[Music] can we say this is a basic analysis and now you'll show us a more advanced one absolutely so this be just like setting up by basic now if you go want to go granular you can what you can do is you can set up multiple um different events like everything that the player can do in the game can be an event and set up that in the funnel so you don't end up having a funnel just like level to level but what happens between the levels right hey everyone welcome to another edition of Roi 101 I'm Roman from tent and today we'll talk about retention in one of your comments you said oh it's easy to get 1 billion downloads the real question is to how to keep all those people and this is why we inviting mik to chat about it mik few
words about yourself hey Roman thank you very much for inviting me so I'm Michael mikal in Slovakian I'm Slovakian based in Slovakia and I work as a consultant I have worked in game industry for over a decade worked on various titles various different uh genres but my focus is mainly mobile casual games um could could be bit of a hybrid casual hyper casual before and I'm more interested into um retaining players for a longer period and provide um game as a service for a long time so 10 year 15 year old games um that's something that I pay attention to and especially how they are able to retain the players for that long nice uh yeah and you post a lot on LinkedIn and all about all those like mechanics so I thought like yeah that's the person I want to talk about this and
you prepared some slides for us I'll just start sharing so go through them boom retention versus churn yeah what's the difference my favorite topic so as you said like I post a lot of stuff on LinkedIn um I have um kind of interest in figuring out um as a game designer my job mainly is to work on features and focus on features but that's uh the kind of like main focus of a game designer the overall kind of bigger picture of that is how do you provide experience to players that captures their attention and retains them makes them come back so in free to play we know that the player does not spend any money when they installed the game so we want to retain that players for as long as they can uh enjoy the game and start spending money money so
it's a very tricky um um situation and I think that a lot of people just pay attention to retention so what I did on the slide is put a retention against the churn and so maybe I can explain what the uh typically what we looking looking at when it comes to saying the word retention and focusing on retention so um retention is is coined far more in free-to-play games it is in premium games so in in freeto play we pay a lot of lot of attention to retention but not necessarily to the churn now what the the graph shows here is it shows actually both it shows the retention shows the churn as well so the definition of retention is by default is the player who's staying in the game and the opposite of retention would be a turn is all the players that have left
the game so it's very um easy to just spend time looking at retention and thinking about what the retention is and and how do we increase the retention or maintain the retention 100% but the opposite of that is as as important as the retention itself so the way I go about thinking about uh retaining players is thinking about the both aspects of um The Experience so what retains what keeps players in the game but also what um um what pushes them out of the game and that would be the churn so on the slide I put a couple of things so when we think about retention we think about motivation rewards gameplay progression some of these are features some of these are kind of uh methodologies that um help you
understand what keeps the player in the game and on the other side there's a churn these are friction points cognitive load install size complexity anrs uh in other words anrs um application nonresponsive anything that would technologically interfere with uh with um your experience so I put this two against each other as a as a kind of a plus and minus pulse so you could be picking when you decide to incre increase your retention or improve your retention you could be picking from both sides does it make sense to you Roman yeah yeah just want to ask about a anr but you already answered that one so an anr is actually really important because it could happen at the beginning of launching a game where it could be hey this game is loading for 30
you know a minute or minute and 30 some of the bigger games uh sometimes have a lot of download a lot of content to download right so this it's not necessarily the application is not responsive but the the the application or the game itself is kind of like in the vegetable state right and the player cannot uh enjoy the game because the 's a lot of technicality going on behind so anr in behind is far bigger but anr is one of the things that would definitely cause a churn because if your game is not responsive the player is probably thinking closing the game and going to the another one right right right makes sense and I think there be might be like a lot of other like factors like this this is why you have an question mark here absolutely so the one that I put the closest to the turn is friction point so
you you want to focus on whatever creates a friction in your game so this could be uh multiple features this could be just the way the UI works or interacts the way the controls work there could be multiple different things they're not necessarily features there could be um you know you have ads in your game and Those ads you know those ads that um display the x button to to the right top corner now you tap that okay and it suddenly takes you to the store instead of closing that at right so that's a friction point that has not necessarily anything to do with your experience um uh as in terms of design of your experience but it's an SDK that is creating a friction point in your game so you may think about um uh uh potentially removing that that
advertising agency or or that particular SDK or fixing that problem because it's creating friction point in the seamless experience that you've designed right can we name like the most common factor based on your experience I know like we all need to keep in mind all of them but when someone comes to you what is the most frequent thing that that they have um do you want from retention or from the let's do one one for both yeah okay so from the retention I would say like the one thing that not necessarily the clients know and come to me saying hey look we want to um we want to improve our motivation for the player to play our game right but it is likely the outcome of the conversation where I look at the game and see what feature sets and what gaml style we have and what is the
