The user retention rate is the foundation of the free model, and the customer lifecycle value includes the time the user spends on the game and the money the user spends on the game, but where does the user spend their time and money?
Especially when developing iterations, the retention rate is very difficult to maintain, is the developer's motivation, the pleasure is two yuan: either prove that your game is interesting or boring, so that developers can quickly react, that how to understand the user's mood? Why don't your free users come back?
1. The most valuable resource for users is time, not money.
Many free developers think that the most valuable resource for users is money, in fact, it is not true that customers who can afford high-end iphones, ipads, and Android devices are financially capable and spend on entertainment, and his most precious resource is time, if you don't communicate well with your users, Your high quality game just misses the potential users.
So your product needs a high quality "quality hook", let them feel at first sight this is a professional team to build products rather than a 3-week basement out of the crash, and this mostly depends on the picture, realistic scene imitation, new game format, simulation elements, the possibility of integration into the game in the dark.
2. Your game doesn't impress people.
Back to time scarce, when I download a game, unless I think this is a can accompany me a few months of the game, generally I will not download, so your game can not give people longevity signs, users are not very reassuring, and free game users need is a stable relationship, not a one night stand.
So that users have the ability to see this game for months or a year, there is a geometric pricing curve and a wide range of product catalogs, the worst way to communicate is to upgrade one at a time. You should make the user feel better about the game experience, gradually, so that they will come back steadily.
3. Your game tries to attract everyone
Each player has a different taste, such as farm simulator and shooter is very different, different game elements, game genre will attract different players, too rich will only let the game has schizophrenia.
Good game focus on a point, and around it to build the core of the game mechanism and a rich game experience, do not need a number of gimmicks, your users are attracted to come. And when it comes to playing games, it's better to know exactly where they're progressing, like their shooting skills are improving? Is the battle time lengthened? Does the command become more effective? If these processes are not clear, it is hard for players to keep your game.
Conclusion:
Free game is also to spend the mind, the user will not because your title write big free, would endure the lack of creative games, your game was opened the moment, not only in the test his time also in the test and other free game competitiveness.
In addition, less than a day's retention rate is likely to be above 3 points you did not do, also means that users do not like your game, even a short period of time recommended by friends, can not save your retention rate.
Via VB