life after launch: how to grow mobile games with in-game events

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Simon Hade, COO & Co-founder Forget Features! How we grow games using Live Ops & In Game Events

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Page 1: Life After Launch: How to Grow Mobile Games with In-Game Events

Simon Hade, COO & Co-founder

Forget Features! How we grow games using Live Ops & In Game Events

Page 2: Life After Launch: How to Grow Mobile Games with In-Game Events
Page 3: Life After Launch: How to Grow Mobile Games with In-Game Events
Page 4: Life After Launch: How to Grow Mobile Games with In-Game Events

Accessible Live Ops

Broad reach

Top 100

Quick win Innovated clan wars & events

$37m

Ultimate Live Ops Platform

Very core

$19m

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Page 6: Life After Launch: How to Grow Mobile Games with In-Game Events
Page 7: Life After Launch: How to Grow Mobile Games with In-Game Events
Page 8: Life After Launch: How to Grow Mobile Games with In-Game Events
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12 months - daily revenueBaseline excl, event revenue

Actual incl. event revenue

50% revenue from events

Page 13: Life After Launch: How to Grow Mobile Games with In-Game Events

6 months - daily revenue

Baseline excl, event revenue

Actual incl. event revenue

27% revenue from events

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90%

92%

94%

96%

98%

100%28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45

SurvivalRate%

DaysSinceInstall

SurvivalRate%

98% month on month retention

Page 15: Life After Launch: How to Grow Mobile Games with In-Game Events

Incremental revenue (30-50%)

Better retain engaged players

Why do In Game Events?

Page 16: Life After Launch: How to Grow Mobile Games with In-Game Events

Beware: cannibalisation & conditioning

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Baseline Revenue

Uplift from Events

Event Cannibalisation

Beware: cannibalisation & conditioning

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Beware: content bloat

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Beware: changing core gameplay

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Average Gold Balance by Castle Level

New Castle Level 17 Sinks Added

Beware: economy (mis)management

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Revenue cannibalisation

Sales conditioning

Content bloat

Inadvertently screwing your economy

Things to be wary of

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Do you need events to be successful on mobile?

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Page 26: Life After Launch: How to Grow Mobile Games with In-Game Events

Programmatic

Curated

Frequent

Infrequent

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1. Define a genre or play pattern

2. Be No 2 or 3 with a brand

3. Focus on a valuable niche community, monetising through live ops & events

Formulas for success on mobile

Page 28: Life After Launch: How to Grow Mobile Games with In-Game Events

How we came to figure out live ops …

Page 29: Life After Launch: How to Grow Mobile Games with In-Game Events

“We have to kill Samurai Siege. We need the developers”

16 people

4 people / 0 developers

Gross Bookings

?

Page 30: Life After Launch: How to Grow Mobile Games with In-Game Events

“We have to kill Samurai Siege. We need the developers”

16 people

4 people / 0 developers

Gross Bookings

Profit per employee

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Putting a game into Live Ops can revive it

More profitable per employee

… But you need the right team

Live Ops > Features

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The Team

Economy

Design

QA

Live Ops

Community

Leader

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• T-shaped

• High output

• Team players

The Team

Economy

Design

QA

Live Ops

Community

Leader

Page 34: Life After Launch: How to Grow Mobile Games with In-Game Events

The Team

QA

Design

New Game

Analyst

PM

5 yrs 1 yr

Community

VIP

Live Ops

PM

PO

1 yr

QA

Design

3 yrs

Community

VIP

Live Ops

Community

VIP

3 yrs

CS

Community

VIP

1 yr

Page 35: Life After Launch: How to Grow Mobile Games with In-Game Events

Find T-shaped people

Great training ground

… but need to invest in tools and content

The Team

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The Toybox & the Treadmill

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Bespoke graphics & theming

Time limited offers

Core gameplay will be new. Every time!

Social pressure to perform

Three event types & ability to add more

Players/Alliances really care about winning

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The ToolboxStreaming graphics from

Amazon

Content Management System

Scheduling

Events: Alliance Totaliser, Personal Tournament, War Rush

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Spec

Local config

CMS

Testing

Code commit

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Spec

Local config

CMS

Testing

Code commit

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Spec

Local config

CMS

Testing

Code commit

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Spec

Local config

CMS

Testing

Code commit

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43

Spec

Local config

CMS

Testing

Code commit

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44

Spec

Local config

CMS

Testing

Code commit

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Spec

Local config

CMS

Testing

Code commit

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Spec

Local config

CMS

Testing

Code commit

Major event = 2 hours

Small event = 30 mins

Page 47: Life After Launch: How to Grow Mobile Games with In-Game Events

Le Toolbox Deluxe

Event Types

Personal Totaliser

Alliance Totaliser

Metagame Variation

Gameplay Variation

Easter eggs

$$$

Pay to play

Event accelerants

Pay not play

Gacha

Competition

Leaderboard rewards

League rewards

Revolving

Beat the Boss

Heats

Content

Permanent Vanity

Permanent Functional

Functional to Vanity

Temporary Functional

Early Access

Consumables

Gacha

Event currency

Upgradable

Mods

Page 48: Life After Launch: How to Grow Mobile Games with In-Game Events

Personal Totaliser

Alliance Totaliser

Metagame Variation

Gameplay Variation

Leaderboard rewards

League rewards

Revolving

Easter eggs

Permanent Vanity

Permanent Functional

Functional to Vanity

Temporary Functional

Early Access

Consumables

Gacha

Pay to play

Event accelerants

Pay not play

Gacha

Event currency

Beat the Boss Upgradable

Heats

Best performing

Mods

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Page 50: Life After Launch: How to Grow Mobile Games with In-Game Events
Page 51: Life After Launch: How to Grow Mobile Games with In-Game Events

