Site icon Mobile Free to Play

Improving your Game’s Retention

Improving your Game’s Retention 1

Retention is a deep subject. How do you continually drive players to come back each day for a long, long time?

The easy answer, is to ensure you have the basics right:

However, beyond the obvious stuff, retention becomes increasingly difficult to fix, especially late in production. Here is a graph we commonly use to explain how Retention is “built up”:

source: Pocket Philosopher

Your Core Loop’s design is the base of your retention – ensuring that the Core Loop is addictive and long lasting is imperative. If you don’t have a mechanic that lasts, if you don’t have core gameplay that is fun to play — it doesn’t matter how much you add to it, the game will drop in retention. Read on here for how to create mechanics that last:

Related Read
GDC 2015: In it for the Long Haul
In Design
Adam Telfer

Your tutorial and onboarding can improve your early day retention dramatically. Improving your audience’s understanding and giving players some clear guidance through their first week of play can pay dividends later in your retention funnel.

Related Read
Mobile Game Tutorials & Storytelling
In Design
Adam Telfer

Your meta will define your long-term retention. Does your game have systems that last? Does your game feel like it changes over time, or does it get repetitive? Are players always competing against the same computer opponents, or do they eventually join a social competition? Thinking about how to drive a longer term goal is imperative – it’s the main way you can push players to shift from just being casual players to being hobbyists. We’ve dived into this topic deeply when analyzing idle games:

Related Read
Mobile Free to Play: Games that don’t want you to play them
In Retention, Design
Adam Telfer

Last but not least, high production values (amazing art, visuals) have a place in free to play – creating games that look and feel great have impact on your marketing and your early retention, but they don’t drive long term retention. Intuitively players will eventually become bored with your art and art will not be the determining factor why they come back: your underlying systems must do that.

So looking at your curve, evaluate yourself across these four metrics; Core Loop, Tutorial, Meta, and Production Value. Which area is your game weakest in?

For more on how to optimize your game’s retention, read on:

Exit mobile version