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In it for the long run: Sustaining mobile hits over years Sophie Vo Product Lead at Wooga
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In it for the long run. How to sustain mobile hits over years.

Apr 13, 2017

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Sophie Vo
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Page 1: In it for the long run. How to sustain mobile hits over years.

In it for the long run: Sustaining mobile hits over years Sophie Vo Product Lead at Wooga

Page 2: In it for the long run. How to sustain mobile hits over years.
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Global launch

Live time Production time

5+ years

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The 4 key pillars

1. Big features 2. Events 3. Content & frequency 4. Smart automation

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About myself...

7+ years in the mobile gaming industry

Live games expertise

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2009-Today

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2013-Today

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4 key pillars

1. Big features 2. Events 3. Content & frequency 4. Smart automation

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1. Big features

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2014

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Long term retention=> Missions

+

Is it fun enough?

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7 bonus levels in Diamond Dash

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Was it worth the risk?

DAU uplift vs control group

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Key facts

3 months development Parallel development +5% DAU +8% 60-days retention % +42% revenues

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Coop feature => Team Battle

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Key facts

4 months development First coop’ feature in a puzzle game +10% DAU +60% revenues

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Big features have big impact

Takeaways

Taking risks pays off But, minimize that risk Test, playtest, a/b test Leverage marketing opportunities 1-2 times per year

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4 key pillars

1. Big features 2. Events 3. Content & frequency 4. Smart automation

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2. Events

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Don’t miss an opportunity

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Example 1: double XP

3-5 days of development +50% revenues

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1week of development +30% revenues

Example 2: empowered boosts

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1 month development ++ participation rate ++ replay value + monetization +/- cannibalization in activity

Example 3: Tower v1

=> New currency systems

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Events: good for experiments, good for Live Ops!

Takeaways

Events are very good ROI It supports big features development Risk is pretty low

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1. Big features 2. Events 3. Content & frequency 4. Smart automation

4 key pillars

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3. Content & frequency

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End of content players

1% DAU 25% revenues

=> 20 levels/2weeks

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Live Ops development 20 new levels every 2 weeks, dynamically 1 event live per week Bug fixes Staff: 3 level designers, 2 artists, 2 devs

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Feature development 1 big feature per semester 1 new event developed per month Game revamp (UI, new user funnel…) Technical refactoring Staff: 1 game designer, 2 artists, 3 devs

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Release often, but release well

Takeaways

Ensure a viable content pipeline From the launching day! Think of parallel development

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1. Big features 2. Events 3. Content & frequency 4. Smart automation

4 key pillars

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4. Smart automation

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Launch

6+ years

6 months

Silent automation

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How??

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Sales

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13 event types

Events

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DAU REVENUES

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What else?

Continuous support of operations Store updates 1 person, part-time Scheduling tool

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Game automation doesn’t mean the end

Takeaways

Think about scalibility and flexibility Automate processes and content Plan a scheduling tool for events

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Final wrap up

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4 recipes for successful Live games

Stabilize the Live operations Look for big growth opportunities Make the most of events Embrace automation

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One more thing

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Q&A