Tag Archives: professional

Playable Ads – the future is here. Yay?

So it looks like the dawn of the playable ad unit on mobile is upon us. It’s been hyped for a while and they are popping up in games with increasing frequency. They’ve got a long way to go to be an effective, honest form of advertisement, though.

What are they?

They are interactive interstitial ads that pop-up, much like a video ad would, and ask the player to engage with the ad. The player then engages with the ad, usually by tapping.  The idea is that since the player is engaging with the ad unit, they are more likely to be interested in the game and perhaps will download the app being advertised.

So far as I’ve seen, the implementation has been severely lacking.  Some are better than others, let’s take a look.

Game of War

Tap tap tap App Store -- magic!
Tap tap tap App Store — magic!

This first one is an ad for Game of War. You are told to tap where you want to shoot. Your character is in the middle of the screen and enemies approach from various directions. Tapping dispenses them easily.  After tapping for a bit,  a flash of an end screen seems to appear, but, since you’ve been tapping, you are taken directly to the App Store. FAIL.

After a timer counts down in the upper right,  an “x” appears to close out of the experience, which is some consolation. But otherwise, this is a terrible, terrible implementation of an ad.

Mobile Strike

* Ad gameplay not indicative of actual game
* Ad gameplay not indicative of actual game

Failure is the only option, it seems...
Failure is the only option, it seems…

Next up, is an ad for Mobile Strike. This one is slightly better as it doesn’t ask you to tap as much. You are faced with oncoming hordes of military foes and exhorted to “fire rifles” and “fire rockets” to fend them off. After a countdown timer, there is also an “x” to close and I actually got to see the end screen this time as I wasn’t tapping like a maniac.

Game of War #2

Are there even dragons in this game?
Are there even dragons in this game?

The next one is for Game of War (do you see a trend?) and the playable ad gives players the chance to guide a flying dragon. The dragon auto-fires as you collect power ups and destroy on-screen targets.

This was the most “game feeling” one of the bunch (perhaps because it’s farthest away from typical MZ gameplay) — there was a bit of agency with the controls and nabbing of power-ups. Same “x” appears as in other ads.

This also was the “friendliest” of the bunch as it would more difficult to tap through straight to the App Store.

Mobile Strike #2

The last one I’ve seen is a tap tap tap one featuring helicopters you are supposed to target quickly. It, too, led directly to the App Store owing to the excessive tapping.

Get to the choppa!
Get to the choppa!

Final thoughts

For these ads to be successful, a lot of work needs to be done to make them more player-friendly and honest.

  1. Feature something that at least approximates accurate gameplay. This seems to be standard operating procedure for MZ’s advertising though, so perhaps it’s unavoidable in these cases. I strongly believe actual representative gameplay would be more effective in capturing high quality players.
  2. Give the unit a timer that counts down the gameplay so the player stops tapping and has a chance to see the end screen. Then they can OPT IN to visit the App Store. Getting them tapping and then funneling them to the App Store is deceitful.

I have heard anecdotally that these ad units have some technical challenges (crashing apps, etc), so I expect there are still kinks to be ironed out. I hope that as they solve the technical challenges, they will also address the poor player experience as well.

What playable ads are you seeing? Are they better/worse? Let me know!

App Review: Bowmasters – not so fletching…

This is a review of the recently featured (iOS) game, Bowmasters – not to be confused with Bowmaster, which is a totally different game. And certainly not to be confused with Bowflex.

It’s benefitted from the Apple spotlight, cracking into the top 20 US download charts. On the grossing side, it hasn’t fared as well, which is not abnormal for casual games of this ilk. Without sustained spend, I expect the chart position to drop even more once the featuring organic windfall is over.

Essentially, the game is an updated version of the classic PC game Artillery, except that it ultimately fails to be as compelling (despite decades of available graphical enhancements).

Artillery_apple
Believe it or not, this was a fun game!

 

 What’s Good

There are things I do like about the game — the production values are good: the characters are charming and it’s got some nice cartoony Mortal Kombat-style gore sequences (to include ripping off round-ending fatalities).

Mobile affordances

The mechanic is simple and well suited for mobile: simply swipe back, aim and release. It’s nice that there are a variety of characters with slightly different mechanics to attempt to spice things up a bit.

I also like that the game can be played either landscape or portrait. It’s nice to know I can open and play it one-handed when in line at the grocery store. Though it should be noted the apple mode plays in landscape only. Weird.

