Mobile game live ops: Using proper frameworks
summary
Explains a concrete Live Ops workflow: use a player life cycle plus seconde-to-second/minute/session/long compulsion loops, keep a public feature backlog with cost/benefit scoring, and prioritize quick wins. Builds a challenges feature (easy/medium/hard tasks mapped to session/daily/weekly) that players complete via normal play, adds an ad-watch refresh instead of paid refresh, and measures outcomes: rounds played rises and D7 retention improves by 1.3 percentage points, with repeatable ad watches increasing.
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chapters (7)
- 0:00Start
- 0:33Introduction
- 2:38Player Life Cycles
- 3:59Break Down Player Life Cycles
- 5:44Compulsion Loops
- 9:18The Core Four
- 12:22Challenges
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