In this Casual Connect USA 2018 talk, Lead Product Manager Drew Levin discusses how three of Kongregate's idle games have designed different styles of limited-time events to satisfy a range of player motivations. The talk touches on the major business outcomes that each game's live operations strategy has driven and outlines how their business strategies for limited-time events align with their core game's design.
Retention is the most important metric for a free-to-play mobile game’s long-term business outlook. If you want to understand the link between a player’s lifetime value (how much money they ever spend in the game) and how long they continue to play your game, Emily Greer gave a GDC talk in 2013 absolutely packed with web data. This post will expand on that talk by highlighting some game systems in Kongregate’s mobile publishing portfolio that we’ve seen successfully drive long-term player retention. It will also highlight the core motivations created by each game and discuss how that system ties into that motivation. An excellent resource on the subject is Quantic Foundry's 2017 GDC talk on the anatomy of player motivations. AdVenture Capitalist offers a simple promise that any fan of idle games can appreciate: click more, get more powerful. Quantic Foundry's talk highlighted idle games in particular as incredible motivators for people who are motivated by the accumulation of power and the desire to complete every quest and collect every achievement. There are hundreds of idle