audience that they're targeting and see the um see the the problem in that overlaps between what you're trying to do in your game and the the players that you're targeting so you you got two options you can either start targeting different audience and find the audience that would respond and uh resonate the the audience that would resonate with your game or can start changing your feature set potentially gameplay right so in terms of a motivation there's um you you could assume that the players like the game it's fun the game is fun but you haven't measured that you haven't haven't done anything in terms of qualitative measurements in figuring out whether the the game play the the core gameplay actually resonates with the players right and so often it comes to a point where you know I don't want to
play this game because it's not fun right so the player is missing motivation whether that's intrinsic or extrinsic so the extrinsic is very easy you put a bunch of rewards in there you organize the progression you organize the systems in such a way that it motivates player to play but the intrinsic motivation is something that makes the player have fun right and it's very difficult to fix that one once you have you know six months months long development going on and the game is just not fun or you could have a longer period of development but you haven't thought about that fact that player are not players are not motivated to play this because it's boring right right so you could put as many rewards as you want but the the motivation the intrinsic motivation is missing is very difficult to fix and the motivation will be the outcome of the searching for what is missing in the game why is the retention low right now churn is easier
because churn is like uh you can think about this um churn is is is more like a defensive game so you take a game of soccer or football in in Europe um the the goal of the the the goal of the game play is to to give goal right to the opponent now so that means you have to go into offensive right so that's retention I think about retention as an off iive right if you have right motivation the players are staying there having fun it's the same on the pitch if you have players who are going in offensive they're going to score a goal you're probably going to win the game but the churn is like the defensive right if you if your opponent is really really tough right uh you could have a players in your game who are expecting quite a lot from your game so they're expecting no friction Point your UI and ux is SM smooth everything makes sense
they're expecting certain set of features so there's like um very little cognitive low there's um no friction points everything installs correctly runs correctly no anrs the complexity is just right for the players this is like you've sorted out your defenses really well or your defensive strategy really well so that your opponent can be pretty much anything you're ready for it and you can go into offensive because your defensive game uh game play is really good so if your defenses are really bad then your opponent no matter how good your offensive game is your opponent is going to win because you're not thinking about those things that introduce problems for the players so your player would be like I like this game but the UI is pissing me off or you know the the game is crashed or uh I always have to overcome like
three or five clicks before I get something done in the game so there's a lot of friction there's a lot of cognitive Lo load and unnecessary complexity in the game so in in this kind of scenario I like to look at the churn first because we can sort out the defensive pretty fast but then soon as we have resources and we we want to go into offensive we sort out the motivation so it's a kind of a you know balance you need to strike between the retention and turn yeah I really like this analogy of like the game like football ofense defense like you really need to have both right so love it yeah okay all clear here we can move on cool let's go to the couple of the examples so we'll take a couple of retention examples and maybe uh break it down in the retention and
turn so the good the the good strategy over here on on retention is is of course everybody's looking at data you come from kin you're looking ton of data right and um the data analytics is like a backbone but it's not necessarily the backbone because this this picture is like I really like this picture because it illustrates where what happens when you don't have a data so just explain that the absence of the red dots on the plane demonstrate that we don't have data on what happened to all the planes that would have the red dots in the places where they missing right so the absence of data tells us that the the plane either crashed or never returned so most of these planes that returned would have red dots in these areas but the planes that didn't return that gives us no indication what happened but we probably
know what happened that the plane crash never returned right so we we don't know um what exactly happened we can assume but what we can make from this assumption is that uh we we don't have the data for here and that tells us enough so the same thing applies in the games right um especially on boarding fou activities right so in um in in the um uh the onboarding and Fu we we often use the funnels right so I'll I'll show you a couple of things in terms of funnels how we can set up funnels in a more granular way that you don't miss data and you can figure stuff out um the the gameplay activities um are good retention what is ftu okay so the actually I I don't call it anymore uh firsttime user experience because okay the user itself implicates
that you would be using something right like a substances but you can't use you're not really using anything you're I see I you're having fun so you're a player most of the time in the games we talk about players so first time player experience would be the best example of of um what the focus would be in terms of retention strategy so the first time means when you install the game launch the game what is the first thing that you see in the game what is your first time experience this could be 10 minutes this could be 15 minutes this could be you know for as long as your first session last right so got it it's it's a variable um metric but uh it's very important to pay attention to and then onboarding could be H the onboarding itself could be happening multiple times throughout the sessions even multiple times throughout the longetivity of your
