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eSports as a critical part of your development toolkit
Developer Validation
Public Validation (Legitimization)
Development resource restrictions
Marketing  Population
eSports = Competitive Play
Why build eSports early?
We built “automated” competitive features too early
Greatly helped save our dev time
Need to keep momentum after the initial push
You can’t build an eSports game
What did we learn?
Al Yang
Design lead – Shards of War
Bigpoint GmbH – Hamburg
Competitive fighting games
The Team
44 inc. QA exc. support (marketing, etc.)
Part of a large established company
Most have previous dev experience
Industry reputation for P2W
About us
• Proving your game is successful in a focused area
• What can you validate?
• Mechanics
• Balance
• Visual Appeal
• Competitive Aspect
Validation
• What does success look like?
• “Fun”
• Retention
• Community Activity
• Retention
• Early ( 1 – 7 day )
• Late ( 30 day + )
Validation
• Early Retention (1-7 day)
• Visuals
• Mechanics
• In-game
• Progression (early pacing, etc.)
Early Retention
• Success Points
• Game Entry
• Tech
• Stability
• Launcher Churn (~70%)
• Etc.
Early Retention
• Late Game Retention (30 day +)
• Balance
• Competitive Play
• Progression Loop
Late Retention
• Success Points
• Sticky Progression
• Community Activity
• Content creation
• Discussion
• “True Game” CCU
Late Retention
Starts during development and never ends
Understand that there are different layers of validation
Each has an important but different takeaway
How to Test Validation?
Theoretical
Initial
Casual
Core
Competitive
Layers of Validation
• Internal Team Testing
• In Development
• Alpha builds
• Playtests
• Team Tournament Series
Theoretical
• Takeaways
• “Is it fun to us?”
• Do we move ahead?
• 1st turn back point
• Throw stuff away
• Save time/frustration
• Coherent Vision
• What is the endgame
• Does the team have confidence
• Defining a “good player”
Theoretical
• Dangers
• Direct Stake in Project
• Maybe not fans of genre
• Convince them of the vision
• What exactly is high level play?
• Unstable test times
• Fast iterations – no time to settle
Theoretical
• Company Wide Testing
• Alpha builds
• Shardbreaker 1 & 2
Initial
• Takeaways
• “Is it fun to other people?”
• Without a direct stake
• Is the core solid
• First gauge of interest
• Outside strategies
Initial
• Dangers
• Some emotional attachment
• Company/friends/family
• Resist business oriented decisions
• Focus on FUN
• Irregular tests
• Skewed initial “Wow” moments
Initial
• External Focus Testing
• Polished alpha/beta builds
Casual
• Takeaways
• “Is it fun to our target group?”
• Connection to genre
• Core fine tuning and final validation
• If not, what went wrong?
• 2nd turn back point
• Fresh look with no stake
• Pose as one of your testers*
• Get unfiltered feedback
• Can only do this so often / unknown
• *at your own risk!
Casual
• Dangers
• Needs to come early in dev
• Very short hands on time
• Initial “Wow” factor
• Focus on temp visuals over mechanics
• Closed environment
• Tester expectations
• Not enough tests
Casual
• Live Environment Data
• Closed/Open Beta
• Leaderboards
• Ranked Games
• Community Cup
• 300% initial CCU upsurge
• Lowered every time
Core
• Takeaways
• “Is it actually fun to our target group?”
• Retention validation
• Early retention
• First look at funnel points
• First true “data driven” feedback
Core
• Dangers
• Good for lower level play
• Very vocal group
• What is the actual feedback?
• Quality of traffic/player pool
• Matchmaking!!!
• Players = better results
Core
• Takeaways
• “This is our core target group”
• Core fine tuning
• Higher level play
• Good “hidden balance” feedback
• Spreadsheet balance
• i.e. Range vs Damage?
Core - Streamers
• Dangers
• Extremely passionate/vocal
• Extremely narrow focus
• Rarely good onboarding feedback
Core - Streamers
• Controlled Environment Data
• Closed/Open Beta
• Go4 Cup Series
• Invitational
• Battle of the Shards
• Gamescom 2015
Competitive
• Takeaways
• “What can our core target group really do”
• Highest level play and balance
• Shows what is possible
• Aspirational Audience effect
• Streaming – “Wow” moments
• Validation for Developers
• Right choices were made
Competitive
• Dangers
• Extremely passionate/vocal
• Delicate low/high level balance
• Expensive
• Players have a stake in the game
Competitive
• Make the game legitimate in the eyes of serious players
• Remember!
