Showing posts with label Optimizing. Show all posts
Showing posts with label Optimizing. Show all posts

Optimizing Your Tutorial – How to Introduce Currency in a Virtual Economy

You can have 20 million users download you freemium application, but if only 2 of them spend more than 30 seconds in your app you have a problem! This week we will look at the ways currency can be introduced and the best way to introduce users to your games virtual economy.

Dad to son: “Don’t spend it all in one place”

I remember as a child, although infrequently, receiving money from my parents for a number of reasons. Monetary reward would come from performing chores, good grades and birthday events. Receiving this fine coinage would always be accompanied with the phrase “Don’t spend it all in one place!”…. and while my father’s intentions really weren’t for me to spread my cash across multiple places, he did attempt to warn me against spending my money foolishly. Growing up my father was always delivering sound bites on money management regardless of how much they were ignored, but the point was eventually digested and I soon better understood how to spend my money. In the way that my father educated me, we as game developers need to educate our users on how to operate or “spend” money in the virtual game economies that we create.

Currency introduced through gameplay

The best way to teach is through action. Encourage your user to take action that requires spending virtual currency. Always reinforce the spending with a positive experience so that a user knows spending money is valuable. All successful simulation games on the mobile market today introduce currency as unique steps in their tutorial… or at least require it be used within the first few sessions of gameplay.

Quarters, Nickels and Dimes

Many games these days have multiple currency types know as premium (primary) currency and secondary currency. Primary currency typically is defined as being rare and tightly tied to real dollar value while secondary currency can be easy to earn and readily accessible. Depending on the game, you can choose to charge real dollars for both premium and secondary currencies or simply just premium. Make sure to introduce both currencies during game but do so separately. Be careful to introduce users to your currency all in one step or action. Spread out the introduction over a series of steps so that they can fully grasp how the decisions they make regarding their purchases affect gameplay.

Missions vs. Tutorial

Next week we will talk about the differences of missions vs. tutorials and the value each play in a mobile gaming environment.

Do you have a question about freemium gaming or a topic you’d like us to explore? Let us know in the comments or catch us on twitter @rechargestudios or @w3i.

Freemium Game Blogs are published in partnership with the series on W3i’s corporate blog.

Matt Tubergen heads Recharge Studios, a wholly owned subsidiary of W3i that invests in the development and marketing/distribution of freemium mobile games.  W3i is a market leader in distributing and monetizing apps with over 500 million apps distributed for W3i clients. Recharge Studios is actively seeking new investment opportunities, if you have a great idea for a game contact us.

More about → Optimizing Your Tutorial – How to Introduce Currency in a Virtual Economy

Optimizing Your Tutorial – Simplicity Is Key

You can have 20 million users download you freemium application, but if only 2 of them spend more than 30 seconds in your app you have a problem! This week we will look at important elements for any successful tutorial with the focus on making every action as simple as possible

No one likes to read…

It’s true! For most users, young or old, they don’t want to read through a dissertation on understanding gameplay. Keep your users engaged by visual elements that are predictable and understood by all. Iconography should be introduced early to help users relate game elements and components. Long winded text is a sure killer of any mass appeal freemium game.

Introduce functionality over time

Even if you do not have a traditional tutorial it is highly recommended that functionality is introduced overtime through exploration and gameplay. Use the rate of gameplay to introduce new functions through exploration instead of just talking about it. Text bubbles or animations can be used to provide context to storyline, but introduce the functionality slowly.

Limit functionality

In the same breath, make sure users are doing what they need to be doing to learn the game functions. Locking down other functions until users complete actions ensures that they are learning the necessary actions needed to stay engaged in the game.

The never ending tutorial

Next week we will speak to specific strategies on how to review your data and take meaningful steps to test your theories based on collected data.

Do you have a question about freemium gaming or a topic you’d like us to explore? Let us know in the comments or catch us on twitter @rechargestudios or @w3i.

Freemium Game Blogs are published in partnership with the series on W3i’s corporate blog.

Matt Tubergen heads Recharge Studios, a wholly owned subsidiary of W3i that invests in the development and marketing/distribution of freemium mobile games.  W3i is a market leader in distributing and monetizing apps with over 500 million apps distributed for W3i clients. Recharge Studios is actively seeking new investment opportunities, if you have a great idea for a game contact us.

More about → Optimizing Your Tutorial – Simplicity Is Key

Optimizing Your Tutorial – Setting The Table for an Effective Tutorial

You can have 20 million users download you freemium application, but if only 2 of them spend more than 30 seconds in your app you have a problem! This week we will look at ways to prepare for defining a tutorial and putting in place the framework to effectively optimize your tutorial over time.

Don’t fly blind, analytics is essential

There are multiple ways to optimize the performance of your tutorials but it will be next to impossible without proper analytics in place. There are many “off the shelf” solutions available for tracking metrics such as Apsalar and Flurry. Developers can also take advantage by building their own.  One size/solution does not fit all and it can be somewhat overwhelming when first attempting to secure effective means of data collection. However, if there is one word to the wise it would be this: The more data you have available the more insight you can capture. Make sure you are tracking users behaviors by device ID’s or other unique, non-personally identifiable sources. It’s essential to be able to track user segments and allow for effective cohort analysis.

What to track?

The sky is the limit to what to track and when, but I would suggest prioritizing the material you look to analysis. Here are a few prioritized suggestions:

1)      Find the gaps – Track the funnel and identify any major pain point users are having. If users are making it through steps 1-3 but sharply dropping off at step 4, you know where you need to look for optimization.

2)      Find the positive – See where users are effectively progressing and determine how you might be able to apply the user experience to other parts of the game

3)      Track behavior outside of the tutorial – It’s important to analyze the behaviors of users who choose to exit the tutorial or turn away from the initial “suggested” gameplay progression. See if stricter rules need to be put in place to force user education. Or you might find that users do just fine without your help!

4)      Track user segments – Not all users are the same. Compare the behaviors of users based on the following criteria

Source – Where did they come from?Device – iPhone vs iPad?Territory – UK vs US?Relative App Info – What other apps do they have?Time and date acquired – 4pm on Tuesday or 2am on a Saturday?Events Comparisons – If user X gets through level Y, they are Z% more likely to convert to a paid user

Solving the problems

Next week we will speak to specific strategies on how to review your data and take meaningful steps to test your theories based on collected data.

Do you have a question about freemium gaming or a topic you’d like us to explore? Let us know in the comments or catch us on twitter @rechargestudios or @w3i.

Matt Tubergen heads Recharge Studios, a wholly owned subsidiary of W3i that invests in the development and marketing/distribution of freemium mobile games.  W3i is a market leader in distributing and monetizing apps with over 500 million apps distributed for W3i clients. Recharge Studios is actively seeking new investment opportunities, if you have a great idea for a game contact us.

Freemium Game Blogs are published in partnership with the series on W3i’s corporate blog.

More about → Optimizing Your Tutorial – Setting The Table for an Effective Tutorial