Player Retention

Use various methods to increase player retention:

  • Daily Login bonus, with loyalty streak to encourage continued play (enable skipping occasional day once reach a higher threshold, such as snapchat streak restores).

  • Daily, Weekly, Monthly quests/challenges.

  • Prominent Leaderboards with rewards, both economic and flex based.

  • Have Regular releases, even if smaller quests or dungeons, to keep momentum, rather than rely on only huge releases, then a large downtime when people are out of things to do.

  • Ensure there is a reason to keep playing and grinding once people reach a 'max' level based on the current game state. This could involve working towards purchasing very rare cosmetic items which can only be purchased with a soul-bound (non-tradeable) currency (which could rotate periodically), that converts excess (XP or whatever) over the level cap into that currency. Key will be to ensure the 'grind' is still fun and varying, and not feel like a chore. These NFTs could be both 'open editions' (i.e unlimited can be purchased in a time window), or limited (X quantity, first players to get enough can buy), to both encourage faster and harder grinding, while encouraging dedicated but players with less time to still work towards a limited item without fear of it selling out just before they get the required balance. The most efficient way to gain this should be through the fun gameplay, rather than reparative things such as mining. Reaching max level cap could also unlock a Nightmare mode of the current dungeons where despite being max level, it would take significant amount of skill and practice before anyone can pass it.

  • Airdrop previous players unique cosmetics based on things they did in the past, such as each quest completed, game time, achievements, and continue that into the future. These things could be either worn and/or displayed in apartments, and would also be soul bound.

  • Track in detail user gameplay progress and activities. Ensure that pain points are identified and addressed fast. For example if new users get stuck at a specific point or quest, ensure that is fixed to reduce player leakage.

  • A/B Testing on new features. That said, ensure this is only implemented once a significant user base is playing, else it could become noise.

  • Reach out to all different types of players by email, twitter, in game, discord. Get feedback. Ask them what they want, what they like, what they don't, would they recommend it to their friends. Use Net Promoter scores. Offer some in game currency or NFTs as a reward.

  • Regular events and competitions. Including parties, in game AMA's, collaborations with other communities etc.

  • Ensure that new players can to some degree catch up to existing players (especially as time goes on), but ensure they can't just be airdropped a ton of high level gear to skip too much of the game. BUT, also ensure that new players can enter dungeons with more experienced players, this might require ensuring that new players can't gain too much XP still (cap it), and possibly may require a 'passive buff' or some other mechanic when queing with high level players to ensure they don't get totally rekt. Alternatively, allow players to create multiple characters, so they can que with their friends in lower tier dungeons. Characters should still be soulbound to the user, and low level characters should not be able to equip weapons that are higher than their current level.

  • Implement multiple classes that people can select from. Each person(wallet/account) can have multiple characters, each assigned a class, and therefore has a different level. This ensures that players could rotate between various classes to level them up (see Killing Floor for example). Implement classes that can provide utility for team, such as tanks, and healers to facilitate various types of gameplay (see TF2/Overwatch or LOL).

  • Add random and rare events that can happen in dungeons. Such as 10% chance, 1% chance, or 0.01% chance of something occurring. This could be a secret room, tough enemy that has a rare drop, Super Sian boss (with better loot).

  • In addition to randomness, and random dungeon/terrain generation, add in some branching logic which the players decide on each time. Multiplying out each branch could result in a larger number of playthrough routes.


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Upvoters
Status

Cancelled

Board

πŸ’‘ Feature Request

Date

Almost 2 years ago

Author

abbbbbbb

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