casual gaming metrics applied to social gaming

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Who am I? Andrew Mayer 17 Years of game production: - Producer/Designer - Creative Director at Cartoon Network Online - Casual Games for Playfirst www.mediashifters.com

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Describes how metrics were used in casual games and applies them to current issues facing Facebook developers.

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Page 1: Casual gaming metrics applied to social gaming

Who am I?

Andrew Mayer

17 Years of game production:- Producer/Designer- Creative Director at Cartoon Network Online- Casual Games for Playfirst

www.mediashifters.com

Page 2: Casual gaming metrics applied to social gaming

Who am I?

Andrew Mayer

Social Gaming and User Experience Consultant- Working with Social, Casual, and Core game companies- Development Strategies- Monetization- Game Design- Community Integrationwww.mediashifters.c

om

Page 3: Casual gaming metrics applied to social gaming

- PlayFirst was one of the first to integrate metrics into

Casual.

- Developed strategies for metrics integration.

- Analyzed findings to determined implementation.

- Integrated feedback across a variety of titles.

Casual Metrics

Page 4: Casual gaming metrics applied to social gaming

Measuring Casual Games

Page 5: Casual gaming metrics applied to social gaming

Most Casual Games are built around a common Structure

– Large “areas” contain a number of individual levels.

– Complete all levels to move to the next area.– New game dynamics are introduced in areas.

– Story elements are revealed in-between levels.

Page 6: Casual gaming metrics applied to social gaming

Common Casual Play Modes

– AdventureA single linear play experience wrapped in some kind of story arc.

– ArcadeTimed play for high score.

– ChallengeTry to get the highest score possible, or beat a series of puzzles.

Page 7: Casual gaming metrics applied to social gaming

Big Decisions Are made early

You’re making some of the most expensive and hard to change decisions about the game before you’ve even started coding it.

Genre, Play Dynamic, Interface, Assets, etc.

Page 8: Casual gaming metrics applied to social gaming

Big Decisions Are made early

– Casual games are often built around existing demographics – Mostly based on popular genres.– These are classic “sales metrics” decisions.

– Clones and sequels are common – Both in gameplay and genre.

Page 9: Casual gaming metrics applied to social gaming

It’s all about CONVERSION

– At some point between 30 minutes to an hour the shutter comes down– Free play ends.

– Users must pay from $10 to $20 and purchase the game if the want to continue.

– Conversion rates are low– 3-5% is a smash hit.

Page 10: Casual gaming metrics applied to social gaming

It’s all about CONVERSION

– Powerful Portals dominate the points of purchase.– Yahoo, BigFish, Shockwave, etc.– They also own the DRM Wrapper

– Conversion rates are low– 3-5% is a smash hit.

Page 11: Casual gaming metrics applied to social gaming

So, the main question is:

– How do you get your audience to pay for your product when the free part is over?

– Especially when the cost to play something else is free.

Page 12: Casual gaming metrics applied to social gaming

Defining metrics for Casual

Page 13: Casual gaming metrics applied to social gaming

What is (or isn’t) the player doing?

– How far did the user get before they ran out of time?

– If the game is supposed to be addictive why isn’t the user purchasing the game?

Page 14: Casual gaming metrics applied to social gaming

Did the user even finish the trial?

– What were they doing when they bailed?

– Often times there was a specific level where people decided to give up or go pro.– that’s not a bad thing if people converted

significantly on a certain level.

– Is there a obvious problem to be found?– Most often yes.

Page 15: Casual gaming metrics applied to social gaming

The Main Conditions

– How long did they play for?– And what were they doing when they stopped?

– Did they come back again?– How long did it take them to come back?

– Did they play to the end and not buy?– Where were they when the shutter came down?

– Was there anything in particular that they loved or hated?– Players tended to bail in clumps.

Page 16: Casual gaming metrics applied to social gaming

Change is harder in Casual

– Changing assets, interface, or gameplay was often expensive.– Changes had to be propagated throughout the

game.

– Rolling out revisions was difficult.– Not only does the product need to be revised, but it

needs to be propagated.

– It is possible to delay a launch, but it makes the Portal unhappy.– Big rollouts needed a

front page launch.

Page 17: Casual gaming metrics applied to social gaming

What we could change: THE RAMP

– How difficult does the game becomes, and how quickly?

– How and when do you introduce new play dynamics?

– Are the story elements helping move the player along?

Page 18: Casual gaming metrics applied to social gaming

What we could change: THE RAMP

– Levels were always built using a dedicated tool

– Or by editing a simple (human readable) attributes file.

Page 19: Casual gaming metrics applied to social gaming

The Balancing act:Difficulty goes both ways

– It’s obvious when levels are too hard but sometimes a game is too easy

– Players need to understand where the game is going to go.– But at the same time they can’t get frustrated.

– At some point you need to demand they play strategically rather than tactically.

Page 20: Casual gaming metrics applied to social gaming

Lessons for Facebook Developers

Page 21: Casual gaming metrics applied to social gaming

Focus on metrics that surround the activities you're looking to promote.

– The single most important thing to capture is what the player is doing when they stopped playing your game.

– What was the first thing did when they came back?

– Use your metrics to target when the users made the decisions you actively want them to make.

Page 22: Casual gaming metrics applied to social gaming

Social’s biggest advantage is flexibility

– Changes automatically impact all users going forward.– Which is awesome.

– The audience is dynamic and innately viral– You can launch and relaunch.

– You have more than one method of monetization– Choose a model that matches the gameplay– And/or choose gamplay that matches your model.

Page 23: Casual gaming metrics applied to social gaming

Track their movement

– If the audience never sees something, that’s a big problem.

– They aren’t innately curious.

– So make sure they’re even looking at the stuff that’s not on the main page.

Page 24: Casual gaming metrics applied to social gaming

Try competing solutions

– Player satisfaction isn’t always easy to gauge.

– What seems obvious may not be.– It’s not too hard, it’s too easy!

– You may have more than one audience.– And you may have to pick one of them to reach the

next level of success.

Page 25: Casual gaming metrics applied to social gaming

Don’t build Haystacks

– Be careful of tracking too much.– Tracking every keystroke leads to servers filled with

unanalyzed data.

– Pick data points that relate to your current initiative.– Create your baseline to measure against.

Page 26: Casual gaming metrics applied to social gaming

Beyond the Money

– It was easy to think that everything was impacting conversion.– But sometimes you need to solve incremental

problems to uncover the real issue.

– Set the expectations the user is bringing into the experience, and work from there.

– Make sure you’re giving the player a genuinely valuable experience.

Page 27: Casual gaming metrics applied to social gaming

Thank you.

Column: www.insidesocialgames.com

Email: [email protected]

Twitter: mediashifters

www.Mediashifters.com