• eSports is a high level retention feature
• Everything leading up to it should be an engagement feature
Legitimization
• Partnership with ESL
• Shards of War = Unknown entity
• Legitimization by association
• Dota 2 ESL ONE
• Tournament Infrastructure
Legitimization
• Do we need another MOBA?
• If top level players don’t want to play then what about casuals
Legitimization
• Winning by a known player increases this legitimization
• Rising Thunder
• Socal Regionals – Fchamp
• Shards of War
• Gamescom – Team Epsilon
Legitimization
• Alternative Marketing
• 220% + in CCU
• 550% + as a trending topic
• Didn’t keep up…
• -320% next month
• Must keep momentum
Legitimization
• Besides CCU, reflected mostly in Social Media among players
• Increase in user created content
• Youtube videos had ~300% increase
• Kickstart virality factor
• But keep up the pace!
Legitimization
• Bigpoint has a Pay 2 Win reputation (Browser game history)
• Pre-Gamescom Press
• “…this is Bigpoint so P2W garbage…”
• Post-Gamescom Press
• “…pleasantly surprised at the game...”
Legitimization
Time and Resource Restrictions
*Screenshot of actual development in progress
• Short Development Time
• 6 - 9 months
• Lack of development resources, design, testing
• ~30 team members
• We had no playtesters for initial development
• Internal tests
• Focus groups
• Launched beta EARLY
Time and Resource Restrictions
• 1 Designer + Collaboration
• 1 month initial design
• 200 MH
• 1 month balance/testing
• 10 x 160 = 1600 MH
• ~1800 MH
• Just for initial balance
• We are a small studio for this type of game
Time calcuation for balance
• You will never launch even close to balanced/bug free
• Goal is “Fun to play” and “Not obviously broken”
Launch a FUN feature
• 3000 Players x 1 Game (18 min)
• 900 MH  2 Games > 1 month fulltime test
• Situations your team cannot fathom
• People usually have fixed playstyles/thought patterns
• Playerbase > Your Team
Playersource high level balance
• Good Communication!
• Weekly Streams – Direct / Spreads news down
• Forums
• Fast Turnaround
• Players must feel like you are listening
Playersource high level balance
• Sentinel Items
• Items that change a character’s abilities in a major way
• Gameplay diversity / Hidden balancing mechanic
• First two weeks
• Release without the items, watch the analytics
• Goal is no more than a 60% win rate in a ELO bracket (4 for us)
• Then rebalance and release items
• Patch missing gameplay
• Patch missing balance
• 2 week balance/content cycle
Balance Goals
• Your developers will almost never be better than players
• High level feedback
• Go4 Cup – weekly prize
• Constant player aspiration
Using Tournaments to Balance
• Watch highest level play to catch broken gameplay
• We incentivize high level play right away (€ € €)
• Observed closely by dev team
• Moderated and compressed timeframe
• €350 each week – completely worth it
Using Tournaments to Balance
• 70% Win Rate
• Seen Previously (Vox) / No tournaments yet
• Saved us ~ 2-3 months of balance testing
Nemesis ROI
• Players have their own mindset
• High level players help to expose “hidden” strategies
Tournament Videos
• Leaderboards
• Early access feature to promote competitive play
• One region had $ and physical prizes so we had to extend the
offer everywhere to keep it fair
Leaderboards
• Beta feature – Percursor to Ranked
• Rushed - Lot of bugs and loopholes (1 month dev time)
• $ brought out the worst in people / cheating /queue dodging
• Everyone was in same queue (no hiding)
Leaderboards
• Hurt high level players way more than it helped
• Player satisfaction dropped by ~22%
• No huge overall affect on CCU
• Pushed out before it was ready
Leaderboards
• Automated competitive features need way more attention
• When the cat is away…
• “Speed Camera” effect
Leaderboards
• Split queues (opt-in)
• If under time constraints…fight for this feature…and label
• Alpha/Beta tags hugely affect player perceptions
• “It’s still in beta so…”
• Low CCUs up waiting times and makes the game look dead
Leaderboards
• Keep any sort of “top place prizes” out of your testing
• Participation prizes OK
• Make sure you’re ready
• Worse to do this wrong than at all
• Stability is not an option
Leaderboards
• YES!