game so every time you introduce something new there should be certain level of onboarding unless is obvious to the player got it um so in terms of gameplay activities this one is a big because you want to provide some kind of gameplay something to do in game it's probably good uh good uh um point to pay attention to what are the gameplay activities and maybe put them in buckets now gameplay Loops is kind of a you know it's a it's a game designers uh dilemma that's how it call it so everybody calls them oh we have gameplay Loops we have the game loops and things like that but it's actually far more difficult to figure out if the game loops and and by looping that means that it starts from one place and then comes back to the same place right so that that's by default that's what Loop means but in gameplay Loops what's happening could be multiple different activities different progressions uh we often use the word
gameplay and meta or core and meta so there could be multiple different activities so by default I put it below the activities it's it's far more abstract way of thinking about games progression and meta we use very often and then retention features the retention features you can think about the immediate one that comes to my mind would be a your daily reward something that attracts player to come back but they're not necessarily core activity in the game so let's take a look at a couple of these um actually going to skip this uh uh this one but let's go directly to this one so this would be a typical foui funnel um do you see funnels like thisan yeah I mean is it like a typical funnel is it like some sort of cohort what does each yeah bar stands for so each bar stands for a level so okay so it's a funnel yeah yeah so you would set
up in a level based game you would set up a funnel that directly step by step and each step is a level you would see the churn and you would see the retaining players right now what does the do you know what the problem with this funnel is I think it's too optimistic no if that's every level I I can't imagine so yeah it's a generic data so don't worry about don't worry yes it's very optimistic I mean if if you're you know you have a game with I think this is eight levels you'll be a billionaire with this yeah this this one is pretty good so it's very generic but the the point is that you you can figure out um as much as telling like okay I have player and I don't have a player right so you can tell like uh how many players you retain and how many players turned but this data doesn't necessarily tell you anything other than just like what happened but why it happened you
have no idea so so the way I think about this I I want to go far more granular with sending up this these um events in the game design specs saying that hey by the way we're going to measure this this this this this this I want all these steps in in the funnel and I want to go as granular as possible so m one quick question would you ever use the previous final analysis or you would just skip it completely um what do you mean by previous analysis the one F2 F2 e first for sure I mean it's better than nothing right so so you would certainly want to know this data but it's it doesn't tell you much right it tells you what happens but me as a designer I'm providing experience so I want know why it happens right I want to get as close
as possible to the players's experience so I can fix it or I can provide the experience that the player desires right and this is very difficult to do when you're behind the wall like you're you're essentially you don't see the player you don't know how they play it there's no qualitative data this is just Quant right can we say this is a basic analysis and now you'll show us some more advanced one right absolutely so this just like setting up by basic now if you go want to go granular you can what you can do is you can set up multiple um different events like everything that the player can do in the game can be an event and set up that in the funnel so you don't end up having a funnel just like level to level but what happens between the levels right now one really useful is that I like to take a look at the the time deviation per level
and that tells me like immediately what is happening and why is it happening I figure out a little later but what is it happening we're still staying on that part like what is happening okay the player is churning but uh I'm going to figure out why and what else is happening so the the one thing that that a lot of designers don't think about is the time right I when I calculate the game play um in terms of a progression right so how long uh how much content I have in a gameplay I think about the time right so I want to know how quickly the player consumes the content and how quickly is the player progressing through the content and I want to look at every single player so what I do is here is I look at the deviation between the players time spent on particular events in the game so for example you have a level number six right um on this level I can see that the there's a majority of the
players is spending between 100 to 100 100 to 120 minutes sorry um to get to level six right but the deviation between the players is really big it's almost 120 Minutes that's like two hours some players take two hours more to get to level six and that's indicative of well there's something in terms of the either complexity or potentially cognitive load potentially friction points that are causing these deviation right so that tells me like okay well not Everybody Plays the game same and why why not if this is just level number six I originally designed this as a pretty simple level but I can see there's a variety of different play Styles here and there's a variety of uh time spent on this so maybe my estimates
are completely wrong because of something in the game that is prolonging the time on this particular feature got it you can stack it up so let me just uh finish this one part is uh I stack it up like you have a level number four five six and I the red line actually tells you like this is 60 Minutes in gameplay right so I've designed content 60 Minutes in gameplay I did the onboarding for 60 minutes I have the first time user experience Design This is 60 minutes right and I would like everybody within the 60 Minutes to be on level number six right now this chart shows me that that's not what happening in the game by default the design it tells like everybody should be level number six by 60 the minute 60 but the reality is that it takes far more time to get there and something is causing that right so this give this granularity gives you far more detail in terms of your estimates and
