Should we continue investing in our game? This is an essential and challenging question for all the game producers and publishers. Answering this question based on data is the most assured solution, but data analysis always has its own challenges such as: • What kind of data and what amount of data is valid for making decisions? • Which target audience and what kind of tests can give us insights? • Which version of our game is finalized enough to be tested? • How can we assign KPIs to our games? A successful game is consisted of three connected key parts: I. Attraction: Fun core game mechanics II. Engagement: Addictive core loop and meta game III. Monetization: Solid Monetization strategy For answering these questions, in Medrick Game Studio we have designed a chain of instructions: Step 1: Game Concept Step 2: Session Design Step 3: Prototype Step 4: Extended Prototype Step 5: Data Design Other topics that will be discussed are: • Soft launch proposes and attributes • Tests process • Iterations • User segmentation • PRM: Player Relationship Management • Tools
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Game of data: Data driven game design
1. Game Of Data
Data Driven Game Design
Tehran Game Convention 2018
Masih Alagheband
BI Manager at “Medrick Game Studio”
2. Opening Disclaimers
2
This is a data talk and it’s about F2P games.
If you don’t like graphs, numbers, and formulas
you’re not going to like this talk.
You can get slides from my linkedin:
linkedin.com/masihalagheband
8. 8
1. We can establish our organic players as the
loyal players in our games and expanding
our core game-play.
9. 9
2. Core game-play’s attraction
is one of the main monetization
stratgies alongside meta game.
Day 1 Day 3 Day 7 Day 14 Day 30
22% 11% 9% 7% 4%
64% 53% 47% 42% 34%Clash Royale
Lords Mobile1
2
17. 17
Day2
Retention
Is King !!!
Retention
20% 20.40% 20.60% 21.50% 21.70% 22.20% 23.20%
25%
Install Home Screen Start Tutorial Complete
Tutorial
First Leve Up Claim 1st
Reward
Start Mission
1
Compelete
Mission 1
%Day1 retention for players that reach each FTUE step
#Player Day n
Played tournament 500 35%
Level 5 & Didn’t
play tournament 300 30%
25%
31.00%
18.00%
Compelete
Mission 2
Upgrade
Character
Side Mission
%Day1 retention for cohorts post FTUE
18. Why day7 retention is just
as important as day1?
Players who pay later, pay more
3.
19. 19
Day2
▪ There are more payers on day 7 than on day 1
▪ People who pay later are more valuable
▪ Day 1 is a measure of FTUE, day 7 is a measure
of overall game enjoyment
You need a D7 retention rate
of at least 10%, with 10% of
these players being payers
20. 1M installs in 1Month
We are not just ‘buying’ single users.
Those users are people with their own social networks
4.
K= Number of Invites x Conversion Rate
K = 10 x 5% = 0.5
22. Hunting whales
Whales can spend $100 to $1000s
in their lifespam!(5% of Spenders)
Whales can be anyone; but they may not even know
that they are whales!
5.
24. 24
Maximize the potential of
whales strategy:
Focus on building better
long term engagement
Creating rewarding
experience for all
spenders as an effective
strategy (PRM)
More Payments
More Whales
26. 26
Determine which criteria you want to segment:
Low day1 retention: on-boarding
Retention on level3: analyze the health levels of
players entering the level
Create your segments with
measure of competency:
Acquiring XP
Competitive players
Resource usage
Purchase decisions
Momentum
Reward outcomes
Collaboration
Red players are loosing lives and failing to complete missions
$ PRM $
28. 27
Users: only your target Audience
and your target market.
Cohort size: 1K for engagement
and 3K for monetization
Definitions: for example different
ways for retention calculation
Event Structures: SDK integration
and event tracking
WORK WITH
RAW DATA