Game Live Ops for Mobile Indies
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Transcript of Game Live Ops for Mobile Indies
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About Frenzoo
• 3d lifestyle games startup• Launched last year• “Learn every day” culture• No shoes policy :)
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Rundown…
• Defining live ops• Should Indies care?• Case Studies• Lessons learned
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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
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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
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Megapolis – local singleplayer
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Example
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Associated sale
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Fall of a Meteorite summary
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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
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Campus Life – local singleplayer
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Example
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Motor World – global multiplayer
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Example
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Motor World – global multiplayer
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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
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Collaboration examples
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Example
Mostly independentGuild cooperation
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Style Me Girl – global multiplayerExample
Eco chic event• Themed style challenges (pvp)• Themed time limited items• Single global leaderboard• Rare prizes
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Eco Chic results vs Baseline
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• Increased sales• Players enjoyed• Collecting spirit
• Casuals stopped early• Server overload• Too manual• PvP only
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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 :)