Most posts that I am going to be gamestorming about focus around user retention and monetization. Here is one that I thought about at work for a few minutes while discussing another game with a colleague: Halo 3.
- Diablo 3 needs to develop an online, introspective player analysis similar to that of Bungie's.
- Example of Bungie's display at bottom
- Easily display core kill, death, financial descriptive statistics to the user.
- Kill
- Elites per minute
- Pack per minute
- Experience per minute
- Break down by Act / Zone
- Death
- Deaths per Act / Zone
- Deaths by Affix
- List Affixes
- Count deaths (percentage as well)
- Charting with events (will add an edited Bloomberg example when i get to work tomorrow)
- For the first week of September 50% of your deaths came from physical
- You saw this stat, and purchased a new item that increased you res to physical by 60.
- The second week of September 30% of your deaths came from physical
- Here is a financial example (just imagine the lines are deaths per hour. They could be colored differently by Act)
- Financial
- Gold pick up rates
- Item rates
- We get the idea
- Why focus on this player analysis?

- User Retention translates to monetizatoin
- Why will users be retained?
- Analysis will be made available which will lead to introspective and critical analysis
- The key KPIs I would bet are
- average RMAH transactions per player is probably their (AH team) main focus.
- average value of RMAH transactions
- These should be separated by item / commodity / gold as there might not be parity
- More user's playing for longer means increases in total RMT(real money transactions) per day as there should be more players
- A smarter player means increase in avg RMT
- Plus this seems pretty short term - 3 month project for 3 to 4 people?
- PM, 2 analysts with both SQL focused and one HTML focused, and a web designer.
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