Game as service is not just about adding content. It’s about serving the needs of users. And that has implications for the way you design and monetize your game.
Designing gacha and setting up the probabilities is a much a matter of game economy as it is a matter of perspective. This point provides pointers to approach gacha design and suggests ways to improve the monetization of your gacha.
This post discusses how to approach the tuning of your progression and balancing of your gameplay. Gameplay balancing is not an abstract process of number tweaking. To be effective gameplay and progression tuning need to be driven by qualitative considerations and a strategic understanding of user experience.
This post suggests way to approach your in-game economy, and the guiding principles that can help you optimize your in-game prices without going through an AB test.
Colopl reports an interesting metric: ARPQU. In doing so, they focus only on the metrics of users who launched the app at least once after 7 days of its download date. In this post I reflect on what this might mean, and how you can use this as part of your OKR process.
John Doerr’s book on Objectives and Key Results provides a great framework to consider product development in general, and game development in particular. This post goes into some insights that can be derived from that framework for mobile games.