21. Retention Pro Tip 2
Plan why your players would
come back after they finish your
content
22. Interest Curve for Content Only
0%
10%
20%
30%
40%
50%
60%
70%
80%
90%
100%
Day 1 Day 7 Day 30 Day 60
Pressure to produce content
is too high, expensive and
stressful for the team
29. What virtual good actually sell?
• Gate Emotion
• Energy system (15 clicks per sessions)
• Pure time-gating (20min cool-down before next big bonus)
• Economy tensions linked to time (collect enough gold to buy)
• Social recognition
• Ranking (win as much as possible – be the best)
• Complete (be the first to finish a goal recognized by others)
• Differentiation (ONLY if the community exist)
35. Consideration on Pricing at launch
• Always price as high as possible at
launch.
• It is always possible to lower the price
later, but it is hard to increase it.