• Our best return on investment
• Validation
• Balance
• Weekly online tournaments
• Smaller team
• PR turnaround for the company
• Purchasing street cred…
Would we do this again?
• But…
• Too early for some items
• Leaderboards
• Wasted momentum from events
• ROI not good enough on live tournament
• PR could have been covered by presser demos
• We tried too hard to legitimize ourselves…
Would we do this again?
• You can build for eSports but can’t just build a eSports title
• Just build a fun game
• Competitive
• Obvious skill
eSports
Obvious Skill – Evo Moment 37
• You can build for eSports but can’t just build a eSports title
• Just build a fun game
• Competitive
• Obvious skill
• Fighting Games – Combos/Life (Footsies)
• Mobas – Skillshots/CS (Map Awareness)
• Puzzle – Chains (Setup)
• Racing – Drift/Turns (Control)
• Etc.
eSports
• Your players decide if the game is eSports or not
• Mechanics have to fit the game perception
• Maximize validation/legitimization and build for your players
• Do not rush automated competitive features
• Make sure the game is stable
eSports
Thank you for your time!
Al Yang
a.yang@bigpoint.net
Twitter - @QQBert
Bigpoint GmbH
Alexanderstraße 5
10178 Berlin
Germany
Bigpoint Inc.
Bigpoint Inc.
795 Folsom St. 1st floor
San Franciso
CA 94107, United States
Bigpoint S.à.r.l. and Co, SCS
EBBC D
6 D route de Trèves
L-2633 Senningerberg
Bigpoint GmbH
Al, Yang
Lead Game Designer
Shards of War
a.yang@bigpoint.net
@QQBert
Drehbahn 47-48
20354 Hamburg
Germany
Tel +49 40.88 14 13 - 0
Fax +49 40.88 14 13 - 11
info@bigpoint.net
www.bigpoint.net
Contact us
Bigpoint International Services Limited
1 Villa Zimmermann
Ta’Xbiex Terrace
XBX 1035 Ta’Xbiex
Malta

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eSports as a critical part of your development toolkit

  • 1. eSports as a critical part of your development toolkit
  • 2. Developer Validation Public Validation (Legitimization) Development resource restrictions Marketing  Population eSports = Competitive Play Why build eSports early?
  • 3. We built “automated” competitive features too early Greatly helped save our dev time Need to keep momentum after the initial push You can’t build an eSports game What did we learn?
  • 4. Al Yang Design lead – Shards of War Bigpoint GmbH – Hamburg Competitive fighting games The Team 44 inc. QA exc. support (marketing, etc.) Part of a large established company Most have previous dev experience Industry reputation for P2W About us
  • 5. • Proving your game is successful in a focused area • What can you validate? • Mechanics • Balance • Visual Appeal • Competitive Aspect Validation
  • 6. • What does success look like? • “Fun” • Retention • Community Activity • Retention • Early ( 1 – 7 day ) • Late ( 30 day + ) Validation
  • 7. • Early Retention (1-7 day) • Visuals • Mechanics • In-game • Progression (early pacing, etc.) Early Retention
  • 8. • Success Points • Game Entry • Tech • Stability • Launcher Churn (~70%) • Etc. Early Retention
  • 9. • Late Game Retention (30 day +) • Balance • Competitive Play • Progression Loop Late Retention
  • 10. • Success Points • Sticky Progression • Community Activity • Content creation • Discussion • “True Game” CCU Late Retention
  • 11. Starts during development and never ends Understand that there are different layers of validation Each has an important but different takeaway How to Test Validation?