It also has the usual features you would expect to see in a Free-to-Play game: reward/roulette chests that you can unlock with currency (or a video ad), daily returning bonus, spend coins or watch video to continue, first time player starter pack.

Good retention mechanic employed...
Good retention mechanic employed, but what’s after Day 5?

Good value exchange for continue...
Good value exchange for continue…

What Needs Work

The gameplay gets a bit dull and the difficulty curve can be punishing, leading a player to want to bail well before getting a chance to settle into the game. Which is too bad, as there are several modes that seem to lend more variety. It’s a bit inscrutable as the content is locked with little indication about what might actually lurk there.

Poor explanation of features leads to confusion and frustration.
Poor explanation of features leads to confusion and frustration.

What I guessed was online multiplayer being unlocked at 15 wins was a less exciting “pass and play” with a friend mode.  The bird mode is shooting birds and the apple mode is a William Tell-style apple mode.  But the game should do a better job to show why I should stick around. Offering at least one more mode at the outset, or ensuring the player unlocks it in the first session would be a much better experience. At the very least, show a “tap tip” when a player taps on locked content.

Difficulty

The game gets hard really quickly, which is frustrating. You have to remember what you last threw (angle and strength) or basically start all over again. After five wins, the computer seems to hit you pretty much immediately, so you are hoping to hone in before they finish you. In the tutorial, there’s a guide that shows you the right path to take. It would be very simple to show the player their last throw to make it easier to zero in on your enemy. This could even be a consumable (with coins) or a power a certain character has. Note: perhaps a character does have this, I couldn’t tell as the game does a bad job showing what each character does (see below).

What am I buying?

There are a bunch of characters and the game does a decent job introducing you to the spend loop by guiding you to buy a new character. However, it’s not explained why I would want to do this. There are achievements to be had, sure, but do certain characters give me an advantage against others? It would be great to communicate that and to let players see what they would be getting for their hard-earned coins. At the very least, show an animation of their attack so players understand how the character might be different. I have noticed they added a “try new character” feature in which you can play a character after watching a video ad. That’s a step in the right direction.

Good use of a value exchange "try before you buy"
Good use of a value exchange “try before you buy”

Advertising spam

Monetization is hard. So is retaining players. Push too hard in one direction and you will likely suffer in the other. Though Bowmasters does a good job allowing players to benefit from viewing ads — there is a nice value exchange for opening chests and continuing a game after losing– it completely goes overboard with ads frequency. There is no cap on display of ads — every time you pop in and out of a menu, you get an ad.

This game is the first time I’ve experienced an interactive ad in mobile. It was neat to encounter, but the execution was terrible. I don’t blame Bowmasters for this, but I’m not sure other players will be as forgiving. The ad was for a well-known company that advertises a lot – let’s call them Racine Bone. You are presented the ad and then told to tap. You tap dutifully on the ad and then the ad switches to the end screen. Of course, since you are tapping, you are immediately taken out of the game and to the App Store. Terrible.

Interactive Ad Unit -- perhaps unsurprisingly, the ad unit is more fun than the game being advertised...
Interactive Ad Unit — perhaps unsurprisingly, the ad unit is more fun than the game being advertised…

 

While I did like being able to play in portrait mode, I also encountered some glitches in ad implementation (see below).

Ad display in portrait mode needs work.
Ad display in portrait mode needs work.

Side note — it’s annoying to get asked for notifications right after you’ve tapped on a chest and before you see what’s inside. You don’t want to detract from that positive player experience by asking for an opt-in. Better to let them discover the delight of the chest and then tell them they can be reminded when another cool chest is available.

Conclusions

Bowmasters comes in a nice package and they do a reasonably good job introducing the core loop (play and spend). I would guess they are making decent money on ads, but the ad frequency is way too high. Suggestions for improvement:

  • Have a cap on ads to ensure players don’t get fed up and ensure the interactive ad unit isn’t such a terrible experience.
  • To combat gameplay getting stale,  open up modes sooner and advertise the value of new characters by showcasing their specials more prominently.
  • Add a challenge mode to send challenges to friends to increase virality.
  • Consider taking a page out of Artillery’s book and add wind or other changing variables/obstacles.

