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GDC 2015: In it for the Long Haul

Recently I spoke at GDC 2015 in San Francisco with my colleague Sebastian Nußbaum. We conducted a talk called “In it for the long haul: How Wooga boosts long term retention”. We were both amazed by the response. The GDC feedback was extremely positive: we ranked #1 of all F2P talks in the GDC Summits.

To view the video of the presentation, you will need GDC Vault Access. You can view it here. The slides of the presentation can be visible here.

We discussed the importance and difficulty of delivering strong long term retention. My half of the presentation focused on creating long term retention during prototyping/pre-production, while Sebastian discussed how they delivered long term retention through Narrative design in Pearl’s Peril.

Just as a summary of my main points:

To create long term retention:

To test long term retention of new concepts, during prototyping focus on creating a game that lasts for 1 month of fun.

Stop any game that doesn’t show it can scale to one month of fun. Games that struggle at this point have a dangerously low chance of figuring out long term retention during production.

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