launch early some of the numbers won’t be great, but that’s ok. The point here is learning and validating. By releasing with ugly UI, no progression features, etc… you can see exactly how how much each of these matter
(Spoiler: most will not!)
But now you know! When you’re struggling with what to prioritize late in rsoft launch and beyond you will have learned valuable lessons about what your players truly care about and what are few things that have a shot at changing their behavior
I really can’t stress this enough, soft launch early- if you’re comfortable with when you’re soft launching, you’ve waited way too long. You should be nervous about it.
Some projects can be greatly de-risked with an Alpha launch
The next step in planning your soft launch is maxing out the number of users going through your game.
Why? Because learning will cost users. You will need a baseline or control & a variant to compare that with and each will require enough users to give you confidence in the result.
So it’s simple: the more users you have in soft launch, the more you will learn, the bigger your improvements will be, and the more profitable the product. (assuming you make good use of them of course!)
The key considerations of territory planning:
-How reliant you are on featuring of course if you’re really far away from your KPI goals this is the last thing you should be thinking about. Also if your game isn’t relying on on a mass market audience that featuring brings, the opportunity cost is much lower.
-We recomend android only at first, so you can quickly update the game and also AB test your store front
For the game team, the prep work for soft launch should start on day one. From the start of development the game team should keep track of big design options/opportunities, risks, and questions.
Design options
For example with CATS at Zeptolab, a big question was the monetization model so various approaches were tried in soft launch before setting on the current model. There were also concerns about machines with no driver, so this was tested at the end of soft launch which was successful in particular for marketing asset performance.
Questions:
Additionally, you'll have a running list of questions about how users will be interacting with the game? Do they like this mechanic, this block of a level, or this aspect of the meta? Are they engaging with this/that part of the experience?
This list of questions should go to the analyst just before soft launch to design your analytics scheme so the data you’re getting from players will answer questions that will help the game team make decisions, validate theories, etc.
Also as you’re approaching soft launch, that backlog of ideas and list of questions should inform how you set up your back end controls- or what stuff you can change in the game without a client update.
MVP, every number, parameter, string should be server set and features should have on/off flags.
The goal here is to give the team a lot of flexibility...
Your scarcest resource isn’t money, time, or talent; it’s users.
Never waste a user in soft launch, or in general ever. Always be generating learnings from them.
The ultimate goal of soft launch- to learn as many meaningful things as possible as quickly as possible and that happens by making sure you're always learning.
For example... say you update the game with a new feature, you AB test it for 1/2 of users, it has a positive impact, and you push it live for all users. Great! But now you have a couple weeks until you're next client update is live.
If you have robust server side controls and a nice backlog of test ideas, you can make use of this time by running some tests with those server controls. This way instead of sitting and waiting, you're constantly generating learnings.
OK so your team and your plan are set up… how you need to run the game… what product decisions do you prioritize?
So this is where we are… if we accept this foundation, then what’s the best way to go forward? What’s the best strategy to give your game the best chance for success?
So this is where we are… if we accept this foundation, then what’s the best way to go forward? What’s the best strategy to give your game the best chance for success?
So this is where we are… if we accept this foundation, then what’s the best way to go forward? What’s the best strategy to give your game the best chance for success?
Those are some general guidelines for a causal game.
but frankly it always depends
A business case is a lot bigger than just D1, but one thing that's clear is foundation is always retention- don't spend time improving monetization until retention is solid. And in my experience, retention is WAY WAY more difficult to change. I think a good PM can almost double ARPDAU in any game in long enough, well equipped soft launch- assuming retention is strong out of the gate or quickly. But retention is a stubborn beast and requires big changes to the experience.
More high level, these D1 retention numbers are for games in competitive genres. It's certainly possible to build a game out of terrible retention numbers- it happens all the time, but of course they are wildly outperforming in other areas such as viral acquisition. So if you're fortunate enough to be in this situation, of course you should be weighing a focus on retention vs monetization and quickly getting to market very differently.
When shipping updates in soft launch, only Ship MVPs
Don’t waste time with perfect art
Remember Pareto, 80% of the impact comes from 20% of the design.
It's sometimes... or even often... hard to accept this as creators, but the fact is that a roughly done great feature will have uplift, but a perfectly done terrible feature will have no uplift.
If you don't see an impact from your MVP, then you need to accept that this direction doesn't work and move onto other areas of the experience.
Another way you can be more aggressive in soft launch, taking on more risk to increasing the chances of having a big return, is in your operations and how you make decisions.
Instead of waiting for D30 numbers, you can look at what we call the 'fun factor' or the ratio of D3 or D7 to D1. If that ratio is improving, it's likely your D30 is improving as well.
You can also have a lower requirement for significance, making decisions from a P value of .1 instead of .05... or even anytime you see a significant lift.
It all depends how far away you are from your goals and how aggressive you need to me.