how good you are in terms of estimating the time in the [Music] game so what did you st up here can we like the first second and the third okay so in um do you want me to go back here this one is bigger yeah yeah but is it like for this is for one level right and for the next one you stack up different levels okay so so there's an event in the game uhhuh okay a generic data by default there's an event in the game and we measure how much time passes between installing the game to reaching that event okay and we do that on a cohort of players right so this is a cohort and on that cohort we measured every single one of the player and put them in the percentiles right
and that way we know that okay well everybody by Design I said everybody should be the peak should be 60 minutes but actually the peak here is between 100 and 120 so by Design I thought about 60 minutes but the reality is it takes far longer than the design right and in the next one are those in the next one like now we on the next one do exactly the same thing per each level so the first one is level number four and I say okay level number four is within the 60 minutes that's the Red Bar okay now my design was 60 Minutes would be level number six I think that's uh the the you know setup is easy players can go through it but but the measurement tells me that that's not what happening they actually can get to level number five within the 60 minutes and then the level number six where I potentially thinking about hey here's a um Progressive offer
or a starter offer or something like that okay and I designed it like it's after level number six but unfortunately the player would have to play a second session or or maybe third session that would um they would see the the uh the offer and but by default in the funnel before you can't tell anything of that like you can't tell like okay well level number six 1 2 3 four five six here I can't tell if there I I can tell that I have a 94% uh uh retention but I can't tell if this is um same day or next day or third day rotation Yep this is yeah this is really good stuff because by default I'm also thinking about the funnel and as you like noted here right doesn't really
make sense um how do you do this like do you have a preferred tool or you just export the raw data and kind of it around yeah so it's a like I'm not a data analyst I can't tell you the inner uh um workings of how this graph is put together but what I can tell you is by default how I design it right so so I put a events and each event would have um Tim stamp on that right and I would say look here's an event that I want to time the time St matters for me and that's an event called like level complete right so that would be an event that I would have in game design and I would say Okay I want to take every single uh level complete event and stack it up um in this chart right so that would be by Def default this is my game design spe specification where I say here's an analytical event
right and then data analyst would construct the got it data in in such a way that the data analyst work and probably backend would deal with that as well so you have engineering analytics people uh taking care of this got it got it so basically the tool doesn't matter uh as long as you have the access to data can build this sort of stuff probably not I I think you can construct this even in spreadsheets so if as long as you have the um data you can construct this in spreadsheets in like Google Sheets or Excel nice nice okay fantastic okay so let's let's move on to some of the friction points so in in terms of onboarding so you're kind of thinking more about qualitative stuff here so in terms of onboarding um I pay attention to something called black holes so the black holes could be a result of what you see here in this graph right so missed the target of 60 minutes and it's
in level number six but what why are they spending that much time right so now we're figuring out the part why okay so so the part why is that I actually spend a lot of time in going to second to Second analysis and that is by screenshot to screenshot like every single action that happens in the game is screenshot it right and then I put it put those screenshots on the time scale so what I did here is like I put a time scale of five minutes gameplay and I want to see what's happening and this is you you can't do this by looking at the data because you really need to have the picture of a player's perspective like the experience that the player is experiencing right and by looking at the data first so I look at like I have a problem I'm I'm expecting in the F five minutes the players to be somewhere and I can visualize what the experience is right so I put the funnel so I put the deviation chart next to the screenshots and I'm seeing okay well here's a
problem I see that there's far more stuff on the screen in the fifth minute right and some of that stuff could be causing players to deviate into different players Journeys and instead of me designing like instead of them following the onboarding of the first time music experience that I designed they're doing something else in the game and that's what I call a black hole right so you're not necessarily designing it just happens to be there and don't ask me for the scientific definition of black hole I I don't know what that is but to me it's something that sucks in the energy and it comes out somewhere else right so we don't exactly know what's happening in there but we know it might be in the game and sucking up the players time right so I I did the uh white out survival first time experience breakdown what seen in there was that the in the fifth minute they
introduce a player profile um maybe I can screens share this um all right maybe another at time because we'll be running out of time but what happens is that they introduce a profile and this profile took a player on a journey essentially on um something like 50 different options that they can take so the player can spend time by introducing one button which is the player profile spend infinite amount of time going through that because there's 50 different options that they can explore right right now this this is just one button but they introduce four more so Sly introducing two three different features at the same time could prolong and exponentially um increase the time that the player spends on that particular onboarding uh step and your funnel just goes crazy and what it ends up being is that okay well the player
