Saturday, 24 October 2015

Getting Players to Return to Facebook games

Getting players to post to the viral channel is a challenge every game designer faces when he or she is making Facebook games. It’s known that players are most likely to post when they’ve just started a game, but what motivates returning players?
Four things:
  • It helps me. There is a particular item or objective that is core to the progression of my game with which I need your help. Typically, the game allows you to buy your way around the “Ask Friends For Help” option. If I need your help to progress, short of paying cash, I’ll post it.
  • I know it helps you. It’s key here that it actually does help other players. I am likely to post something to my feed if it gives you something I would want for myself. I understand the item’s value and scarcity. It’s also important to consider that over the lifetime of a game as well as the curve of player progression, the value and scarcity of an object may change. What I care about in an early game may not mean anything to me later on. Does that mean the viral messages should change? Not always, but catering to player’s needs and a player’s perceived value is critical. I have seen messages in feeds which offer stuff I have absolutely no desire for. There is just no reason I would click. Other times, I am prompted to post a feed which will give my friends something which I know has no value. Likewise, I am not likely to post through.
  • It helps us both. Parody though it may be, Cow Clicker suggests players post a message to their feed. Anyone who clicks on the viral message not only gets “mooney” with which they can buy “clicks” to add to their “click” total, but also gives the original poster “mooney” as well. It is an example of a mutually beneficial viral which trades in the only thing that matters in the game – “clicks”.
  • Pride. I will post if I am actually proud of what I have achieved, be it a quest, an item or something else. Generally, I am proud of this because I want to show off the great thing that I have done. Recently, I posted that I’d leveled to 17 in a game, because it took me quite a while. When I finish building the epic chapel I am working on in another game, I can assure you I’ll post about that, too.
Does this mean we should only include virals which fit the above themes? No. What makes one player proud could make another feel frustrated at the conclusion. For instance, an epic quest to gather a lot of materials could challenge and excite one player but irritate another. Likewise, some players abhor all forms of feed messages while others are happy to click through a wide variety of virals. In fact, there is a whole class of player for whom “playing the feeds” has become a pleasant meta-game to the game it supports. Of course, we also don’t want to limit a player’s viral opportunities, particularly when our games depend on it, nor do we want to overdo it.
Ultimately, your only defense against subpar virals is playing your own game. Do you actually feel motivated to click your own viral message? If not, why do you think others will? Are you aware of the click through? Have you investigated the good ones vs. the lame ducks to understand what hooks they’re using? Are you watching your competitors like a hawk? Remember, though, that you are only one player in your game. Watch how others play, too, particularly if their play style is different than yours.
Analyzing your own play, feeling the hooks in the game and watching the results via metrics offers the best chance of creating compelling virals which players feel motivated to click through.


Friday, 23 October 2015

All the Fallout 4 Preorder Bonuses, Bundles and Special Editions that you can Grab


There are a lot of ways to buy Fallout 4, and while war may never change, the feeling of irreparable regret from picking the wrong preorder bonus can. So here’s a roundup of Fallout 4’s special editions, bundles and preorder bonuses to help you out.

Pip-Boy Edition

These sold out almost instantly. Coming across one a Pip-Boy Edition at a retailer would be like happening upon a pack of unicorns playing poker with Santa Claus, and also Benjamin Franklin is there.
On the other hand, Bethesda did put the Pip-Boy Edition back up for sale for just a few hours yesterday, so keep an eye out. This collectible set comes with a Pip-Boy replica, a Pip-Boy pocket guide, the Vault-Tec Perk Poster, and Power Armor Collectible Packaging. Oh, also the game. Fallout 4 is there too.

Fallout 4 Mighty Bundle

This offer comes exclusively from Mighty Ape, a New Zealand online retailer that would be happy to ship internationally should your love of Fallout prove strong enough to cross oceans.
For $119.99 (plus everyone’s favorite: international shipping costs) you’ll get the game, a Fallout Vault Boy Pop! Vinyl figure, a Vault-Tec Perk Poster, and a 96-page hard cover History of Fallout book.

Fallout 4 Gold Bundle

Available from Best Buy, the Fallout 4 Gold Bundle comes with Fallout 4 on either PS4 or Xbox One, the Fallout 4 Season Pass, and Vault Boy socks. You heard me, socks. Because while not everyone may want a T-shirt or poster, we all have feet.

