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For a more detailed and in-depth version, please contact us at: contact@activegamingmedia.com Visit our website to see the types of products and services we provide: http://www.activegamingmedia.com/en/ For any inquires or questions regarding our products and services, please contact us at: contact@activegamingmedia.com Osaka Main Branch Okazaki Building 2F, 1-12-6 Utsubo Honmachi, Nishi-ku, Osaka, Japan 550-0004 Tel: 06-6147-9401 Fax: 06-6147-9402 Tokyo Business Ofaice Clover Nishishinjuku Bldg 2F. 3-23-4 Yoyogi, Shibuya-ku, Tokyo, Japan 151-0053 Tel: 03-6276-3075 Fax: 03-6276-3076
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Guidelines on making a successful casual game
Focusing on Japan
http://www.activegamingmedia.com/
What is a “casual game”?
A category of social games apart from strategy SLG, MMORPG, card games, simulation games, etc.
Examples: Puzzle games Hidden object games “Spot the difference” games Classic games (mahjong, chess, etc.)
Etc.
P.2
Puzzle and Dragons
Distribution of APRUxMAU by genre
P.3
Casual games have a high MAU (monthly active users) but a low ARPU (average revenue per user) compared to other games.
To raise the ARPU, +α elements are necessary
P.4
Casual game and +α elements Casual game elements +α elements
A) Learning elements • Simple tutorial • Simple plot • Simple game rules
H) Progression elements • Assets • New quests/missions • Special collections
B) Operational elements • Ease of control • Clear instructions
I) Rewarding elements • Game coins, cards, etc. • Gacha • Daily play bonus
C) Irritating elements • Time limits
J) Social elements • Friend chat/comment-‐related features • Discussion board/circles
D) Refreshing elements • Chain reactions (e.g.: level-‐up, combos)
K) Strategic elements • Optimization of decks and stages
E) Unexpected elements • Raid bosses
L) Growth elements • The development of avatars
F) Competitive elements • PvP • Rankings
M) Random elements • Gacha • Random reward items
G) Tactical elements • Special reward items
N) Limited elements • Events P.5
Steps for making your game successful and increasing its KPI
Step 1: Can you catch players’ attention? Step 2: Can you maintain the short-‐term RR (retention rate)?
Step 3: Can you maintain the long-‐term RR and the level of ARPU over time?
P. 6
Elements required for each step
P. 7
Step 1 Launch ~ First
play
Step 2 Short-‐term RR
Step 3 Long-‐term RR & ARPU
A. Learning element
B. Operational element
C. Irritating element
D. Refreshing element
E. Unexpected element
F. Competitive element
G. Progression element
H. Rewarding element
I. Social element
J. Tactical element
K. Strategic element
L. Growth element
M. Random element
N. Limited element
Monetization
Monetization However, it is also important to monetize the game
cleverly throughout each step! 1) Timing
2) In-‐game store Make it easy for players to make purchases Bonuses Packages
3) Pricing
P. 8
How to create your games
Step 1: Research (Gathering users’ opinions) Step 2: Linking the comments Step 3: Considering the types of games
realected from these comments Step 4: Application of the above casual game
and +α elements
P. 9
Thank you! For a more detailed and in-‐depth version, please contact us at: contact@activegamingmedia.com
Visit our website to see the types of products and services we provide: http://www.activegamingmedia.com/en/
For any inquires or questions regarding our products and services, please contact us at: contact@activegamingmedia.com
Osaka Main Branch Okazaki Building 2F, 1-‐12-‐6 Utsubo Honmachi, Nishi-‐ku, Osaka, Japan 550-‐0004 Tel: 06-‐6147-‐9401 Fax: 06-‐6147-‐9402
Tokyo Business Ofaice Clover Nishishinjuku Bldg 2F. 3-‐23-‐4 Yoyogi, Shibuya-‐ku, Tokyo, Japan 151-‐0053 Tel: 03-‐6276-‐3075 Fax: 03-‐6276-‐3076
P.10
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