To run a successful mobile game, every Live Ops game manager must follow a few simple rules.
In this post, we’ll look at the many hazards that catch unsuspecting game professionals like you off guard. We’ll go over the hidden risks, little-known traps, and erroneous assumptions that could destroy everything you’ve worked so hard to achieve.
Ready? Let’s get this party started.
Rule #1: Do not create a schism in your community.
You’ve probably heard me preach on the benefits of audience segmentation a thousand times, so this may seem a little out of character. However, please bear with me. It’s one thing to divide your playerbase into smaller groups in order to better understand their behaviors, needs, and desires, but it’s quite another to separate them and keep them informed of the division.
Rule #2: Do not overpromise and underdeliver.
You would think this is obvious, but you’d be amazed how many games like 0x0 0x0 steam — and valuable real estate — because they don’t prioritize it. It seems obvious to an outsider that under-promising and over-delivering is the way to go.
But what about from within a game? From the LiveOps command center, the marketing center, and the investor center?
Rule #3: Don’t forget about the technical aspects.
When it comes to LiveOps, your main priorities are probably 1) producing interesting material, and 2) attracting enough players to see it. I understand: those are the largest, fastest-moving components, and they have the most gleaming attractiveness.
Rule #4: Don’t tire your audience.
When a game initially comes out, it may be innovative. However, if it continues to tell the same story, fails to incite new challenges, and fails to give fresh prizes, it will lose its audience’s attention.
Their enthusiasm will wane, wane, wane, wane, wane, wane, wane, wane, wane, wan Until it’s no longer there.
That may sound dramatic, but the goal of this tip is to maintain audience involvement, excitement, and joy for the game growing, not declining. Rather than dwindling, it has become stronger.