5. Games have changed as connectivity has expanded
Games as Product
• Retail store distribution
• Marketing all about advertisment
• Air gap between creators and players
• PC and Console premium focus
6. Games as Product Games as a Service
• Digital store distribution
• Marketing about acquisition
• Creators -> players
• Mobile and social F2P focus
Games have changed as connectivity has expanded
7. Games as Product Games as a Service Games as Community
Games have changed as connectivity has expanded
8. Games as Community
• Direct distribution
• Marketing is part of the fun
• Creators <--> players
• Multi-platform, multi-model focus
Games have changed as connectivity has expanded
10. Top grossing games worldwide
1. League of Legends
2. Arena of Valor
3. Dungeon and Fighter Online
4. CrossFire
5. Monster Strike
6. Clash Royale
7. Fate/Grand Order
8. Candy Crush Saga
9. Pokemon Go
10. Player Unknown’s Battlegrounds
2017 2018
1. Fortnite
2. Dungeon and Fighter Online
3. League of Legends
4. Pokemon Go
5. CrossFire
6. Honor of Kings
7. Fate/Grand Order
8. Candy Crush Saga
9. Monster Strike
10. Player Unknown’s Battlegrounds
11. Top grossing games worldwide
1. League of Legends
2. Honor of Kings
3. Dungeon and Fighter Online
4. CrossFire
5. Monster Strike
6. Clash Royale
7. Fate/Grand Order
8. Candy Crush Saga
9. Pokemon Go
10. Player Unknown’s Battlegrounds
2017 2018
1. Fortnite
2. Dungeon and Fighter Online
3. League of Legends
4. Pokemon Go
5. CrossFire
6. Honor of Kings
7. Fate/Grand Order
8. Candy Crush Saga
9. Monster Strike
10. Player Unknown’s Battlegrounds
90% carryover
13. Live Game
• Connected experience
• Requires backend services
• Design and engineering shift
Operations
• Continuous investment
• Requires process and team
• Mindset and strategy shift
LIVEOPS
14. A way of thinking
about Players
• A community of people that do more than just play
• A complex mix of players that is always changing
• People that are primarily motivated by intrinsic needs
• Your game is a part of their lives
What is LiveOps?
15. An approach to
product design
and direction
• Design is player-centric
• Focused on delivering value to the player
• Design is a series of meaningful experiences
• It’s about satisfaction, not just attraction
What is LiveOps?
16. An experimentation
focused process
• Focus on iteration and evolution
• Data is used to validate results
• Always ready to ship and ship constantly.
• Modular features that can operate independently
What is LiveOps?
17. Having a Live Game is not enough
Time
PlayerEngagement
22. The LiveOps Maturity Journey
1: LiveOps Basics
2: LiveOps Optimizing
3: LiveOps Mastery
0. Live
Game
Game Studios and Games
23. The LiveOps Maturity Journey
1: Iterate on your game
0. Live
Game
Goals:
• Improve game’s
performance
• Extend games life
• Respond to feedback
Actions
• Adjust game balance
• Add new content
• Fix bugs
Practitioners
• Live content team
• Build team
Who?
Game studios just starting out
Established game studios transitioning to LiveOps
Example Tools Needed
Live event manager
Build, test, and deploy pipeline
Content configurations
24. The LiveOps Maturity Journey
Goals:
• Improve game’s
performance
• Extend games life
• Respond to feedback
Actions
• Adjust game balance
• Add new content
• Fix bugs
Practitioners
• Live content team
• Build team
Goals:
• Optimize player experience
• Increase revenue
• Reduce risks
Actions
• Segment players
• Target offers and content
• Predict churn
Practitioners
• Data analysts
• Product managers
2: Personalize your player’s experience
Who?
Mid sized mobile and PC studios
Sophisticated publishers and MMO’s
Example Tools Needed
Targeted purchase offers
Churn prediction reporting
Recommendation system
1: Iterate on your game
0. Live
Game
25. The LiveOps Maturity Journey
Goals:
• Improve game’s
performance
• Extend games life
• Respond to feedback
Actions
• Adjust game balance
• Add new content
• Fix bugs
Practitioners
• Live content team
• Build team
Goals:
• Optimize player experience
• Increase revenue
• Reduce risks
Actions
• Segment players
• Target offers and content
• Predict churn
Practitioners
• Data analysts
• Product managers
2: Personalize your player’s experience
Goals:
• Strengthen brand and loyalty
• Organic growth and sustainment
Actions
• Social features
• Community events
• Moderation
Practitioners
• Community teams
• Customer support
• Marketing
3: Manage your
communityWho?
