New User Flow The new user ﬂow is one of the most importantparts of a successful game: • Use clear directions • Show off the cool parts of the game • Get the user playing as soon as you can You have 30 seconds to hook new users and under 5 minutes to teach them: • Shoot for 70% completion rate of the tutorial
Optimize the Download Tapjoy Network Conversion Rate (clicks to installs) Android Conversion rate: • 0-‐50mb 50-‐60% • 50-‐100mb 30-‐45% • 100+mb 15-‐20% iOS Conversion rate: • 0-‐50mb 65-‐75% • 50-‐100mb 30-‐40% • 200+mb 25-‐30% Don’t lose users before they’ve opened the game! The smaller the ﬁle, the better the CVR!
Conquering the World with Localization • Signiﬁcantly improves your chances of getting featured in foreign territories Boost revenue and distribution upon app launch • +128% downloads and +26% revenue within a week of an app localizing • Asia is growing at an incredible rate – this is a market that can’t be ignored * Distimo ** App Annie Report - 11/29/12
Don’t Force A Registration • Forced registration hurts engagement and chart position User drop off 50 to 75% when forcing registration (incl. mandatory Facebook login) • Think of mobile as a new, untapped audience and allow for mobile sign up • Consider rewarding users for creating accounts • If possible, create guest accounts • Even more so for new apps on Android
A Confusing Tutorial • Too wordy, use as little text as possible • Walk users through the core mechanic, don’texplain what it is • Once a user leaves, they’ll likely never return. • The two user choices here are bad and worse ý The Bad Don’t lose them before they’ve even seen the good parts
Tutorial - Start Off Simple Take Users by the Hand and Guide Them Into the App • During the ﬁrst 30 seconds put the user on rails, don’t let them get lost • This is your chance to take an uncertain user and create an engaged user • You can’t display everything, show off your core loop and build from there CSR Racing iOS ý The Good
Engagement is key to monetization R • As progress is more more difﬁcult, likelihood of monetization increases • Allow for rapid progress at ﬁrst and reward users often and early in the game ý The Bad Level 4 of this game is reached only aEer 80 minutes! Level 4 of this game was easily reached aEer 10 minutes! More engagement = More moneLzaLon ý The Good
Store Funnel R • No more than two clicks • Make it easy for users to ﬁnd your store and buy items. • Prompt to the store when currency runs out
Currency Store Design R • Text is too small • Nothing grabs users, no calls to action • Unimaginative icons • No clear prices for each package • Put most popular items ﬁrst ý The Bad
Currency Store Design R • Use icons over text when possible • Let users know they’re getting a deal • A well designed, clean store = happy customers • Design for the phone, not tablet, use all your real estate ý The Good
Virtual Goods Store Design R • Text is hard to read, color scheme is all the same • What do I get for my upgrade? • Bank call out is not enticing • Icons are poor to non existent ý The Bad
Virtual Goods Store Design (The Good) R • Easy to navigate and understand • Upgrades are clear, I know what I’m getting • Proper call outs to get more currency • Large icons over text ý The Good
Loading Screens Loading screens are an opportunity to engage users with messages • Loading screens are by nature timeconsuming • Give users helpful hints • Make it humorous • Make it what you want
Daily Rewards • In the later days of the reward cycle give the users bigger or exclusive rewards • Show them what they earned and also show them what is coming up Give your users a reward for coming back every day.
Build Daily Rewards Into Game Play (CSR Racing)
Build Daily Rewards Into Game Play (Subway Surfer)
Design is the Name of the Game • Early games were web ﬁrst designs, ported over to mobile • New companies are moving to mobile ﬁrst design
Don’t Let Rules Conﬁne You • Now take everything we’ve saidand throw it out the window: • First to market • Great game mechanic • Great content • Hardcore, niche audiences There are always exceptions to the rule
Rewarded Offerwall Non-rewarded Offerwall Featured Ads Banner Ads Mobile Revenue: Ad Types 1Videos
Which Ad Units Are Right For My Game? HARDCORE Usage: Highly Engaged User/Smaller User Base Monetization: High ARPDAU ($.15-$1.00) Ad Solution: Alternative Payment Platform CORE Usage: Engaged User/Large User Base Monetization: Mid Level ARPDAU ($.04-$.15) Ad Solution: Alternative Payment Platform Featured Ads/Video Ads CASUAL Usage: Low Engaged User/Massive User Base Monetization: Low ARPDAU ($.01-$.04) Ad Solution: Alt Pay/Featured Ads/Video Ads Banner Ads/Cross Promo Wall Are you leaving revenue on the table? Are you balancing user engagement withmonetization? Have you got realistic revenue ambitions?
One of the advantages of mobile is the possibility to update your gameregularly. For every new game / iteration: • Choose a region you want to use as you test group (New Zealand, Canada, Ireland) • Make changes based on metrics ﬁndings, user feedback • Launch new version and set minimum user group size • Review data on the changes, update and repeat • Push updates to entire user base when ready • Keep updating your app with new content GaaS: Gaming as a Service Key Metrics to Collect • Total Installs • Total revenue (Direct and Alt) • ARPDAU • Install funnel • Downloads, • Installs, • Tutorial compleLon • Tutorial CompleLon Percentage • Level progress