There has never been an article that explains new customer acquisition, activation, retention, and paid conversion in such detail!

There has never been an article that explains new customer acquisition, activation, retention, and paid conversion in such detail!
Overview There are four main operational goals: attracting new customers, promoting activation, retention, and paid conversion. Among them, retention is divided into avoiding the loss of existing users and bringing lost users back, and paid conversion includes promoting user recharge and promoting user consumption. This article mainly discusses the operation direction of mobile games . Ordinary apps also have many common features that can be learned from. Main forms 1. Attract new customers 

 1.1 Inviter System By inviting other users outside the game to participate in this game, both the inviter and the invitee can receive rewards. Tencent games generally use the method of sending messages to QQ friends through the invitation interface within the game. Friends can complete the invitation conditions by clicking on the link. This is relatively simple and effective, and the conversion rate will be higher. Games from other manufacturers do not have the unique advantages that Tencent has, so while preventing scammers from appearing, it is best to make the invitation system simple and convenient so that users can invite or be invited with simple operations, thereby reducing user bounce rates. Ways to prevent being swiped include: 1. Ask users to bind their mobile phone numbers; 2. Limit the level of the inviter; 3. Limit the number of times messages are sent per day. The general approach is to bind the mobile phone number, and then the inviter generates an invitation code or QR code and sends the code to the invitee. The invitee can claim the invitee reward by using the code in the invitation interface. At the same time, after successful use, the inviter can also receive rewards on the invitation interface. In terms of rewards, the reward for inviting people is the most recognized system (or card character) training resource. Different levels of rewards can be obtained according to the number of invitees or the level of the invited friends. Invitee rewards are low-value resources that are most needed by novices. Corresponding data analysis : The number of invitation codes generated by the inviter, the invitation success rate, and the number of rewards received. Level distribution of invitees. Anti-spam: monitor the players who send the most invitations and query the IP addresses of the invitees. 

Fantasy Westward Journey Invitation System In addition, the system can also be expanded into an interactive system between users. By allowing users to exchange invitation codes or QR codes generated in the game every day to obtain certain random resources (for example, each person is given a general at the beginning of the game, and users can refresh the qualifications of the general by using other users' QR codes), it can also promote the bond and communication between users to a certain extent. 1.2 Sharing System By sharing your achievements in the game, you can get diamonds or other in-game resource rewards. Generally, a share button will pop up automatically when you complete a chapter, achieve a new rank in the arena, or obtain a new general. Users can also freely select the share button in the relevant interface to share. In terms of rewards, users can obtain resources for their first sharing of the day, or set a method of obtaining resources through sharing of certain fixed achievements, so that users can share on QQ or WeChat. However, there may be a considerable number of users who will not share to public places, but will share to their own secondary accounts, etc. Therefore, unless the quality of the game is very good, the probability of making profits from this system is not high. 

Sharing function of "Murderous Fairy Tale" 2. Promote vitality 

 2.1 Long-term goals It mainly appears in the form of level gift packages, giving users a long-term hope. Its core purpose is to increase user stickiness, convert users into core players, and reduce the boredom of the current level caused by the lack of new gameplay. At the same time, the churn rate of higher-level users will be relatively lower. 2.1.1 Level Gift Pack Users who reach a certain level can receive gift packages, and the general level interval is 5 levels. The main object of the level gift pack reward can be set as a fixed training item for a certain system. For example, a card game can set up a specific character, which is mainly produced through level gift packs. It is best if this character is given in the early stage and has above-average qualifications, so that small R or free users can pursue it. Non-card games can also focus resources on a certain system, but it is best if the system is deep enough and attractive enough. In addition to regular level gift packages, additional limited-time level gift packages can be added when the server is launched. Extra rewards can be obtained by reaching a level within a certain period of time, which will give users a sense of urgency when they first play the game and increase user stickiness. Corresponding data analysis: Player level distribution within a limited time. 