The largest studios
The most experienced studios
Example Tools Needed
Guild system
UGC
Matchmaking
1: Iterate on your game
0. Live
Game
29. MULTIPLAYER
Build social experiences
with cross-platform play
PLAYERS
Stronger, secure
relationships
COMMERCE
Sell more virtual goods,
more easily
ANALYTICS
Measure and react
in real-time
COMMUNITY
Strengthen player to
player relationships
AUTOMATION
Customize experiences
with cloud-hosted logic
CONTENT
Engage players with
frequent updates
Mix-and-match with your
existing infrastructure
Our suite of LiveOps tools and services
or adopt the entire platform.
30. Efficient
• Fully managed
• Integrates in hours
• Lowers cost & risk
vs. building yourself
• Scales dynamically
• Self-service
Complete
• Everything you
need for LiveOps
• Supports all major
devices and
engines
• Make better
decisions with one
source of truth
Reliable
• Secure cloud that
spans 54 data
centers worldwide
• Giving you control
of your own data
• Supports GDPR,
CVAA, and COPPA
compliance.
Real-Time
• Monitor activity
and events in real-
time
• Respond
intelligently to
player behavior
• Experiment and
test hypothesis
• Configure game
content any time.
A complete backend platform to build and
operate live games
31. • All major platforms
• All major devices
• All major networks
• All major game engines
• All major app stores
Completely agnostic
32. MULTIPLAYER
Build social experiences
with cross-platform play
PLAYERS
Stronger, secure
relationships
COMMERCE
Sell more virtual goods,
more easily
ANALYTICS
Measure and react
in real-time
CONTENT
Engage players with
frequent updates
COMMUNITY
Strengthen player to
player relationships
AUTOMATION
Customize experiences
with cloud-hosted logic
• Leaderboards
• Tournaments
• Prize tables
• Matchmaking
• Server orchestration
• Guilds / Clans
• Gifting / trading
• Authentication
• Player profile
• Support
• Banning
• Real-time segmentation
• Roles and permissions
• Facebook Instant Games
• Virtual currencies
• Item catalog
• Stores
• Promotions
• Inventory
• Receipt validation
• Drop tables
• Subscriptions
• Remote configuration
• Storage
• News
• User generated content
• Localization support
• Player messaging
• Real-time voice chat
• Voice transcription
• Serverless scripting
• Actions
• Rules
• Scheduled tasks
• Webhooks
• Admin APIs
• PubSub
• Dashboards / Reports
• A/B Testing
• Event search
• Data warehousing
• Import 3rd party data
• Crash reporting
33. Microsoft Game Stack
MULTIPLAYER
Build social experiences
with cross-platform play
PLAYER MGMT
Stronger, secure
relationships
COMMERCE
Sell more virtual goods,
more easily
ANALYTICS
Measure and react
in real-time
CONTENT
Engage players with
frequent updates
COMMUNICATION
Foster healthy player
communities
AUTOMATION
Customize experiences
with cloud-hosted logic
XBOX LIVE
Trusted gamer identity
and community
AZURE
More than 100 cloud
services in 54 regions
VISUAL STUDIO
Integrated development
environment.
APP CENTER
Continuously build, test,
and monitor apps
POWER BI
Visual exploration of data
and report generation
34. Establishing the LiveOps future
Want to learn more?
www.PlayFab.com
Get in touch!
HelloPlayFab@Microsoft.com
Hinweis der Redaktion
I’m Crystin Cox.
15 years in game development
Design and leadership
LiveOps and monetization
Stepped away from game dev because I care deeply about LiveOps
I believe good LiveOps can get players the game experiences they deserve, engaged, personal, and community driven.
I believe PlayFab can enable the industry to raise the bar.
Today, games are huge.
There are 2 billon gamers in the world and last year, games generated over $100 billion in revenue. Games are a big deal and the market is continuing to expand.
But games have been through a lot of change to get here.
First we had games as products.
Games were a single item that was purchased before playing
Playing required special hardware, it was a big event.
created a strong emphasis on advertising and marketing to generate demand and interest in a game before release.
Developers rarely had an opportunity to interact with players, they created games mostly in isolation and then delivered them as static objects.
But as connectivity increased with the advent of the internet, the nature of games changed and we got Games as a Services.
Digital distribution created a direct purchasing relationship between devs and players
This era is dominated by social and mobile platforms that were well positioned to take advantage of digital distribution and connection.
This era was all about acquisition of players and popularized free to play as a business model.
But we are now moving past the games as a service era and moving onto the next evolution of games.
We like to call this Games as Community
Because this new era of games is about games as more than services, now games are about the community of players engaging and with them and game developers are focused on growing and retaining communities.
