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Game as a Service
By Pojnsan Ngampongsai @ ProGaming DevFest#8
About Me
● Call me Poon
● Asistant Producer @ Arkavis
Siam
● also Tutor @ ProGaming
● Charboost University Spring
2014 Alumni
About CBU
● special program from
chartboost
● 9 teams from around the
world
● 5 days of Game
Developer bootcamp
Let’s start
Game as a Service? What is it?
Old traditional box game
● Developer create game
● Convince publisher that
the game will be hit
● (optional) do PR
● Publisher convince retail
to put the game on
shelves
● Player buy the game
Free to play game
● f2p, free to play,
freemium,
● this model is widely use
in mobile game
● the idea is to bring user
from open market to
close market
● so launching the game is
just the beginning
Top Grossing in game
IOS Google Play
Thailand Store Stat on May 10th, 2014 8:00am UTC +7
Store Stat from AppAnnie.com
From Free-To-Play : Making Money From Game You Give Away By Will Luton
Free 2 play
Monetization Option : In app purchase, subscription, Advertise etc
To keep Retention as long as we can
Rhythm
● from writing and film
● Game need to provide
challenge to player and
also provide reward
● can also apply with
Csikszentmihalyi concept
of flow
Csikszentmihalyi flow
Verisimilitude
Verisimilitude [noun]
The quality or state of being verisimilar; the appearance of
truth; probability; likelihood.
[1913 Webster]
● Thing in game should acceptable
● Player will feel bad when they
notice that you want their money
● Example :
“You can not play now. Wait for
energy counter to refill”
● Using this instead :
“Your unit is tired, They need to
rest x min before they can
continue”
Integrity
● Honestly
● “Sell advantage not cheat”
● In Hayday that you can pay to
skip Timer, pay to build unit faster
in Clash of Clan
● If player feel that they being
cheated by paid player they likely
to stop playing your game
immediately
● Don’t forget we’re here for long
term not gold digging
Long Term Goal must be set for player
● Players need something
to accomplish
● Save the world, Rescue
the princess, Be the top
of Leaderboard
● Archivement, Skill tree,
Stroy driven
● In sandbox player set
their own goal
from www.smbc-comics.com/
Create Engagement by Design Across Time Scale
● game need to have
interaction with player in
various time scale
● Immediate (1-24 hours)
● Short (1-3 days),
● Mid (1-6 days),
● Long ( 3 months – 2
years)
Content Trademill
“every live game is fundamentally a content trademill”
By Developer
● Developer create the
content
● + Full control over
content
+ Consistency
- Long term cost
- Less sustainbility
● The room, Angry bird
By Chance
● Procedural Create
● Still under control but let
randomness involve
● + Tuning
+ Quantity
- Authorial Intent
- Upfront Cost
● Minecraft, Diablo, Puzzle
and Dragon
By Player
● doesn’t mean user content like
mod, custom item
● Mostly in multiplayer game
● + Sustainability
+ Virality
- Community Management
- Critic
● Clash Of Clan, Dota, LoL,
Team Fortress
Content Cadence
the characteristic of content
Player need to feel that they are cared for
● Frequent update
● Responsive community
● Problems resolved
Filled with Potential
● Room to grow
● New and Exciting content
● Strategy depth and
mastery
Enjoyed by Other
● Strong social presence
● Ambient awareness of
Other (but hide who left)
● Social Structure
When should we update new Content?
● For 1 quarter
● Quarterly : New Major Feature
● Monthly : New Feature
● Weekly : Content Release
● Twice a week : Bug fix and
improve
Thank you
web: www.arkavis.com
email: poon@arkavis.com
info@arkavis.com
Bonus
● Analytic is very useful to understanding your player
o Acquisition
o Activation
o Retention
o Referral
o Revenue
● Your game should save player state online
● Use Server Variable to provide real time game tuning
● Use Retention service to keep player come back
o Push Notification
o Leaderboard, Achievements, Tournament
o Chat, Gift
Bonus 2
● Do not scale prematurely
● Compete on mechanic not technology
● Be cross platform from day 1
● Use a micro framework for server code
● Make sure you can force your users to update
● Multiplayer is really hard

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Game as a service @ ProGaming DevFest#8

  • 1. Game as a Service By Pojnsan Ngampongsai @ ProGaming DevFest#8
  • 2. About Me ● Call me Poon ● Asistant Producer @ Arkavis Siam ● also Tutor @ ProGaming ● Charboost University Spring 2014 Alumni
  • 3. About CBU ● special program from chartboost ● 9 teams from around the world ● 5 days of Game Developer bootcamp
  • 4. Let’s start Game as a Service? What is it?