"All People's Warriors" level gift pack, reach the level within 7 days of opening the server to get additional generals rewards 2.2 Short-term goals Provide users with goals for the current stage and rewards for completing the goals, reducing the risk of churn due to lack of sense of purpose and having nothing to do. 2.2.1 Server Launch Carnival Event When players first enter the game, they are in the stage of building up an understanding of the game and are unfamiliar with the various systems. The main purpose of the server opening carnival is to guide players in playing each system and provide relatively generous rewards, so that players will not lose resources due to lack of goals or wasting resources due to unfamiliarity with the gameplay. Common server launch activities include daily login gift packages, daily recharge gift packages, limited-time purchase gift packages, and rewards for the cumulative number of times the system is opened on the day (2 goals per day, two setting methods: 1. Different goals every day; 2. The same goal every day, set to the limit that can be completed on the day). Generally, additional rewards are set based on the number of completed server launch activities, such as gradually providing fragments of a certain hero, or providing consumable items in the first few tiers and rare items in the final tier. Corresponding data analysis: Target task: Players’ achievement status and payment amount for each task. Paid tasks: purchase status of each gift package and daily recharge amount distribution. 

The King of Fighters 98 is open for business, with different goals every day 

"Everyone's Warriors" server launch carnival, the daily goals are "equipment enhancement" and "main line copy" 

Dragon Ball All Goal Rewards 2.2.2 Accumulated times to get rewards You can receive rewards after completing certain gameplay a certain number of times. The form of the activity itself is nothing fancy. Judging from other games, almost all gaming behaviors can be motivated by this activity. The advantages are simple configuration, low cost for players to understand, and easy to participate; the disadvantages are that it is relatively straightforward and the appearance of eating too ugly may affect player backlash. In terms of quantity settings, it can be set as a goal that can be easily achieved by purely free players, which is purely welfare-oriented, mainly to increase the activity of the gameplay and provide players with goals; it can also be set that some goals can only be achieved by paying users, and a certain degree of differentiation can be made in the target rewards compared to the rewards that can be achieved by free players. Rewards are generally based on the props produced by this gameplay. The common forms are as follows: 

 Corresponding data analysis: the number of participants before and after the event, the player's reward collection and the corresponding recharge amount, and the corresponding system consumption changes 2.2.3 Collect all items to exchange for gifts Collect activity props from various gameplays in the system, and collect certain props to redeem activity rewards. It is usually carried out in conjunction with the above-mentioned cumulative rewards and recharge consumption activities. Compared to activities where players can directly receive rewards through corresponding gameplay, this form is more subtle and allows players to have a sense of "participation" by collecting various items, so it is often combined with certain festivals to create a festive atmosphere. Generally speaking, in addition to obtaining activity props for free through "accumulating gameplay times" and "challenging XX gameplay", you can also obtain them through recharge or purchase. In terms of reward setting, the form of fixed props + different special props exchange rewards is generally adopted. Fixed items can be obtained in large quantities through copy drops, etc. Special items can be obtained through accumulating activities, opening random treasure chests, recharging, purchasing, etc. This activity requires control over the output quantity of activity props, clearly defining and calculating the time and payment cost for each reward, and limiting the number of times rewards can be redeemed. Corresponding data analysis: player reward exchange status and corresponding historical recharge amount, recharge amount during the event, and the number of event props produced 

The King of Fighters 98 Chinese Valentine's Day event: In addition to purchasing the wishing treasure chest directly, you can also get it for free by accumulating the number of times you play. 

"Naruto" Dragon Boat Festival Event 2.3 Multiple rewards 2.3.1 World Level If the user's level is below the average level of the server, he/she will get additional experience bonus. This setting is a benefit for players who join the server late or do not have enough time, and can enable them to catch up with the main group as quickly as possible. This is also a different management method for players with different attributes: paying players/core players progress faster and have greater patience because they have paid; free players progress slower, and if they fall further and further behind the previous echelon, the probability of churn is higher; players who lack time just want to experience the game to their heart's content, so their upgrade time is shortened and they can concentrate more on experiencing the gameplay. The world level setting ensures that there won’t be too big of a gap in levels between different players. After all, getting players stuck at a certain level isn't good for payment or retention, as long as the first tier doesn't upgrade too quickly and consume too much content. Corresponding data analysis: player level distribution 

