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TRANSIT KING TYCOON
CASE STUDY
BE BOLD AND MAKE DRASTIC CHANGES
TOMAS KLEINMANN
AUTHOR / PRESENTER
14.10.2019
DATE
5+ Years of Game and Monetization Design
8+ Years of Game Journalism
TOMAS KLEINMANN
CONFIDENTIAL
CURRENT PARTNERS
First Light
Games
… and more.
Globally launched game
Transport Tycoon vibes
Unique mechanics for mobile
Focus on delivery rather than
production
TRANSIT KING
TYCOON
CONFIDENTIAL
● Scale the game!
○ Increase LTV
■ Increase overall ARPU
■ Increase Retention
■ Profitable UA
■ Avoid cannibalization
■ Avoid community
backlash
GOAL
CONFIDENTIAL
● Game and Market Analysis
○ Gathering available in game data
○ Market benchmarking and competitive analysis using
AppAnnie
● Deeper Mid/Long Term Evaluation
○ Game economy and current systems evaluation
○ Monetization and special offers evaluation
○ Roadmap evaluation
IDENTIFICATION OF KEY PROBLEMS
CONFIDENTIAL
● Progression Loop Weak
● Game Pace, Flow and
Sessioning
● Players amass Soft
Currency
● Information Overflow
● Weak monetization
● Other small/medium flaws
IDENTIFIED
PROBLEMS
CONFIDENTIAL
● Feature prioritization
based on:
○ Impact
○ Time
○ Prerequisites Required
○ People needed
WHICH
PROBLEM TO
SOLVE FIRST
CONFIDENTIAL
● Feature prioritization
based on:
○ Impact
○ Time
○ Prerequisites Required
○ People needed
CONFIDENTIAL
WHICH PROBLEM TO SOLVE FIRST
Do the fastest feature with highest impact 1st!
● Feature prioritization
based on:
○ Impact
○ Time
○ Prerequisites Required
○ People needed
CONFIDENTIAL
NOT TODAY
Do the fastest feature with highest impact 1st!
CONFIDENTIAL
KEY FEATURE TO RULE THEM ALL
● Game Pace, Flow and
Sessioning
● Players amass Soft
Currency
● Information Overflow
● Weak monetization
● Progression Loop
Weak
● Feature prioritization based on:
○ Impact (High)
○ Time (High)
○ Prerequisites Required (None)
○ People needed (Medium)
● Positive Feedback loop
(Progression loop)
○ Feels good! (Dopamine
shots)
○ Essential for economy based
strategy games
○ Good for monetization
CONFIDENTIAL
WHAT DOES IT EVEN MEAN
Level 1
Capacity: 1
Fuel: 18 min
Speed: 25 km/h
OLD
Loading: 2 seconds
Level 1 Level 100
Capacity: 1
Fuel: 18 min
Speed: 25 km/h
Fuel: 60 min
Speed: 100 km/h
OLD
Loading: 2 seconds Loading: 0.5 seconds
Level 1 Level 100
Capacity: 1
Fuel: 18 min
Speed: 25 km/h
Capacity: 1
Fuel: 60 min
Speed: 100 km/h
OLD
Loading: 2 seconds Loading: 0.5 seconds
● Speed has its limits (huge
limits)
● Players don't comprehend
speed in big numbers
● Decreasing time costs on
small time frames does
not feel rewarding
SPEED AND
TIME
SCALABILITY
CONFIDENTIAL
Level 1 Level 100
Capacity: 1
Fuel: 18 min
Speed: 25 km/h
Capacity: 1
Fuel: 60 min
Speed: 100 km/h
20
NEW
CONFIDENTIAL
TOTAL TRANSPORT CAPACITY
game level 1000
old
new
(cars x car capacity)
CHANGE ONE STAT?… EZ!
● Changing one number
creates a domino effect in
overall game balance
● Create as few changes as
possible (MVP).
● Balancing non-vital
elements will not change
KPIs
● Spreadsheet and
economy modeling time!
DOMINO
EFFECT
CONFIDENTIAL
● What could possibly go
wrong?
○ Forgetting about
non-essential mechanic that
is economically connected
○ Collecting wrong data
○ Creating wrong hypothesis
and making game worse
○ Making community angry
MINIMIZING
RISK
CONFIDENTIAL
Minimizing risk
● Visualize relations between
balanced mechanics
● A/B test balance changes
○ Pick one change only!
○ Control VS new group (new players
only)
○ Collect data and evaluate!
● Managing community
○ New players don't know the game is
different, but their friends do
○ “Bribe” players for forced change
EVALUATION
OF REVENUE
CONFIDENTIAL
OLD
capacity
revenue
NEW
capacity
revenue
+32%
EVALUATION
OF RETENTION
CONFIDENTIAL
D1 D3 D7 D14
+3%
+8%
+13% +14%
Relative improvement of Retention:
● Exponential economy enabled
multiple feature improvements that
were obsolete before
○ Better monetization options
○ Better Pacing and flow options
○ More sink options
○ Better rewards for many
mechanics
■ Daily reward systems
■ Rewarded video rewards
○ FTUE hook
○ And many more...
ENABLER
CHANGE
CONFIDENTIAL
If you have any questions, we’re available via
Slack, skype and email.
tomas.kleinmann@superscale.com
CONFIDENTIAL
THANK YOU

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Transit King case study - data driven design with its benefits and challenges.

