Tournament Time! Live Ops for Indies

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Presentation transcript:

Tournament Time! Live Ops for Indies

About Frenzoo 3d lifestyle games startup Launched last year “Learn every day” culture No shoes policy :)

3 Rundown… Defining live ops Should Indies care? Case Studies Lessons learned

4 LIVE OPS – One definition “What players perceive as a time limited event” Can be: Gameplay, content, contest, bonuses etc Single or multiplayer Local or global –Local = can happen at different times for different players –Global = system wide Most advanced in Japan

5 Reasons to do live ops Fun factor! (short term retention) Establishes return schedules (medium term retention) Community building (long term retention) Monetization increase “More than half of our Modern War revenues comes from events” - Mike Lu

Megapolis – local singleplayer 6 Example

Associated sale 7

Fall of a Meteorite summary 8 5 stages needed to complete within a week Build & upgrade around 10 buildings Collect many items through social Complete contracts Visit friends Total requirement ~ 500 cash + 500,000 coins IAP = $US 20 + $US 10 = $US 30 total

Campus Life – local singleplayer 9 Example

Motor World – global multiplayer 10 Example

Motor World – global multiplayer 11 Example Reward (car) of one stage needed for next Completing stage 4 unlocks global ranking Additional rewards for global top ranked Pay to play at higher stages

Collaboration examples 12 Example Mostly independentGuild cooperation

Style Me Girl – global multiplayer Example Eco chic event Themed style challenges (pvp) Themed time limited items Single global leaderboard Rare prizes

Eco Chic results vs Baseline 14 Increased sales Players enjoyed Collecting spirit Casuals stopped early Server overload Too manual PvP only

15 Lessons learned Plan for events in design phase Use core mechanics Local events are “set and forget” Give all a set of achievable goals Pair with themed item packs Have fun :)

16 Thanks! Any Blog: IteratingFun.com