  • 13. • Internal Team Testing • In Development • Alpha builds • Playtests • Team Tournament Series Theoretical
  • 14. • Takeaways • “Is it fun to us?” • Do we move ahead? • 1st turn back point • Throw stuff away • Save time/frustration • Coherent Vision • What is the endgame • Does the team have confidence • Defining a “good player” Theoretical
  • 15. • Dangers • Direct Stake in Project • Maybe not fans of genre • Convince them of the vision • What exactly is high level play? • Unstable test times • Fast iterations – no time to settle Theoretical
  • 16. • Company Wide Testing • Alpha builds • Shardbreaker 1 & 2 Initial
  • 17. • Takeaways • “Is it fun to other people?” • Without a direct stake • Is the core solid • First gauge of interest • Outside strategies Initial
  • 18. • Dangers • Some emotional attachment • Company/friends/family • Resist business oriented decisions • Focus on FUN • Irregular tests • Skewed initial “Wow” moments Initial
  • 19. • External Focus Testing • Polished alpha/beta builds Casual
  • 20. • Takeaways • “Is it fun to our target group?” • Connection to genre • Core fine tuning and final validation • If not, what went wrong? • 2nd turn back point • Fresh look with no stake • Pose as one of your testers* • Get unfiltered feedback • Can only do this so often / unknown • *at your own risk! Casual
  • 21. • Dangers • Needs to come early in dev • Very short hands on time • Initial “Wow” factor • Focus on temp visuals over mechanics • Closed environment • Tester expectations • Not enough tests Casual
  • 22. • Live Environment Data • Closed/Open Beta • Leaderboards • Ranked Games • Community Cup • 300% initial CCU upsurge • Lowered every time Core
  • 23. • Takeaways • “Is it actually fun to our target group?” • Retention validation • Early retention • First look at funnel points • First true “data driven” feedback Core
  • 24. • Dangers • Good for lower level play • Very vocal group • What is the actual feedback? • Quality of traffic/player pool • Matchmaking!!! • Players = better results Core
  • 25. • Takeaways • “This is our core target group” • Core fine tuning • Higher level play • Good “hidden balance” feedback • Spreadsheet balance • i.e. Range vs Damage? Core - Streamers
  • 26. • Dangers • Extremely passionate/vocal • Extremely narrow focus • Rarely good onboarding feedback Core - Streamers
  • 27. • Controlled Environment Data • Closed/Open Beta • Go4 Cup Series • Invitational • Battle of the Shards • Gamescom 2015 Competitive
  • 28. • Takeaways • “What can our core target group really do” • Highest level play and balance • Shows what is possible • Aspirational Audience effect • Streaming – “Wow” moments • Validation for Developers • Right choices were made Competitive
  • 29. • Dangers • Extremely passionate/vocal • Delicate low/high level balance • Expensive • Players have a stake in the game Competitive
  • 30. • Make the game legitimate in the eyes of serious players • Remember! • eSports is a high level retention feature • Everything leading up to it should be an engagement feature Legitimization
  • 31. • Partnership with ESL • Shards of War = Unknown entity • Legitimization by association • Dota 2 ESL ONE • Tournament Infrastructure Legitimization
  • 32. • Do we need another MOBA? • If top level players don’t want to play then what about casuals Legitimization
  • 33. • Winning by a known player increases this legitimization • Rising Thunder • Socal Regionals – Fchamp • Shards of War • Gamescom – Team Epsilon Legitimization
  • 34. • Alternative Marketing • 220% + in CCU • 550% + as a trending topic • Didn’t keep up… • -320% next month • Must keep momentum Legitimization
  • 35. • Besides CCU, reflected mostly in Social Media among players • Increase in user created content • Youtube videos had ~300% increase • Kickstart virality factor • But keep up the pace! Legitimization
  • 36. • Bigpoint has a Pay 2 Win reputation (Browser game history) • Pre-Gamescom Press • “…this is Bigpoint so P2W garbage…” • Post-Gamescom Press • “…pleasantly surprised at the game...” Legitimization
  • 37. Time and Resource Restrictions *Screenshot of actual development in progress
  • 38. • Short Development Time • 6 - 9 months • Lack of development resources, design, testing • ~30 team members • We had no playtesters for initial development • Internal tests • Focus groups • Launched beta EARLY Time and Resource Restrictions
  • 39. • 1 Designer + Collaboration • 1 month initial design • 200 MH • 1 month balance/testing • 10 x 160 = 1600 MH • ~1800 MH • Just for initial balance • We are a small studio for this type of game Time calcuation for balance