World Level 2.3.2 Specific systems It mainly includes three forms: obtaining multiple rewards in a specific system for a limited time, obtaining additional resources by carrying out specific systems, and increasing the number of times a specific system can be challenged. When making a request for multiple rewards, it is best to set them as configurable decimals for ease of use. It mainly takes advantage of the players' desire to get an advantage. As long as the limited-time multiples are not very frequent, players will feel that they are "free resources", thus consuming more game time and increasing their stickiness to the game. Corresponding data analysis: Comparison of the number of system participants before and after the event 3. Retention 3.1 Increase retention The main reasons for user loss are generally: lack of goals, frustration, poor benefits, lagging behind the main force, and insufficient version content. To address the above issues, we generally optimize them by providing goals through activities and daily tasks, as well as providing appropriate login packages with resources to stimulate logins. Although targeted activities are provided to promote user activity, the purpose of increasing activity is essentially to increase user stickiness and prevent user churn. 3.1.1 Login Gift Pack Server Launch Gift Pack In conjunction with the server launch carnival event, login gift packages are provided every day to encourage players to log in. It is usually a login package that lasts for 8 consecutive days. Higher-value items will be released on the 2nd, 3rd, and 7th to encourage players to log in. Holiday Login Package During holidays, users are most likely to be affected by real-life situations and forget to log in, leading to loss, so better props are generally configured to attract players to log in. Cumulative login gift pack In conjunction with the monthly sign-in configuration, a continuous login gift package is provided, which provides progressive rewards based on the cumulative number of days the player has logged in. It can be distributed through activities, or directly included in monthly sign-ins and daily tasks. Version update login package It is mainly aimed at solving the loss caused by insufficient version updates. After determining the time point for subsequent version updates, inform users of the upcoming updates via email or other forms within the game to give them something to look forward to. Gift packages are provided to users when notifying them and when the version is updated, allowing them to feel the sincerity of the operation team. Corresponding data analysis: DAU 

"Everyone's Warriors" version update package 3.1.2 Server Launch Goal That is the server launch carnival event mentioned above. More game resources will be invested in the event, leaving some "wasted" resources for users, allowing players to have enough fun and reducing the loss caused by waste of resources due to unfamiliarity with the gameplay. At the same time, it also increases the user's sense of purpose, allowing users to immerse themselves in the game faster and easier. 3.2 Pull back flow Some of the users who have already left may return. The main problems faced by users who successfully return to the game are: failing to catch up with the mainstream troops in level, wanting to pay to catch up but having no output points, insufficient resources, and unfamiliarity with the gameplay, which leads to abandoning the game again. 3.2.1 Return Gift Package In order to reduce the sense of confusion of users after they return, make them have a "very pleasant" experience after they return, and avoid users losing again, three forms of activities are generally configured. Return login gift pack Includes free gift packs and paid gift packs. The free gift package contains common resources such as experience, gold coins, physical strength, training props, etc., so that users will have "something to do" as soon as they return. Paid gift packs are enhanced versions of the above items, usually priced at 500~1500 diamonds. It can be understood as 50% of the resources being available for free, and 100% of the resources being available after using diamonds to purchase paid gift packs. Cumulative login activity To avoid user loss again, after the user returns, set up a 3-5 day login activity. Just log in every day to receive in-game resources such as diamonds, gold coins, paid props, etc. Return to cumulative recharge Provide returning users with a payment outlet, and they can get resource rebates by recharging different amounts. Corresponding data analysis: cumulative login time, payment amount, and paid gift package purchases after user return 

The King of Fighters 98 Return Event 3.2.2 Repurchase (offline experience) The main repurchase items are gold coins and experience points, and they can also increase the resources produced by the in-game trial gameplay. The main purpose is to allow players who have been away from the game for a long time to get a quick improvement and narrow the gap with the mainstream troops. It is also a "cool point" for returning players, because they generally get more resources and can significantly improve their levels. "Naruto" adopts the method of giving away 50% of the resources for free, and paying 100 diamonds to get an additional 100% of the resources. Corresponding data analysis: number of free and paid repurchases, subsequent logins 

Naruto Buyback System The above activities are commonly used methods to promote activity in mobile game operations. Let’s talk about the common forms of recharge and consumption activities. 4. Top up 4.1 Attract new users to pay 