Casual Connect SF 2016 – Why Your Mobile Game Will (Likely) Fail

Scott Foe recently asked me to speak at Casual Connect 2016. Given that I’ve had some time off, I figured it’d be a great opportunity to do a bit of navel gazing and perhaps impart some wisdom based on my most recent work experiences. After some thought, I asked Ethan to join me as I value his insights and figured it would make for a fun project for us. What I didn’t realize is that the talk was only 25 minutes, which led to some serious editing and a rather brisk flow. However, it all came together pretty well and I’m definitely proud of the result.

You can check out the talk below. It’s a fairly high-level overview with a pretty clickbait-y title. We made the decision to keep it that way as we didn’t know who the audience might be (devs, publishing folks, ad networks, etc).

In the future, I think it might be fun to create a format based solely on the quiz format that was featured on one of our slides. Something for next year, maybe…

Casual Connect is definitely pretty business-focussed. Attendance at the talks seemed on the sparse side as people opted to, uh, connect instead. Still, there was a decent turnout for our talk and I got to see some very good speakers in a more intimate setting. Two of my favorites that I saw:

Oh, and I also spoke on a panel that was hosted by the inimitable Dean Takahashi. You can check out the transcript of the session here and picture is above..

Here’s a video of my talk with Ethan:

 

What were your favorite talks? Send me links!

Clash Royale — an analysis. Part 2 – some thoughts on improving an already great game

(If you haven’t already, please see part 1)

In the previous post, I discussed reasons to believe that Clash Royale is having a bit of an issue with longer-term retention. In this post I’m going to cover a few more reasons why that might be and some suggestions to improve things.

Tournaments are broken

This refresh mini-game is great!
This refresh mini-game is great!

The recently released Tournaments feature is pretty much broken. It is very hard to get into one – you have to keep refreshing the page and hope that you:

  1.  Actually get any results
  2.  Get results that aren’t already filled

It’s a very frustrating experience.

Once you are in there, it’s pretty fun — you can count on getting a good binge of play. However, the current structure means that, in the last hours/minutes of the tournament, there are usually just a handful of people left jockeying for position — either to place or move up a reward tier. This means it can be hard to get matches toward the end. Also, it’s generally the very best players duking it out, leaving it very demoralizing for less advanced players.

Suggestions for improving tournaments

  1. Once a player looking for a tournament hits refresh a few times and is unsuccessful finding anything, serve them an offer to create a tournament for a discount. This will encourage players to spend gems on tournaments and have the added benefit of creating more tournaments so players are less likely to be faced with endless refreshing.
  2. Let players chip in their gems to host tournaments. Granted this requires some UI consideration, but it would be a neat feature for players and would also encourage gem spend.
  3. Give players a reason to stick around in the tournament. This ensures a more lively tournament and allows for better matchmaking (less waiting around for a match). Perhaps creating a lowest tier in which the bottom finishers, save maybe the last 5 people, are granted a card or two.
  4. Add more achievements for tournament hosting/participation.

Clans/Social is lacking

It’s tough having a multiplayer competitive game on mobile — the gameplay generally doesn’t suit the patterns of use for mobile devices. Luckily, there are so many people playing, it’s easy to find a match (unless you’re looking for a tournament, heh). However, because people are on their phones sporadically, the clan chat is pretty sparse. There’s a bit of sharing of matches, some discussion about cards, but overall it doesn’t feel like a multiplayer clan/community.

Currently, in a match, players have to rely on emotes to communicate. This is fine, but players need more control over them. It is especially grating to be spammed by emotes in this game because strategy is overshadowed by the random component. It’s extremely frustrating to battle against someone who constantly emotes and rubs your face in a loss — akin to being in a console FPS and be subjected to teabagging, name calling, etc. Not terribly suited to more-casual mobile play and it adds to the “f this, I’m quitting” impulse.

Wow, indeed.
Wow, indeed.

Suggestions for improving social/clans

  1. Make it easier for friends to find one another. Nothing like real-world ties to strengthen digital ones.
  2. Allow clans to create timed events or give them some other reason to all be online at once. People online at the same time will increase stickiness.
  3. Offer clans the ability to create cheaper clan-only tournaments. Let clan members all chip in (see above suggestion in Tournaments).
  4. Clan vs clan! I’m sure this is coming, but the sooner the better.
  5. Let players squelch emotes.