Mister Handy Dota 2 Announcer Pack

Preorder Fallout 4 on Steam to receive the exclusive Mister Handy Dota 2 announcer pack.  This is a limited time offer, and the pack is expected to become available mid-November.

Access to the Enter the Vault Sweepstakes

Preorder Fallout 4 at a participating US retailer, enter a special code or a photo of your receipt on the official Fallout Facebook page, and gain entry to the Enter the Vault Sweepstakes.
There’s tons of prize tiers, with the grand prizes including a trip to Boston, Pip-Boys, a custom Xbox One Fallout 4 console, the Fallout Anthology, the Fallout 4 Season Pass, ‘Welcome Home’ T-Shirts, and Fallout 4 Patches.

Great War 2015 T-Shirt

Preorder Fallout 4 from the Bethesda store before Monday, October 26 and get a free Great War 2015 T-Shirt. Just apply the discount in your shopping cart and this dyed assemblage of cloth could be yours.

Vault-Tec Perk Poster

Preorder a physical copy of Fallout 4 (for PlayStation 4, Xbox One, or PC) and get a physical Vault-Tec Perk Poster featuring all 70 perks. This bonus will be available from multiple retailers while supplies last.
Not too long ago, we took a crack at deciphering the perk tree using nothing but clues from the poster. It was far from enlightening.

Fallout 3

Preorder Fallout 4 for Xbox, and you’ll get a free download of Fallout 3. This is a limited time offer, with no real info on how long the offer will last. If you preorder Fallout 4 from the Xbox Store, you’ll get a Fallout 3 code sent within 7-10 days. If you preorder from a retailer, you’ll get your Fallout 3 code when you pick up your physical copy.

Custom Fallout 4 Xbox One Faceplate

Preorder the Xbox One 1TB Fallout 4 Bundle from GameStop and get an exclusive custom Fallout 4 Xbox One console faceplate. 

Xbox One 1TB Fallout 4 Bundle

If you have a severe aversion to receiving free GameSpot faceplates, you can always pick up a regular Xbox One 1TB Fallout 4 Bundle at a variety of retailers for $399.

Black Friday Dell Bundle

This Thanksgiving, Dell is offering a 500GB Xbox One bundle that comes with a physical copy of Fallout 4, an extra controller, a Gears of War: Ultimate Edition download, and a 3.5mm headset, all for $299.99. It’s kind of insane.
The set boasts a market value of $469.99, and will be available in “limited quantities” starting November 26 at 6PM EST.


How to analyze paying users - The RFM-analysis

So, paying users are those guys that bring money to your product. It is very important to know all the nuances of their behavior: what do they pay for, how fast and how much. It is important to know what they feel by doing this, do they get satisfaction from the investments they made into your product. In fact, even in the case of f2p online-game every payment made by gamers is their investment: at the beginning they pay, at the end they get some ROI, which can be denominated in a currency or in the emotions they experience. Therefore, you should perceive users as investors even if they are minority investors.

In order to better understand the behavior, distribution and needs of paying users there exist special analytical methods and reports. Today we will talk about RFM-analysis as one of the basic methods of understanding the structure of your paying audience.

RFM stands for:

R – Recency – how long ago the last purchase was made;
F – Frequency – how often purchases were made;
M – Monetary – the volume of purchases during all the time.

You give three marks that correspond to those parameters to every paying user. As a rule, in theoretical materials a user is assessed with a three-point scale (relatively speaking: good, normal, bad), however in practice we have also faced five- or even ten-point scales in RFM-analysis. To make it easier, let's look at the example of the three-point system:
 
  • R = 1, it has been a long time since a user payed last time;
  • R = 2. last payment was made relatively short time ago;
  • R = 3, a user has payed recently;

  • F = 1, a user pays very rarely;
  • F = 2, a user pays with moderate regularity;
  • F = 3, a user pays often;

  • M= 1, the sum of all payments is small;
  • M = 2, a user has paid moderate amount of money to the project;
  • M = 3, a user has paid much money.