  • 5. Old traditional box game ● Developer create game ● Convince publisher that the game will be hit ● (optional) do PR ● Publisher convince retail to put the game on shelves ● Player buy the game
  • 6. Free to play game ● f2p, free to play, freemium, ● this model is widely use in mobile game ● the idea is to bring user from open market to close market ● so launching the game is just the beginning
  • 7. Top Grossing in game IOS Google Play Thailand Store Stat on May 10th, 2014 8:00am UTC +7 Store Stat from AppAnnie.com From Free-To-Play : Making Money From Game You Give Away By Will Luton
  • 8. Free 2 play Monetization Option : In app purchase, subscription, Advertise etc
  • 9. To keep Retention as long as we can
  • 10. Rhythm ● from writing and film ● Game need to provide challenge to player and also provide reward ● can also apply with Csikszentmihalyi concept of flow
  • 12. Verisimilitude Verisimilitude [noun] The quality or state of being verisimilar; the appearance of truth; probability; likelihood. [1913 Webster] ● Thing in game should acceptable ● Player will feel bad when they notice that you want their money ● Example : “You can not play now. Wait for energy counter to refill” ● Using this instead : “Your unit is tired, They need to rest x min before they can continue”
  • 13. Integrity ● Honestly ● “Sell advantage not cheat” ● In Hayday that you can pay to skip Timer, pay to build unit faster in Clash of Clan ● If player feel that they being cheated by paid player they likely to stop playing your game immediately ● Don’t forget we’re here for long term not gold digging
  • 14. Long Term Goal must be set for player ● Players need something to accomplish ● Save the world, Rescue the princess, Be the top of Leaderboard ● Archivement, Skill tree, Stroy driven ● In sandbox player set their own goal from www.smbc-comics.com/
  • 15. Create Engagement by Design Across Time Scale ● game need to have interaction with player in various time scale ● Immediate (1-24 hours) ● Short (1-3 days), ● Mid (1-6 days), ● Long ( 3 months – 2 years)
  • 16. Content Trademill “every live game is fundamentally a content trademill”
  • 17. By Developer ● Developer create the content ● + Full control over content + Consistency - Long term cost - Less sustainbility ● The room, Angry bird
  • 18. By Chance ● Procedural Create ● Still under control but let randomness involve ● + Tuning + Quantity - Authorial Intent - Upfront Cost ● Minecraft, Diablo, Puzzle and Dragon
  • 19. By Player ● doesn’t mean user content like mod, custom item ● Mostly in multiplayer game ● + Sustainability + Virality - Community Management - Critic ● Clash Of Clan, Dota, LoL, Team Fortress
  • 21. Player need to feel that they are cared for ● Frequent update ● Responsive community ● Problems resolved
  • 22. Filled with Potential ● Room to grow ● New and Exciting content ● Strategy depth and mastery
  • 23. Enjoyed by Other ● Strong social presence ● Ambient awareness of Other (but hide who left) ● Social Structure
  • 24. When should we update new Content? ● For 1 quarter ● Quarterly : New Major Feature ● Monthly : New Feature ● Weekly : Content Release ● Twice a week : Bug fix and improve
  • 25. Thank you web: www.arkavis.com email: poon@arkavis.com info@arkavis.com
  • 26. Bonus ● Analytic is very useful to understanding your player o Acquisition o Activation o Retention o Referral o Revenue ● Your game should save player state online ● Use Server Variable to provide real time game tuning ● Use Retention service to keep player come back o Push Notification o Leaderboard, Achievements, Tournament o Chat, Gift
  • 27. Bonus 2 ● Do not scale prematurely ● Compete on mechanic not technology ● Be cross platform from day 1 ● Use a micro framework for server code ● Make sure you can force your users to update ● Multiplayer is really hard