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Main steps to lorem ipsum dolor

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What's next

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Guaranteed results

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Perfect implementation

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Conclusion

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Prestige industry awards

Lorem ipsum: elementum ac sed & iaculis eu neque.

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Lorem ipsum

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Vivamus ligula felis

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Libero vehicula ligula

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Tincidunt tortor

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Conclusion

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Business consulting ethics

What you need to know

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01.

Guaranteed results

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02.

Perfect implementation

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03.

International experience

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04.

Positive feedback

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Future trends

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image-36

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image-35

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Blandit sodales. Sed sed libero vehicula, cursus leo eget, tincidunt tortor. Vivamus ligula felis, dictum vitae massa ac, tincidunt orci.

Conclusion

Quisque vitae felis enim. Aenean erat mauris, pellentesque eu pellentesque id, volutpat vel nisl. Quisque id dui eu ex efficitur tristique. Vestibulum eget ex bibendum, ullamcorper mi a, commodo turpis. Maecenas suscipit massa lorem, vitae imperdiet neque ultrices a. Suspendisse arcu ipsum, elementum ac viverra sed, iaculis eu neque. Ut sed leo non magna ullamcorper laoreet sit amet in ante dolor amet.

1950’s Peruvian Coke and Gacha

In the 1950’s, Peruvian inflation forced Coca-Cola to charge more per bottle of Coke. Unfortunately, their vending machines required physical updating to accept a new and larger domination. Instead, Coke devised a probabilistic system: the machine would charge the same amount as before, but randomly refuse to give a bottle. This raises the expected price of a bottle Coke while forgoing any physical  updating. But a miscellaneous software engineer has a better idea: raise the price of Coke, but instead randomly give the money back.

Our Surfer is ‘risk loving’

The increase in price for a  given ‘bottle draw’ would equal the expected payoff of a lower priced ‘bottle draw’ that randomly refuses to give a bottle. This is an interesting solution to player frustrations in gacha (“I didn’t get anything of value when I opened a pack!”).

Anyone care to reckon which model one would perform better: Higher draw price but gives money back or lower draw price but sometimes doesn’t give anything?

Players Go to Their Highest Valued LTV: Ads Are Beautiful Pareto Exchanges

Markowitz is not 5′ 9′ Milton Friedman and he resists your attempts to call him that.

Previously, I wrote about ads as a way to monetize non-payers, but there’s more to the ad exchange and what I’ll coin as ‘portfolio pumping’. It’s like portfolio theory, but not really.

These terms reference two growing phenomenon in F2P games. King is at the forefront of portfolio pumping, in which a given firm pushes a player from game to game within the firm’s portfolio.

Match-3  games in the portfolio and get $$$, ???.  Image credit: Eric Seufert

Unlike portfolio pumping, ad exchanges push players to another firm’s games. Companies like Scopely are more fond of ad exchanges.

Walking Dead ad in Yahtzee, interesting given Scopely has competing Walking Dead game.

Frequently, the ads being served are for competitor games. Why would a company show ads for its competitors? In addition, why would firms want players to move from one game in their portfolio to another? I argue the underlying explanation is Pareto Efficiency which is just a fancy term for trade.

Ads for competitor games only make sense to the ad-server if

churned player LTV < ad revenue
and to the advertiser if
acquired player LTV > ad cost

It tends to be the case that a given company will engage in both ad buying and selling. The outcome of these ad exchanges are migrations of players to the games in which they have the highest LTV; the initial allocation doesn’t matter. This process takes place in high-speed auctions where firms are constantly in the search for the maximizing the equations outlined above. The decision rule for portfolio pumping is similar, but we add some special conditions, mainly the probability of simultaneous play.

P(rLTV_{i} + nLTV_{i}) + P(nLTV_{i}) > rLTV_{i}

Where,
P(rLTV_{i} + nLTV_{i}) is the probability of playing both games simultaneously. We add up both of the LTVs in this case.
rLTV_{i} is the remaining LTV in the old game for the ith player, while nLTV is the LTV for the new game for the ith player.

This must be bigger than rLTV_{i} for profitability.

