OVERVIEW
As our company provides viral marketing services with Anima Adventure, there are some aspects of this project which is beyond our control. No matter how effective our Marketing strategy is, if the game itself and its features are not sufficient to the users’ taste, changes should be made in the developer’s side.
This study focuses on the game itself and the features that can be added to further improve the overall revenue attraction. Aside from the general perception of a good game, we need to look into the behavioral game design for us to maximize the game’s full potential. After acquisition and retention, we need to be able to monetize.
THE GAME
This is an FTP, RPG, RNG game with a dice battle gameplay.
Summoned Animas are determined by their ranks, or stars. Currently, they range from 1 to 5 stars; the higher the star, the stronger the Anima is. You enchant an Anima to its maximum level, and then …show more content…
A good example would be the VIP benefits of Dot Arena. As a player continuously purchases with real money from the store, the VIP level increases.
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PRODUCT PRIORITIES
Anima Adventure has been running for only less than a month. Our target should be converting freeloaders to paying players. With the current state of the game, it’s very unlikely for a player to spend more than $10 for this game as of now, mainly for the following reasons:
Promotional Events – after the launch, freebies are given away. For a regular player, there is more than enough resource for playing the game.
Overall gameplay quality –
Balance –
NEW FEATURE EVALUATION
PAYING USER PROGRESSION SYSTEM
Acquisition – Marketing Promotions
Retention – Events
Monetization
ARPPU vs ARPU – how we can convert active users to paying customers, and how we can make minnows to