Personal Totaliser

Alliance Totaliser

Metagame Variation

Gameplay Variation

Leaderboard rewards

League rewards

Revolving

Easter eggs

Permanent Vanity

Permanent Functional

Functional to Vanity

Temporary Functional

Early Access

Consumables

Gacha

Pay to play

Event accelerants

Pay not play

Gacha

Event currency

Beat the Boss Upgradable

Heats

Most engaging

Mods

Page 52: Life After Launch: How to Grow Mobile Games with In-Game Events

Personal Totaliser

Alliance Totaliser

Metagame Variation

Gameplay Variation

Leaderboard rewards

League rewards

Revolving

Easter eggs

Permanent Vanity

Permanent Functional

Functional to Vanity

Temporary Functional

Early Access

Consumables

Gacha

Pay to play

Event accelerants

Pay not play

Gacha

Event currency

Beat the Boss Upgradable

Heats

Most Money

Mods

Page 53: Life After Launch: How to Grow Mobile Games with In-Game Events

Mo Money Mo Problems

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Page 61: Life After Launch: How to Grow Mobile Games with In-Game Events

Start simple, aim for max flexibility

Every game is different

Players love new content

Leaderboards + functional prize = $$$

… but beware the content treadmill

The Toybox

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Our first event

Page 63: Life After Launch: How to Grow Mobile Games with In-Game Events

Permanent Vanity 25k presents

(~50 alliances)

Temporary OP boost 10k presents

$2 premium currency 2.5k presents

Gameplay variation 500 presents

Our first event

Page 64: Life After Launch: How to Grow Mobile Games with In-Game Events

Event Types

Personal Totaliser

Alliance Totaliser

Metagame Variation

Gameplay Variation

Competition

Leaderboard rewards

League rewards

Revolving

Easter eggs

Content

Permanent Vanity

Permanent Functional

Functional to Vanity

Temporary Functional

Early Access

Consumables

Gacha

$$$

Pay to play

Event accelerants

Pay not play

Gacha

Event currency

Beat the Boss Upgradable

Heats Mods

Page 65: Life After Launch: How to Grow Mobile Games with In-Game Events

$50k

$120k

Our first event

Page 66: Life After Launch: How to Grow Mobile Games with In-Game Events

Time to build

content

Time to consume content

Our first event

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Remember our most popular event

Standard RamNuclear Ram

Page 68: Life After Launch: How to Grow Mobile Games with In-Game Events

Solution! Frankenstein troops

• Regular trainable troop • Temp hero troop (camp) • Defensive structure

Context Changes

• Shader changes • Trails • Asset swap • Size

Visuals

• Conical damage • Spell cast on death • Damage drop off over range • Elemental vulnerabilities • Mix and match projectiles

Gameplay Changes

• Health • DPS • Range • Speed • Training time • AI priorities

Regular stats

Page 69: Life After Launch: How to Grow Mobile Games with In-Game Events

Frankenstein troops + Sagas

Prismatic Mage Saga: The Tome of the Mad Scholar

1 week work = 4 weeks content

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Regular Essence Master Prismatic Mage Level 1

Prismatic Mage Saga

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Prismatic Mage Level 2 Prismatic Mage Level 3

Prismatic Mage Saga

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Prismatic Mage Saga

Week 1 48hr Alliance

Totaliser

Week 2 24hr Alliance

Totaliser

Week 3 48 hr Alliance

Totaliser + Leaderboard

Week 4 Engagement

Event

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Intensity correlates to revenue

Page 74: Life After Launch: How to Grow Mobile Games with In-Game Events
Page 75: Life After Launch: How to Grow Mobile Games with In-Game Events

1-3-2-4 intensity cadence

Frankenstein troops + sagas

1 week work for 4 weeks content

Reduce, re-use, recycle

The Treadmill

Page 76: Life After Launch: How to Grow Mobile Games with In-Game Events

Events = $$$ + d365% Beware • cannibalisation • content bloat • economy change Live Ops > Features

T shaped people Training ground

Invest in tools

Page 77: Life After Launch: How to Grow Mobile Games with In-Game Events

Stream content

Content Management

Scheduling

Few reusable formats

Players love content

Max flexibilityLeaderboards + functional prizes = $$$

Beware of burnout

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1-3-2-4 cadence

Frankenstein troops

Sagas

1:4 time to create:consume

Page 79: Life After Launch: How to Grow Mobile Games with In-Game Events

Simon Hade, COO [email protected]