Of course, the question arises: how to understand in this case long time ago/recently, often/rarely and much/little. It is possible to answer this question in two ways:
 
  1. Expert assessment. No one knows your project better than you. Therefore, define for yourself what is long time ago and recently, what is much and little. Let's say, long time ago is a month and more ago, rarely is once a month or more rarely, little is not more that hundred rubles during the whole payment history.
  2. Quantiles and quartiles. Let's recall mathematical statistics. Arrange your users according to one of the parameters (for example, to the sum of payments made during all the time), take, for instance, top-5% of all the users and say that these users payed much. Congratulations, you have already got five-percent quantile of your users' sample. You can also take quartiles (quartile = quantile of 25% -level), and assess first quartile as much, last as little, and what is between them as an average size of a payment. Be that as it may, even when you use quantile and quartile you cannot do without subjective assessment, therefore, look at point 1 again.

Anyway, having spent some time in Excel (or somewhere else), you will give a mark to every paying user for recency, frequency and amount of payments.

Now is the most interesting part.

You can see how those marks are distributed among your paying users and what are the majority of users. This will allow you to segment your paying audience and plan your marketing actions aimed at raising profit.

A simple example:
 
  • Purchased recently, but rarely (or only one payment) – new paying users. What should you do with them? Express your gratitude! Your aim is to stimulate them to make repeated purchases. As many researches show, repeated purchases, their regularity and size raise the app's chances to earn a million of dollars.
  • Purchased recently and purchase often – loyal users. They do not need additional stimulation, however you can find a way and thank them for their loyalty (unexpected bonus, surprise, just “thanks” - all these work).
  • Purchased often, but long time ago – loyal users on the verge of leaving. In other words, these are the money that right now slip through your fingers. Your aim is to remind them about yourself. Maybe, a simple push-notification will be enough. Maybe, it is worth asking them what has changed and why they are leaving.
  • Purchased rarely and long time ago – outflow of users. They didn't become loyal, something in the past prevented them from doing it. You can propose them (and not only them) an action - even if it is not profitable for you - which would stimulate them to make a repeated purchase and to return to the product. Otherwise, at least you can try to find out what they didn't like, and adjust the product based on the feedback.

Imagine the following case.
 
  1. Project X wants to raise its income;
  2. They conduct RFM-analysis, and it shows that:
    1. the outflow of loyal users is very high;
    2. many users make only one purchase.
  3. They introduce some triggers to the project that allow to recognize the moment when the stay of a user in a status “one purchase” is too long or when a user that was loyal before stops paying. At these moments users get “an offer that they can't refuse” (special action, big discount, information is delivered by push-notification or pop-up window when logging);
  4. The percentage of repeated purchases rises, more loyal users stay with the product;
  5. Profit.

Both of discussed examples operate only two parameters: Recency, Frequency.

Adding the Monetary parameter to the report will allow to use volumes of every user's payments in addition.


Besides that, the analysis can be conducted based on the quantity of users or based on money that you get from them.


In addition, it is possible to look at the combination Monetary-Recency (how much do users pay and how long ago did they pay), Monetary-Frequency (how much and how often do users pay).

The easiest way is to analyze paying users in the frames of one parameter is to get distribution of users and their payments depending on time (long time ago – recently), on frequency (often – sometimes – rarely), on amount (much – average – little).

In particular, analysis of paying users according to the size of their payment in f2p-games is usually described with the help of the inhabitants of sea depths:
 
  • Whales – users that bring big sums;
  • Dolphins – users that bring average sums;
  • Minnows – users that bring small sums.

Here we don't speak about the sums of one payment but rather about general sums accumulated during the whole payment history of a user. The differentiation on big, average and small sums is made based on expert assessment again.

By analyzing the amount of users in every segment and the amount of money that you get from every segment you will be able to understand, which actions are better for raising the profit. To lower prices? To raise prices? To focus on the retention of “whales”?


At our service devtodev.com we have divided users depending on the volume of their payment into five segments additionally defining “grand whales” and “grand dolphins”. In particular, the discussed example shows that the main part of the income is brought by “whales” and “grand dolphins”, therefore, the focus of the marketing forces should be on them.

This is only a part of methods that can be used to analyze paying users. There are many more questions, answers to which will help you to customize your project's monetization better. There are only some of them:
 
  • How fast your users are converted into paying? During the first, the second or the tenth purchase?
  • What do users pay for? Why do they become paying after all?
  • How much money do you make on the first payments of gamers, how much – on repeated?
  • How much money do beginners bring to you, how much do “oldies”?