Many touch points of communication between the developer and the players all along the player journey.
Dominated by multi-platform experiences, games need to meet their communities where they are and provide deep interactions between developers and communities both in and out of the games themselves.
Because this new era of games is about games as more than services, now games are about the community of players engaging and with them and game developers are focused on growing and retaining communities.
Many touch points of communication between the developer and the players all along the player journey.
Dominated by multi-platform experiences, games need to meet their communities where they are and provide deep interactions between developers and communities both in and out of the games themselves.
This new era of games as community is already having a massive impact on the industry. Here is the list of the top grossing games worldwide for the past two years. One of the things that stands out about these lists is how much overlap there is.
80% of the games are on both lists. These games are building and managing communities to keep them relevant and growing year over year. They are all employing the same kind of strategy.
We call that strategy LiveOps. A strategy that cares deeply about continual engagement with player communities. You’ve probably heard this term before but what does it mean?
We can start by looking at the term itself. It’s the combination of two words.
Live stands for Live Games. These are games that include some sort of connected experience or persistence. This part of the term speaks to the design and engineering of a game as well as back end and services needed to make a game live.
The other word is operations, this speaks to the continuation of the service, it's managing the game itself over a period of time which requires process and structure, This is really about mindset and strategy in fact LiveOps all up is a mindset more than it is a process .
First it's a way of thinking about players.
As a community of people that's complex and changing and evolving over time
People are primarily motivated by intrinsic needs like mastering new skills or developing social connections.
And it's about thinking of your game as a part of your players lives not just one piece of entertainment for them to consume but something that's a hobby or interest that they want to engage with all the time.
LiveOps is also an approach to product design and direction, specifically an approach that is player centric.
Traditional games as product tend to be developer centric in their design.
Liveops games tend to be more player centric. It's about what the players want, what are they interested in, how they want to see the game evolve or change.
Delivering value to players, if they invest in your game they want to see a return back that makes sense
Traditional games as product oftentimes are about attraction How do I get you interested in this game How do I get you excited for the launch but live OPS games are about continually satisfying people overtime as their needs change as their experience with the game changes.
And finally live OPS is a process, it's an experimentation focused process.
Live OPS process is about iteration and evolution through frequent engagement.
Content needs to be flexible, we need to build features that are modular and can operate independently so we can take them out or put them in or make significant changes to them after the game is live.
Demands the ability to ship frequently and always be ready to ship.
LiveOPs doesn't really like waterfall process, LveOps wants to be able to do things quickly to take things to just ready put them into the game live and then see if they work and iterate on them and make them better and better overtime.
All these things that make up the live OPS approach produce games that have longer player engagement cycles.
They produce games that engage players over a longer period of time.
You get that to some extent we just live games, a live game is going to have a longer tail then a game that is completely static. But being live is not enough, it will extend the life of your game, but not grow it over time.
All these things that make up the live OPS approach produce games that have longer player engagement cycles.
They produce games that engage players over a longer period of time.
You get that to some extent we just live games, a live game is going to have a longer tail then a game that is completely static. But being live is not enough, it will extend the life of your game, but not grow it over time.
All these things that make up the live OPS approach produce games that have longer player engagement cycles.
They produce games that engage players over a longer period of time.
You get that to some extent we just live games, a live game is going to have a longer tail then a game that is completely static. But being live is not enough, it will extend the life of your game, but not grow it over time.
So that’s a lot of information about live ops but we’re really here to talk about play fat so how does play fab enable LiveOps?
Because this new era of games is about games as more than services, now games are about the community of players engaging and with them and game developers are focused on growing and retaining communities.
Many touch points of communication between the developer and the players all along the player journey.
Dominated by multi-platform experiences, games need to meet their communities where they are and provide deep interactions between developers and communities both in and out of the games themselves.
Because this new era of games is about games as more than services, now games are about the community of players engaging and with them and game developers are focused on growing and retaining communities.
Many touch points of communication between the developer and the players all along the player journey.
Dominated by multi-platform experiences, games need to meet their communities where they are and provide deep interactions between developers and communities both in and out of the games themselves.
Faster, cheaper, more reliable than doing it yourself
PlayFab is completely platform agnostic
It supports the Games as Community future of multiplatform experience
Great to have all your data in one place even if your game is on multiple platforms
PlayFab was built from the ground up to support live operation of games
It's a set of back end services and tools that make it possible for you to build and operate your live game
PlayFab is modular, you can use it completely but you can also just use parts of it
We built the platform from the ground up to easily integrate with existing middleware packages engines so you can use just the pieces that you need