  • 1. TRANSIT KING TYCOON CASE STUDY BE BOLD AND MAKE DRASTIC CHANGES TOMAS KLEINMANN AUTHOR / PRESENTER 14.10.2019 DATE
  • 2. 5+ Years of Game and Monetization Design 8+ Years of Game Journalism TOMAS KLEINMANN CONFIDENTIAL
  • 4. Globally launched game Transport Tycoon vibes Unique mechanics for mobile Focus on delivery rather than production TRANSIT KING TYCOON CONFIDENTIAL
  • 5. ● Scale the game! ○ Increase LTV ■ Increase overall ARPU ■ Increase Retention ■ Profitable UA ■ Avoid cannibalization ■ Avoid community backlash GOAL CONFIDENTIAL
  • 6. ● Game and Market Analysis ○ Gathering available in game data ○ Market benchmarking and competitive analysis using AppAnnie ● Deeper Mid/Long Term Evaluation ○ Game economy and current systems evaluation ○ Monetization and special offers evaluation ○ Roadmap evaluation IDENTIFICATION OF KEY PROBLEMS CONFIDENTIAL
  • 7. ● Progression Loop Weak ● Game Pace, Flow and Sessioning ● Players amass Soft Currency ● Information Overflow ● Weak monetization ● Other small/medium flaws IDENTIFIED PROBLEMS CONFIDENTIAL
  • 8. ● Feature prioritization based on: ○ Impact ○ Time ○ Prerequisites Required ○ People needed WHICH PROBLEM TO SOLVE FIRST CONFIDENTIAL
  • 9. ● Feature prioritization based on: ○ Impact ○ Time ○ Prerequisites Required ○ People needed CONFIDENTIAL WHICH PROBLEM TO SOLVE FIRST Do the fastest feature with highest impact 1st!
  • 10. ● Feature prioritization based on: ○ Impact ○ Time ○ Prerequisites Required ○ People needed CONFIDENTIAL NOT TODAY Do the fastest feature with highest impact 1st!
  • 11. CONFIDENTIAL KEY FEATURE TO RULE THEM ALL ● Game Pace, Flow and Sessioning ● Players amass Soft Currency ● Information Overflow ● Weak monetization ● Progression Loop Weak ● Feature prioritization based on: ○ Impact (High) ○ Time (High) ○ Prerequisites Required (None) ○ People needed (Medium)
  • 12. ● Positive Feedback loop (Progression loop) ○ Feels good! (Dopamine shots) ○ Essential for economy based strategy games ○ Good for monetization CONFIDENTIAL WHAT DOES IT EVEN MEAN
  • 13. Level 1 Capacity: 1 Fuel: 18 min Speed: 25 km/h OLD Loading: 2 seconds
  • 14. Level 1 Level 100 Capacity: 1 Fuel: 18 min Speed: 25 km/h Fuel: 60 min Speed: 100 km/h OLD Loading: 2 seconds Loading: 0.5 seconds
  • 15. Level 1 Level 100 Capacity: 1 Fuel: 18 min Speed: 25 km/h Capacity: 1 Fuel: 60 min Speed: 100 km/h OLD Loading: 2 seconds Loading: 0.5 seconds
  • 16. ● Speed has its limits (huge limits) ● Players don't comprehend speed in big numbers ● Decreasing time costs on small time frames does not feel rewarding SPEED AND TIME SCALABILITY CONFIDENTIAL
  • 17. Level 1 Level 100 Capacity: 1 Fuel: 18 min Speed: 25 km/h Capacity: 1 Fuel: 60 min Speed: 100 km/h 20 NEW
  • 18. CONFIDENTIAL TOTAL TRANSPORT CAPACITY game level 1000 old new (cars x car capacity)
  • 20. ● Changing one number creates a domino effect in overall game balance ● Create as few changes as possible (MVP). ● Balancing non-vital elements will not change KPIs ● Spreadsheet and economy modeling time! DOMINO EFFECT CONFIDENTIAL
  • 21. ● What could possibly go wrong? ○ Forgetting about non-essential mechanic that is economically connected ○ Collecting wrong data ○ Creating wrong hypothesis and making game worse ○ Making community angry MINIMIZING RISK CONFIDENTIAL
  • 22. Minimizing risk ● Visualize relations between balanced mechanics ● A/B test balance changes ○ Pick one change only! ○ Control VS new group (new players only) ○ Collect data and evaluate! ● Managing community ○ New players don't know the game is different, but their friends do ○ “Bribe” players for forced change
  • 24. EVALUATION OF RETENTION CONFIDENTIAL D1 D3 D7 D14 +3% +8% +13% +14% Relative improvement of Retention:
  • 25. ● Exponential economy enabled multiple feature improvements that were obsolete before ○ Better monetization options ○ Better Pacing and flow options ○ More sink options ○ Better rewards for many mechanics ■ Daily reward systems ■ Rewarded video rewards ○ FTUE hook ○ And many more... ENABLER CHANGE CONFIDENTIAL
  • 26. If you have any questions, we’re available via Slack, skype and email. tomas.kleinmann@superscale.com CONFIDENTIAL THANK YOU