got lost in game the result is churn right and it could be multiple things like friction points black holes could be different type of a complexity you introduce but the player just loses itself in the game and doesn't know where it is and potentially turns yeah yeah this is like great and I've seen um like M has this huge huge mirror boards with literally every screen H here yeah so I I put a screenshot here but it like it's it's very difficult to put it in a it's a very large mind map of all the user interactions that they can take so I map that out and figure out is this affecting the the uh onboarding and is it affecting um in such a way that the player might churn right so you have this qualitative analysis and you take quantitative and you mer together that's
correct yes this is the perfect marriage yeah perfect game all right cool so let's go to the uh prob lab last one um and that is the loops create cohesion so by default the way I think about loops so this is bit of a um Theory more of the than applicable stuff but once you understand the theory you can apply that so by default the loop is that that um the player has some kind of mental model in their head of your game right they they have some expectations right right and something motivates them to play it play the game whether that's um you know really well put at that resonates with players somebody has introduced the game to them they've heard about it whatever there's intrinsic motivation that the player want to start the game so they start the game they create the mental schema of your game which is essentially how do you play this game or what are the rules of the game or what do I do
how do you control the stuff right now they have some mental model now the game is trying to put them into the mental model that the designer created so this is how you play the game these are the rules of the game let me explain it to you that could be a design it may not happen in the game maybe just players drop in the game and it's like figure it out yourself right the player is going to take an action and the game is going to respond to those actions and give them feed feedback now the feedback is uh if if the player understands the feedback the player is able to improve their mental model essentially change the way they think about the game to the way you as a designer or me as a designer originally designed it and they're able to fix the mental schema so that means that they started with a mental schema and they took an action the game responded they got a feedback and they have a different mental schema that's what I ESS ially call a loop in the game now you could have a game where
people claim that there's a loop but the feedback or the rules are so unclear that the player is unable to change their mental schema or unable to understand the game so they kind of exit the loop they're they're kind of like going on the tangent somewhere else like maybe different feature and then suddenly 10 minutes later like I don't know what I'm doing I'm going to go away right so the game actually never Loops back to the origin okay so that's by default that's a theory of of a loop and in the free to play this is very important because you want the player to Loop continuously and improve that Loop improve that mental schema and make it Progressive right so you have meta involved that allows you to make the schema better bigger bigger bigger and more fun essentially right so that's that's designer's job to create a a looping game especially in freet to play
because you can um you can monetize the player if the player continuously Loops through things so you can start putting uh uh monetization points in your loops and start making money on your game this is for example a quick sketch of a Marvel snap core Loop so have multiple Loops going on but they all start from the same same thing so you have the main game play which is the playing the match now that gives you some rewards those rewards can be used in upgrading the cards that you play in a core gameplay now the upgrading by itself is an activity but it's not the core activity so suddenly you have two activities in the game and these two activities interchange the loops so you could be going into one Loop or you could be going into another Loops this is a very very well system very sorry very well-designed progression system and a system loop it's not necessarily anything got to do with economy and
stuff like that it's just a system design that allows you to continuously Loop players through different activities and when you keep looping players you know what happens the players retained you you succeed on your um on your goal keeping the player entertained and keeping the player in your game so by having a good system design G uh having a good um uh strategy when it comes to designing systems and designing uh the game uh as as a free topl game you're using a theory that affects your retention right and this one is far this one is the the most difficult one to get right so is it the key for long-term retention so for example if my mechanics are good I can get like day one day three but if if I want to get day s day 30 for example I need to have those yes
and here is specifically on this point it's not just about the number of features or what kind of features you have but how well they're connected to each other so Marvel snap is one of the examples that I tell you let's let's go to the next slide but but visualize this you have um features that are connected to each other right so you're you have a season pass you have a collection level and you have Leakes all of these threes are tied to the same activity so you you uh play a game at the end of that game you get a reward you're going to upgrade your card and that puts you on the second Loop right and you upgrade your card and that it's going to give you on the on the season Loop right so so all of these are interconnected really well and that retains the player because if you just go through these three Loops here you end up spending like um 5 10
