The quality of the game can not be significantly improved, how to improve the retention rate

Source: Internet
Author: User
Keywords User retention rate internet games

Once a senior told me a truth: The game has how much volume, in the beginning to do, it has been decided.

The question of the Lord, as long as the people who do this line, will encounter, I will, I have encountered many times, the next two months will be expected to encounter many times.

Obviously, "the game quality can not make a significant improvement" is a matter of course, on the line, where there is room and time to make drastic changes?

Naturally, our team can only think of limited adjustments under existing conditions to make running data look good.

20L barrels, you expect it to install 50L is completely impossible, but now installed 10L, try to follow the 15L target, that should be done, and if 12L is just wards, then this may be able to accumulate a qualitative change.

If you do not have to do the source of the channel 20L, is it the problem, irrigation 20L you missed 10L (others missed 5L), that is your problem.

The so-called retention, nothing but the container contained in the water can not stay in the problem, but can not stay, ten, is a short plate.

In other words, if the retention rate is far below the expected or average level (please select a reasonable comparison of items or competing products, do not use 20L to go than 100L), then there are some serious problems.

In the current market, can become a "good product" baseline above, must achieve "no significant defects."

And what I'm going to say is, under the subject-limited conditions:

1, the revision of the short plate will be most conducive to improve the retention rate, of course, the premise is still the title of the "game quality can not be significantly improved in the short term" the optimal solution

1.1, at the same time there may be more than one short plate, adjust a shortest board, the original second short plate will become the shortest board

1.2, these short plates most of the time is not so intuitive and easy to see, and can find problems, or rely on numerical analysis

1.3, even if a good team sometimes committed a "special lack of IQ" of the low-level error, and in the "can easily modify" circumstances, did not have time or not to change the consequences of the damage, examples abound

1.4, never mend.

2. Buy time, as fast as possible iterations, to the problem of the degree of impact and solve the difficulty of the ranking, reasonable and rapid release to observe the numerical changes

3. A small-scale user survey can also assist in identifying problems where conditions are available.

4, is not up to, change, by operating means to make up, but also reasonable options

4.1, to increase the initial resources, gifts

4.2, a large number of login types of incentive activities, pull and then pull

4.3, significantly reduce the early card clearance difficulty (if any)

4.4, to optimize the novice lead and early process, to 1-3h as the most important

5, I do not recommend that by adjusting the opening time ah, I brush the data ah, such as low-level means to adjust the operating data-channels can not see through this approach, they have seen more than you want to get more, and obviously this kind of thing has no positive effect

I can also be responsible to tell the master, the number is never lying, good numerical analysis not only can locate the problem, but also provide solutions to the problem, and the implementation of the plan can be effective immediately. It's just that there are a lot of people in the industry. The theoretical mastery of numerical analysis and the use of tools did not reach the proper depth, naturally it is easy to draw a "numerical useless" conclusion to

What are some of the most interesting game data to run a game to keep players?

My personal answer, in terms of numerical analysis, I can only be a glimpse of the way, but many pyramid split less than three layers of people, even the problem positioning can not locate, said the value is useless, this I disagree

In the era of not so Red Sea in the time of the page tour, I also presided over the operation of one or two products, a few weeks to analyze the operational data, to arrive at effective, credible, reasonable and reliable conclusions, tinkering can significantly improve the retention of the examples are indeed.

And can give you the most help, is really able to see through the background data feedback problems, the problem of a reasonable and effective solution, can be efficient and rapid implementation of the project team members.

Believe me, in this environment, talk about feelings, sensibility, pursuit, touch, pain point, heart flow, these things are not the time.

Of course, play sex, emotional feedback ah, heart flow experience Ah, that (perhaps) is the condition of being a "good product", and I tend to think of it as another form of success--a digression--these people can write long texts that don't have a single useful data for 2048 and Flappy Bird, You can look at it and then experience it.

At this stage I do not think of metaphysics, the first to live, to reach the passing line, impact good line to say.

Planning a: I think in the early stage, the data show that players have an interest in the game because of the problem of pulling up the core value of the card, the lack of short-term goals within 4-6 hours, should be added a new guide and reduce the difficulty of the corresponding checkpoint, and then come up with a modified program.

Plan B: I think we should greatly from the feelings of the hand, to catch the player's pain point, adjust a good heart flow and experience, thoroughly improve the player's emotional feedback, and then blahblah about 30 minutes.

You guess, under this scene, I will pay attention to and consider who's opinion?

The most ruthless place in the current stage of the game is:

You have almost no chance of trial or error.

A large number of competing products, the value of the channel to speak, in the finished game, a good performance may be sentenced to death, through the steady rhythmic iterations, gradually adjusted, getting better this kind of thing is basically, is dreaming.

Now, the knife will soon be added to the neck, is the death throes may be able to live, or read the book of Sages to understand martyr.

Choose Your Own

Good luck, Lord.

Yang vigorously

Lead:

I can be very responsible to tell the Lord, the background data as the starting point to improve the retention practices, the final effect is basically equal to 0. The reason: The data reflects a local problem, and retention is a whole problem, and the data reflects a result rather than a cause, and the result is almost impossible to deduce the real reason for the retention problem.