Legendaries and experimentation

There’s (at the very least) the perception that legendaries have upset the balance of the game. Whether this is true or not is not so important if the perception it’s true is pervasive. Looking at the meta (top battles on TV Royale), it is clear that legendaries feature prominently. Based on anecdotal evidence, I certainly seem to lose more against decks that have legendaries.

This was already said in the excellent Deconstructor of Fun post, but it’s annoying enough to bring up again. The game doesn’t allow for deck experimentation. You are actively punished for trying new cards and combos. You could try clan battles, but given the fact clanmates are rarely online at the same time, this is hard to do.

clan_chat_legendary_unfair

 

 

clan_chat_legendary_unfair2

clan_chat_legendary_unfair3

 

 

clan_chat_legendary_unfair-people_bail

Suggestions to improve on this

  1. Consider giving new players legendaries instead of epics. Granted, this might be hard to do retroactively.
  2. Give players a very clear idea about how they can get legendaries.
  3. Allow cheap (coins) buy-in to no trophy battles for practice decks.
  4. Echoing the Deconstructor article — add a daily goals system to encourage using certain cards — see Hearthstone
    • “Get one win using only skeletons”
      • Note: This would have to be programmatic to ensure player had the cards.

 

Final Thoughts

Is Clash Royale broken? Certainly not. It’s an impressive achievement to bring a core PvP game to the masses. It’s even more challenging to keep them coming back, which seems to be happening now. I’m confident that with some changes to allow for a more robust meta, the game can enjoy a long lifespan. Kudos to Supercell and good luck as the game matures!

 

 

Clash Royale — an analysis. Part 1: Trouble in Retention-ville?

In this post, I’ll take a look at why I think retention is becoming a problem for Clash Royale, to include a cursory analysis of their TV Royale feature.

I have a love/hate relationship with Clash Royale. Don’t get me wrong: I’m pretty hooked – it’s the first thing I fire up in the morning and I log several sessions throughout the day. The addictive core loop and excellent production values have ensured another top grosser for Supercell.

Is there trouble in paradise, though? There seem to be some signs that the game is not bound for eternal chart dominance. Perhaps the meta is faltering a bit in its bid to retain players over the long term.

App Annie shows a downward revenue trend

While perhaps it’s too early to be looking at the industry tea leaves, there’s a clear downward trend. The game currently sits at 16 in the US iTunes grossing charts. Would that we all have that sort of problem, but it’s not quite up to par for Supercell.

CR_aa_top_grossing_itunes_misc_countries
Clash Royale – iTunes Top Grossing (App Annie)

Additionally, it’s worth noting that the game hasn’t performed so well in Asia. In fact, it’s doing worse than Clash of Clans. Again, it’s still early days, so maybe there’s an update in the offing that will address this. I should also note that the game is sitting comfortably in the top 5 grossing in other strong markets: Italy (#2 grossing), Spain (#3), France (#4).

But I’d be surprised if there weren’t concerned parties in Helsinki.

To everything, churn churn

It’s hard to monetize a game that is losing players and I think it’s safe to say there’s a fair amount of churn in Clash Royale.

TV Royale  – at launch and in the following months, there were millions of views of the top-watched matches.  Nowadays, it’s rare when a match is viewed more than 150K times.

Clash TV views as of August 9th, 2016
TV Royale views as of August 9th, 2016

You might say that views are now distributed over all the arenas as previously TV was just one feed of matches. Even still, the sum of all match views now would be dwarfed by the view count from before–probably by about 4x. There are less viewers, so players are either not playing as much or aren’t sufficiently invested to watch and learn how to get better.

Interesting aside: the above chart helps support Supercell’s decision to add a new Arena (Frozen Peak). There were likely a lot of players “stuck” between Royal and Legendary Arenas. Adding a tier helped players get over the progression hump a bit, though now it seems there’s a fair number of players stuck between Frozen and Legendary…

Also looking at TV Royale, you can see that the matches between top ranked players feature decks with maxed out cards. Top players are at end content which means they don’t have a whole lot to spend money on. If this isn’t addressed soon, they will get bored and bail.

Top players have maxed out their decks...
Top players have maxed out their decks…

I have no doubt that more content is coming. Will players return for it?

Clan Activity – file under “anecdotal,” but activity in my clan has died down pretty substantially. While not scientific, it’s a pretty decent indicator that the game is not as captivating as it once was.

The sky is likely not falling, but there is a clear downward trend. In my next post, I’ll discuss some other potential factors and some ideas for fixing them.

Please check out the second post here.