Of course, there are ways to play with this. Wooga tried altering portfolio game prompts during a player’s lifespan but found no effect.1 King continues to portfolio pump but dropped ads in Candy Crush Saga.

It’s a goddamn gorgeous process that should litter econ textbooks like lighthouses and lemons.

  1. Runge, Julian, et al. “Churn prediction for high-value players in casual social games.” 2014 IEEE Conference on Computational Intelligence and Games. IEEE, 2014.
Re-Rewriting Economic History

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Will Luton argues on the dangers and solutions to F2P inflation over at gameindustry.biz.

While there are some missteps in the opening of the article, Will makes a powerful and elegant point:

…a sale can only be considered profitable if the net revenue from the start of the sale until resource equilibrium, and so demand, is restored is more than if the sale hadn’t been run. For well run sales in games with well balanced economies this should always be true.

Sales flood the economy with resources via shifts along the demand curve. Holding all else equal, this is modeled as a move from P1 to P2.

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The tricky part, not found in the textbook model, is time. Unlike say, refrigerators, a durable good, virtual currency is a consumable good. This means we expect repeat purchases, similar to say, gasoline. Sales in this sense pull revenue forward by changing purchase ‘schedules’ more so then a durable good. The sales are only profitable if the sale sinks resources players would have never sunk otherwise (net positive sink). In games, this is achieved this achieved via live ops. This model explains how Supercell runs their games; it’s no coincidence that Clash Royal is the first Supercell game to have sales and real live ops while their other titles have little of either. Introducing one without the other keeps net sink flat in the long run by shifting intertemporal time preferences rather than increasing the size of the ‘sink pie’ so to speak.

Progression is another confounding variable. Holding all else constant, a given item is worth less for each additional level a user is at. This is simply an artifact of rising difficulty (in the form of stronger enemies, more experience to level up etc). As a result, sales make late game players in different while making early game players better off.

Reproduced from the original article. Left: a game with constant difficulty. Right: a game with increasing marginal difficulty.

Reproduced from the original article. Left: player progression on a game with without sales. Right: a game with sales.

The insight Will offers is that sometimes this is an advantage by changing the progression path of newer players to a higher equilibrium then current late game players previously had.  This allows new players to ‘catch-up’. This sounds a lot like the Solow model. Yes, that Solow model 1. I don’t think Will models this correctly, however, as each player is not on a discrete curve as his graph on the left depicts. Even without inflation, the graph on the right is an accurate picture of a given game economy.

Consider two possible goods that could be put on sale (and thus inflated) from Clash of Clans: a builder or gold. The builder is a dramatically better purchase because it allows for more output per unit of gold or elixir (increase in technology). This shifts the growth rate of a given player up. On the other hand, the gold is a small one-time increase in capital stock that won’t scale with the game. For designers, this offers the chance to use sales as strategic instruments to alter the metagame. By offering Clash of Clan players discounts on a builder, players converge and then exceed the GDP of elder players. A sale of gold, however, merely ‘jumps’ the GDP of players without changing the long-run growth rate. This means designers can either jump the point along which new players are on the progression curve or they alter the new player curve entirely.

Sales jumps players along the curve, while a sale with 'technology' creates an entirely new curve. Also I have an S pen. Watch out art teams.

Sales jump players along the curve (A -> B), while a sale with ‘technology’ creates an entirely new curve. Also, I have an S pen. Watch out art team.

Back again

Known as 'Destroyer of Toy Islands' on Server 54G, Robert Lucas knows no mercy.

Known as ‘Destroyer of Toy Islands’ on Server 54G, Robert Lucas knows no mercy.

Unfortunately, this can deter some investment by changing inflation expectations. If players know a given dollar will have increased purchasing power later on, why make the investment now? Indeed, a 30+ paper written by Game of War players and subsequent boycotts attest to the negative side effects of perpetually trying to catch players up.

Careful consideration and analysis can make sales a valuable gameplay tool as much as they are a business one.

  1.  Solow, Robert M. (February 1956). “A contribution to the theory of economic growth”. Quarterly Journal of Economics. Oxford Journals.70 (1): 65–94. doi:10.2307/1884513. JSTOR 1884513. Pdf. 

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