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 What does being “Free to Play”
actually mean?
 What the heck is a KPI?
 Who needs to care about KPIs?
 Examples of designing for KPIs
 Do’s and Don’ts
 List of resources
 What does free to play mean?
 A commitment to run Games as a Service
 What are Games as a Service?
 Games which are DESIGNED to be monitored
and optimized post launch, using analytics to
inform data-driven design decisions, with a
goal to optimized KPIs
 What the heck is a KPI?
 One of many very dry abbreviations used in
the F2P industry.
 Key Performance Indicator. A series of
metrics every service-orientated company
(and their potential investors) uses to
measure performance.
 Gathered using analytics sotfware
 Like what?
 Retention, Conversion, Monetization
 And in games
 MAU/DAU, ARPU, ARPPU, CPA/CPI (k-factor)
 And more
 Add more metrics as possible to suit your
needs
 Data = power
 Beware ‘paralysis by analysis’
 Who needs to care about KPIs?
 EVERYONE!
 Designer – will create loops to create
great KPIs
 Product manager – will interpret data
returned by those features and make
decisions for improvements based on
team bandwidth.
 CEO – P&L overview
 Retention
 How many people who installed the game
played it again?
 After how long?
 How many times?
 Associated KPIs (MAU/DAU/Engagement)
 Conversion
 How many people x did y?
 “Saw an ad and installed the game”
 “Played the game and bought something”
 Associated KPIs (Monetization)
 Monetization
 ARPU (Average Revenue Per User)
 ARPPU (Average Revenue Per Paying User)
 What did they buy?
 After how long?
 Did they spend more than once?
 How frequently?
 Total spend?
 Play style?
 K-Factor/Cost Per Acquisition
 How much does it cost to get 1 player?
 CPA
 How many ‘free’ players will a paid-for player
bring me?
 K-factor
 Emotionally engaged players
 Value proposition
 Pay to progress
 Pay to win
 Pay for access
 In game marketing
 Give them what they want; know
when they want it
 Know thy player
 Know thy player’s friends

 Look at what works
 Iterate!
 Consider if a mechanic is
appropriate for YOUR game
 Start designing features for
KPIs from the beginning

Redesign the wheel
Think a F2P mechanic will
automagically work in your
game
Throw it in at the end
Reading list
 Deconstructor of Fun
 Game Analytics blog
 Mobile Dev Memo
 Henric Suuronen
 Dubit Platforms
 PlayHaven
 Gamesparks blog
 Adrian Crook
 Nicholas Lovell/Gamesbrief
Free-to-Play glossary
- http://www.wavedash.net/2010/04/t
he-secret-glossary-of-social-games-
analytics/
- http://www.superrewards.com/blog/
game-developement-terms-metrics/

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GrowingGames. Free to play. Designing for Key Performance Indicators

  • 1.
  • 2.
  • 3.  What does being “Free to Play” actually mean?  What the heck is a KPI?  Who needs to care about KPIs?  Examples of designing for KPIs  Do’s and Don’ts  List of resources
  • 4.  What does free to play mean?  A commitment to run Games as a Service  What are Games as a Service?  Games which are DESIGNED to be monitored and optimized post launch, using analytics to inform data-driven design decisions, with a goal to optimized KPIs  What the heck is a KPI?  One of many very dry abbreviations used in the F2P industry.  Key Performance Indicator. A series of metrics every service-orientated company (and their potential investors) uses to measure performance.  Gathered using analytics sotfware  Like what?  Retention, Conversion, Monetization  And in games  MAU/DAU, ARPU, ARPPU, CPA/CPI (k-factor)  And more  Add more metrics as possible to suit your needs  Data = power  Beware ‘paralysis by analysis’
  • 5.  Who needs to care about KPIs?  EVERYONE!  Designer – will create loops to create great KPIs  Product manager – will interpret data returned by those features and make decisions for improvements based on team bandwidth.  CEO – P&L overview
  • 6.  Retention  How many people who installed the game played it again?  After how long?  How many times?  Associated KPIs (MAU/DAU/Engagement)  Conversion  How many people x did y?  “Saw an ad and installed the game”  “Played the game and bought something”  Associated KPIs (Monetization)  Monetization  ARPU (Average Revenue Per User)  ARPPU (Average Revenue Per Paying User)  What did they buy?  After how long?  Did they spend more than once?  How frequently?  Total spend?  Play style?  K-Factor/Cost Per Acquisition  How much does it cost to get 1 player?  CPA  How many ‘free’ players will a paid-for player bring me?  K-factor
  • 7.
  • 8.  Emotionally engaged players  Value proposition  Pay to progress  Pay to win  Pay for access
  • 9.  In game marketing  Give them what they want; know when they want it  Know thy player
  • 10.  Know thy player’s friends
  • 11.   Look at what works  Iterate!  Consider if a mechanic is appropriate for YOUR game  Start designing features for KPIs from the beginning  Redesign the wheel Think a F2P mechanic will automagically work in your game Throw it in at the end
  • 12. Reading list  Deconstructor of Fun  Game Analytics blog  Mobile Dev Memo  Henric Suuronen  Dubit Platforms  PlayHaven  Gamesparks blog  Adrian Crook  Nicholas Lovell/Gamesbrief Free-to-Play glossary - http://www.wavedash.net/2010/04/t he-secret-glossary-of-social-games- analytics/ - http://www.superrewards.com/blog/ game-developement-terms-metrics/