In general, we are going to improve one of the most commonly used and important data, which should be grade loss (or other XX wastage rate). Take the grade loss rate as an example, assuming we find that the biggest loss of the game occurs at level 20, then obviously, based on this data analysis, all subsequent changes are made to 20-level optimization, and it is also obvious that this is a partial modification (as opposed to the entire retention phase); After you have optimized the 20-level loss, this part will be significantly improved, but the player will still be at 21, 22, 23, 24 or 25, and when you have all the levels of the loss of optimization, the loss of each level of data are done very smooth, very good-looking, you will eventually be a tragic discovery, The total wastage rate is basically equal to the modification before.

Yes, playing games is so heartless.

From the point of view of the player, 99% of the players in the early loss of time, is not know how many levels, this just reflects the retention is an important experience problem, or even related to the core play and design concept of the problem, rather than sudden problems, node problems. With a personal irresponsible observation, at least 90% of the major planners/producers in the industry are accustomed to the player's retention situation through the summary of the data (part), rather than as a feeling of comprehensive feedback (overall) to treat. Digression: Of course, do not rule out the game does have serious local problems, but I think this is not the key to the discussion, because local problems as long as not particularly lack of intelligence planning, are able to easily solve.

The following simple analysis of the player into a game of emotional change, can be seen as a game to improve the retention of the focus.

The first stage: it is said that the game is good, see also no loss

This stage describes the emotional state of the player when he or she touches the game. It is said that "the two words cover a wide range of content, such as IP audience, buy, hit ads, word of mouth, before the influence, Apple recommended, own users, etc., can be" said to be "meaning: anyway the player for some reason has entered the game. Players at this stage of the psychological state is a typical wait-and-see-like, they are at any time to remind themselves ready to exit.

Determine the key points retained in this phase: Fine Arts performance, screen exquisite, UI style, such as pure sensory things, these also have a strong role in the selection of users (because of the strong subjective, group characteristics are obvious). This stage of time is definitely not long, by hand swim, personal feeling in time is not more than the first day, in the game process novice stage before the end of the middle.

The second stage: Ouch, yes.

This stage describes the player in the first phase of the process (co-exist) or soon after, found that can mobilize the adrenal hormones, can also be called pain Point, just decided to stop watching, decided to try this game. The main game is likely at this stage of the problem, players in the game after the use of sensory resources, did not hit most players pain point, so very natural "do not know what to play, decisive retreat!"

Decide the key points retained in this phase: The battle is straightforward, the pursuit of clear, easy to start (feel not tired, feel not complex, feel not pits, etc.), rewarding rich, others bullying me, and other characteristics of the game. The above is a big generalization, the specific cases of almost every successful game (including the small into the game) are very many, and realize that there will be a lot of variety and innovation. The master can try to recall his obsession with the game, it was because of what decided not to give up. This stage of time is not long, the basic is about 3 days, from the game process can cover novice stage to the entire game in the early stages.

Before entering the third stage, I would like to insert two questions, which I wish to answer from the bottom of my heart:

1. Do you really think your game is fun (or even addictive)? If the answer is, then do not have to answer the second question, you can directly play GG.

2. If the question is yes, how do you guarantee that you can represent most players?

Phase III: This game is worth fighting for.

This stage describes the player's overall understanding of the game's details and still feels that the game is attractive enough. The first stage of the senses, the second phase of the pain point, in the online game can not avoid the need to repeat the brush 100 times under the premise, will soon become no feeling, at this time the player needs is depth.

Determine the key points retained at this stage: difficult to master, personalized, random, long pursuit, etc., a simple explanation:

Hard to master: Players are never perfect, players are always easy to find their own mistakes and fantasy can do a little better next time, but next time there will be obvious other mistakes.

Personalization: The game provides and reserves the different collocation, various schools, different operating methods, such as the evolution of space, the player can through in-depth research and thinking, create a personalized game experience.

Randomness: Players in the game will always have some expectations, such as a play in the boss is a random match appear, then the player will expect easier (or more difficult to match the better reward) of the collocation, and for example, will face the larger gap between the enemy players. Randomness helps the player to maintain a long sense of excitement and effectively reduces the boredom of playing a large number of repetitions.

Long pursuit: Non-numerical changes, but to achieve the pursuit of quality changes. For example, the pursuit of some new long-term generals, can immediately around its formation of a new formation, and a qualitative change, such as a core equipment after the acquisition, can quickly form a set of new points and play. Long-pursuit also allows players to have a new gaming experience after they have been reached.

This stage completes well, can support a game to achieve high achievement, and can support the game to go to 1-2 years life cycle. The current mobile phone, can be a big game basically more or less touched this stage, but almost nothing (like "I'm Mt" is very thin), so most of these games on hand, the life cycle will not be long, unless you can in subsequent updates to the stage as the target. In the above standards, the COC and the legend of the tower are the third stage of each of the more outstanding.

Phase IV: Sailed water, except Wushan is not a cloud

This stage describes the relationship between the players established love and hate, emotional ties. The full reach of this realm of the game, I think can be a symbol of culture and the era of the mark. The concrete does not carry on the analysis, everybody may own imagination. I think there are only 4 pieces of work that can be achieved at this stage: "World of Warcraft", "Dream West Tour", "Legends", "EVE".

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