One of the most important aspects of soft launch product decisions is ensuring you’re making distinct changes, especially in the start.
Unless your positive a certain feature or experience is going to be a pillar of the business case for the product. For example in mid core events are going to need to drive big revenue spikes in order to for the game to be profitable, so in this case I spend a lot of soft launch time & energy on events.
Without this specific example though, you want to make sure you’re testing very different parts of the experience… a kind of shot gun approach.
Make big changes throughout the experience, following the old Sid Meier’s balancing advice: double or cut in half.
If you see an impact, then drill down, but if you don’t see any movement then move on to another hypothesis and/or part of the experience.
And if things don't work out, don't leave them in.
If something isn't showing clear value then make sure to remove it from the game, for example in CATS there was originally sabatoge option in the battle, players never really used it so it was taken out to keep the game streamlined and focused.
make sure to really absorb the learning from these things, if players were eagerly engaging with this feature it would have supported increasing the interaction during battles, but with players pretty much ignoring this feature it strongly supported the hypothesis that we should be focusing on the DIY nature of the game.
Adding and then removing a feature like sabotage is frustrating. Indeed it can be really frustrating as so many things you do have no measurable impact and feel like a waste, but in a well run soft launch nothing is wasted and everything is generating a learning.
Hopefully the point of this is clear that in every effort, you can slowly piece together a coherent… well corner of a picture of your audience.
Learning from everything and constantly learning is really the only way to have a chance of saving your game now. Its the only way to have a chance of growing it further beyond global launch.
Plus- hopefully it's super interesting to experiment, learn, and eventually discover what really motivates and engages your players.
The ups & downs of high risk operations have a lot of opportunities for learning, but only if your team is properly set up & supported!
Customer support leads & CMs needs to be highly valued, highly competent team members sitting with the team. These are not worker bees. They need to take a mass of messy data- qualitative feedback- and find standardized ways to communicate it to you and the game team.
Additionally, when things do go wrong you need the proper support to get the most out of it. Just seeing a bunch of KPIs tank isn’t very helpful if you don’t have customer support and community management helping you put that into context.
That said, the product lead needs to be able to put this into context. The fact is community uproar is often a leading indicator of success.
And aren't always honest. In one game I worked on we ran surveys in game after seeing players complaining, all the time, about how difficult was to get special event characters. We worried this was driving churn, but even when we compared the behavior of people complaining it turns out they were spending a lot more time playing the event than before.
Just because we should be taking huge risks doesn’t mean we shouldn’t be doing anything to manage and mitigate risk!
Of course, just because you can break the game doesn’t mean you should be a jerk to your players! Teams needs tools & tech to help mitigate risks
A full fancy tool set where you can send certain players a certain amount of a certain resources is expensive, not all developers have that, but being able to send all players X amount of hard currency with a custom message should be manageable for any professional dev team.
You must build out this capability. This way you are comfortable taking big risks and making big changes, because you can at least compensate players when you mess up.
Trust me, it makes it MUCH easier to make risky decisions when you know you can do more than say ‘oops’ on social media feeds that only a tiny % of players read.
Embrace the iterative process WITH your players. Try something crazy, but tell them it’s temporary. This way they know you are trying different things (which is great, better than a stale experience), it encourages more players (not just the angry ones complaining about the fact that games aren’t 100% free) and if they don’t like it, it probably won’t last forever.
Soft launches, for good reason, are really stressful
The business pressure will always be there
But this approach frees the team to try big things, take big risks
At least for me personally, this is way more fun than simply releasing it and hoping the metrics are already good
We can never get rid of the business stress, but at least we can empower teams to have a chance to save games that are failing.
So personally the most frustrating experiences were on struggling games where we had no room to try anything.
The most rewarding games were those where we had the support, time, and resources to really try and save the game. Even if it didn’t work out (it’s still the entertainment business, nothing is easy!) it was far more enjoyable, rewarding, and educational than just hoping that our FTUE fixes or polished UI is going to turn around a failing product.
The team isn’t going to be taking any risks if they know that any kind of negative change will result in getting yelled at or losing key support for the project.
The team needs to know it is their mission to spend soft launch making big, high risk bets- even if it sometimes has a negative impact or seems like a bad idea to those outside the game team.
I even go so far to say, only half joking, that if we never break the game in soft launch I’m going to be a bit bummed… because that means we left some lift on the table.
The team needs to be empowered and trusted. It’s the only way this works. As leaders, we have to expect that individuals are going to prioritize their family & financial security first. They won’t- and shouldn’t, in my opinion- put their own career and standing at risk to change the culture and strategy of a studio. So if leadership isn’t making it incredibly clear that their job is to take big risks and look for big wins, they are going to be playing it safe, which at the end of the day is going to hurt your shareholders and leaders just as much- if not more- than the game team.