minutes in the game play and that means like okay you don't necessarily need additional features but you need these features to be connected because you're progressing through every Loop uh you know one Loop could be uh 30 seconds but another loop could be uh 2 minutes another loop could be 15 minutes and another loop could be oh you need to complete this Loop uh you need seven days right and suddenly your retention spikes because or or rather not spikes but rather maintains right so the thinking about the cohesion is very important going long term so the long tail will tell you far more about the quality of your progression systems and your connectivity between your systems and Loops then your um um you know your the the head of that retention so the the beginning features like onboarding
fouille they're impacting D1 D3 D7 maybe but the loops are impacting far long like D30 you know all all the way to 360 right so your okay your leak could be impacting your players spending a time in the game for a year or two or maybe five got it um one question though like this is uh like huge titles right and um like I don't worry much about like big companies because they can have their own department they can hire you I'm more worried about Indie Game Dev so what they can do to kind of create those Loops or improve on the loops that they have have um so so first of all like it's not a science like system design is not a science it's just logical thinking
that's what it is right so if you're unsure if your system design is right what you want to do is you you want to validate that and the best thing to validate that you don't need to hire me or any other consultant to do that you need to speak the up to the players and that's essentially like what I advise the consult as a Consulting to the clients is that hey if you're far away from players like you can have as many departments as you want as much resources as you want but if you're not getting in touch with your players and understanding their play players Behavior ultimately building your player personas the pro Persona profiles like what type of gameplay do we have here from their perspective how do they play our game if you're not getting in touch with your player it's really hard to put a good experience and especially free to play like you're trying to minimize the
risk on your investment even in as an indie your investment could be just time right so you spend time on your game and you're not validating it with the player themselves it it doesn't M it doesn't matter how many people are in between you and the player it really doesn't matter it could be just you and the player but you got to talk to the player so if you see system design like this and the player saying like I don't get what the collection level does or how the league works then it's pointless like it's it's not a good system design so I could say as a consultant like this is brilliant right but the snap players are like I I don't know how collection level work it's just some I'm somehow doing it right and I could be living in the lie that this is a brilliant system design but the players are saying otherwise got it um let's see let's see if we have
anything else no I this this would be the last slide so okay in in the recap we can go to the slide and the recap would be uh just pay attention to these these um potential issues or problems that you have in your retention strategy right so Focus if your your data and analytics are tell telling you everything you need right are you missing in data um onboarding in Fu that's your D1 D3 maybe D7 right if you need to fix that Focus uh if you need to fix your D1 retention of course your D1 retention affects D30 as well right uh but it's not the end of all right if your D1 retention is anywhere in a 30% 40% region your game still can work your game can make money and you should be probably focusing on something else and that something else could be gameplay activities like do you have gameplay activities for D14 D30 like
what is your player doing in a one month time right um pay attention to hey I designed this game for a year right but the player blast through that in the month or the other way around like I designed this for one year and the player's like I'm not going to spend this much time doing this like um forget it right so think about the gam playay um activities now think about the game Loops like is your system design really good does it Loop does it connect is it cohesive do players understand how they supposed to engage with between different features and then of course progression and meta right like most of the time you think about progression as a from an economy perspective right um is the the progression meaningful does it does it give a player agency like is it what are they progressing in what they want to progress right is the meta uh resonating with the progression that the player
wants to have or is it just like we throw a lot of cards in there the cars don't matter but we we have a lot of content for a player to consume but nobody wants it right and then the lasting retention features right sometimes you just want to trigger player to come back sometimes you just want player like that extra additional motivation for a player to come back right is really hot in my in this my studio right um what is the one thing that makes me come back to work well I love what I do but just having a air condition when it's really hot makes me like oh coming to work like I'm not not gonna spend the whole day doing something else because it's really hot right the retention features work like that so it gives the player additional trigger to come back and do all of the above nice miow I'm sure you'll tell me we only
scratch the surface here oh gosh right but we really need to wrap up and I I asked we to create a content for 20 minutes and here we are at 45 but like super helpful um we'll leave a link to I'm not sure where at leads by the way it's my LinkedIn profile yeah okay we'll leave a link to so whatever is more preferable we'll um yeah we'll keep an eye on the comments guys so please leave your comments give us a like and uh maybe we'll do a part two on the retention and this will be based on your new comments here again thanks a lot M no worries thank you very much for this opportunity I I like to talking about this stuff this like very dear to my heart uh of course we can talk about more retention we can talk about monetization on maybe on the next one yeah yeah yeah all
righty then thank you very much bye cheers [Music]
Auto-generated captions from YouTube — names and numbers may be misheard.
Tenjin · 2026
PocketGamer.biz · 2023
Comments