  • 40. • You will never launch even close to balanced/bug free • Goal is “Fun to play” and “Not obviously broken” Launch a FUN feature
  • 41. • 3000 Players x 1 Game (18 min) • 900 MH  2 Games > 1 month fulltime test • Situations your team cannot fathom • People usually have fixed playstyles/thought patterns • Playerbase > Your Team Playersource high level balance
  • 42. • Good Communication! • Weekly Streams – Direct / Spreads news down • Forums • Fast Turnaround • Players must feel like you are listening Playersource high level balance
  • 43. • Sentinel Items • Items that change a character’s abilities in a major way • Gameplay diversity / Hidden balancing mechanic • First two weeks • Release without the items, watch the analytics • Goal is no more than a 60% win rate in a ELO bracket (4 for us) • Then rebalance and release items • Patch missing gameplay • Patch missing balance • 2 week balance/content cycle Balance Goals
  • 44. • Your developers will almost never be better than players • High level feedback • Go4 Cup – weekly prize • Constant player aspiration Using Tournaments to Balance
  • 45. • Watch highest level play to catch broken gameplay • We incentivize high level play right away (€ € €) • Observed closely by dev team • Moderated and compressed timeframe • €350 each week – completely worth it Using Tournaments to Balance
  • 46. • 70% Win Rate • Seen Previously (Vox) / No tournaments yet • Saved us ~ 2-3 months of balance testing Nemesis ROI
  • 47. • Players have their own mindset • High level players help to expose “hidden” strategies Tournament Videos
  • 48. • Leaderboards • Early access feature to promote competitive play • One region had $ and physical prizes so we had to extend the offer everywhere to keep it fair Leaderboards
  • 49. • Beta feature – Percursor to Ranked • Rushed - Lot of bugs and loopholes (1 month dev time) • $ brought out the worst in people / cheating /queue dodging • Everyone was in same queue (no hiding) Leaderboards
  • 50. • Hurt high level players way more than it helped • Player satisfaction dropped by ~22% • No huge overall affect on CCU • Pushed out before it was ready Leaderboards
  • 51. • Automated competitive features need way more attention • When the cat is away… • “Speed Camera” effect Leaderboards
  • 52. • Split queues (opt-in) • If under time constraints…fight for this feature…and label • Alpha/Beta tags hugely affect player perceptions • “It’s still in beta so…” • Low CCUs up waiting times and makes the game look dead Leaderboards
  • 53. • Keep any sort of “top place prizes” out of your testing • Participation prizes OK • Make sure you’re ready • Worse to do this wrong than at all • Stability is not an option Leaderboards
  • 54. • YES! • Our best return on investment • Validation • Balance • Weekly online tournaments • Smaller team • PR turnaround for the company • Purchasing street cred… Would we do this again?
  • 55. • But… • Too early for some items • Leaderboards • Wasted momentum from events • ROI not good enough on live tournament • PR could have been covered by presser demos • We tried too hard to legitimize ourselves… Would we do this again?
  • 56. • You can build for eSports but can’t just build a eSports title • Just build a fun game • Competitive • Obvious skill eSports
  • 57. Obvious Skill – Evo Moment 37
  • 58. • You can build for eSports but can’t just build a eSports title • Just build a fun game • Competitive • Obvious skill • Fighting Games – Combos/Life (Footsies) • Mobas – Skillshots/CS (Map Awareness) • Puzzle – Chains (Setup) • Racing – Drift/Turns (Control) • Etc. eSports
  • 59. • Your players decide if the game is eSports or not • Mechanics have to fit the game perception • Maximize validation/legitimization and build for your players • Do not rush automated competitive features • Make sure the game is stable eSports
  • 60. Thank you for your time! Al Yang a.yang@bigpoint.net Twitter - @QQBert
  • 61. Bigpoint GmbH Alexanderstraße 5 10178 Berlin Germany Bigpoint Inc. Bigpoint Inc. 795 Folsom St. 1st floor San Franciso CA 94107, United States Bigpoint S.à.r.l. and Co, SCS EBBC D 6 D route de Trèves L-2633 Senningerberg Bigpoint GmbH Al, Yang Lead Game Designer Shards of War a.yang@bigpoint.net @QQBert Drehbahn 47-48 20354 Hamburg Germany Tel +49 40.88 14 13 - 0 Fax +49 40.88 14 13 - 11 info@bigpoint.net www.bigpoint.net Contact us Bigpoint International Services Limited 1 Villa Zimmermann Ta’Xbiex Terrace XBX 1035 Ta’Xbiex Malta