 According to data, once a player makes their first recharge in a game, the probability of a second recharge will be higher than that of players with no recharge record. At the same time, a paid user, even if he has only recharged 6 yuan, has a much higher retention rate than players who have not paid. Therefore, it is very important to stimulate players to complete their first recharge through various means. The main means to stimulate first recharges are high rebates. 4.1.1 First Charge Gift Pack First-time deposit gift packages are a very common means of stimulating players to make their first deposit. Generally, a recharge of 6 yuan will give away initial luxury equipment/cards and many consumables, so that players will feel that it is a great deal at first sight and make impulsive recharges. More advanced ones will also provide two levels of first-charge rewards. For example, a recharge of 1 yuan will give you luxury equipment/cards, and a recharge of 10 yuan will give you upgrade or training props and other consumables for the equipment/cards (usually more valuable than the first level). Players who originally did not want to recharge will be forced to recharge at least 1 yuan, while players who originally would recharge 6 yuan will be increased to 10 yuan. Corresponding data analysis: payment rate, number of players who recharged 1 yuan/10 yuan, and subsequent recharge status 

The first charge interface of "All People's Warriors" 4.1.2 Small deposit rewards For many players, recharging only requires a reasonable reason. The most reasonable reason is that the rebate amount is very high and it is difficult to obtain it without recharging. The common practice of accumulating small recharges over N days takes advantage of the psychology of these players. As long as you recharge any amount for 5 consecutive days, spending a maximum of 30 yuan, you can get a high-quality, very useful card/equipment. So should you recharge? As long as you recharge 6 yuan in the first few days, the probability of giving up recharging later is greatly reduced. Of course, considering the cost you have already paid, it is naturally difficult for players to leave. 

The King of Fighters 98 server launch event has a small recharge amount. The final reward is only produced through the prop treasure box except for this event. The cost is about 680*24=16320 diamonds, so the server launch recharge is very cost-effective If you feel that the threshold for cumulative recharges over N days is too high, you can also adopt the form of giving away a treasure chest for every 6 yuan recharged. As long as the player has tasted the sweetness of a treasure chest before, or wants to recharge a little money to try his luck, then the purpose of the first recharge will be achieved. 

A certain game recharges 6 yuan to get a treasure chest, limited to 1 time per day At the same time, in conjunction with the server launch carnival login giveaway event, there will be an additional small recharge event to give away extra props. Since the server launch carnival event is the most frequently opened activity channel for new players, moving small recharges here may result in a higher conversion rate. 

"All People's Warriors" server launch event Corresponding data analysis: Comparison of payment rates before and after the event, and comparison of the number of players with small recharges 4.1.3 Monthly Card/Weekly Card/Annual Card/Lifetime Card The most important thing to attract players to make their first deposit is a high rebate amount, and various cards are very common forms of this. Recharge 8 yuan for 7 consecutive days and you will get 100 diamonds back, recharge 25 yuan for 30 consecutive days and you will get 100 diamonds back, recharge 88 yuan and you will get 100 diamonds back every day for life, recharge 188 yuan and you will get an additional 100 diamonds back every day for life... There are many forms, and you can choose according to the actual consumption points in the game. Generally, there will be 2 to 3 types coexisting, which can conveniently adapt to the needs of players with different payment abilities. However, I personally do not recommend an annual card. It would be better to directly make a lifetime card, which will be significantly more attractive than an annual card. And I personally do not believe that anyone will play for a year. The main thing to pay attention to is to make sure that the free diamonds can be spent easily, and calculate the maximum number of diamonds that different VIPs can spend every day, otherwise it will easily lead to insufficient recharge momentum. 

In addition to diamonds, the annual pass of "Fighting Academy" also gives other valuable props 4.1.4 Growth Plan Players initially invest a certain amount of diamonds, and as their level increases, they will receive a rebate of 500%~1000% of the investment cost. Of course, it will take players about a month to get most of them. However, the monthly retention rate of paying players will also be relatively high. Although the growth plan model has a certain effect in attracting first-time recharges, it may not necessarily be beneficial for players to continue paying. There is a variation of this activity - "Investment", which I personally feel is a better form. You pay a certain amount of diamonds, and based on the subsequent login time/level, you will not get the diamonds back, but rare items. Specific details will be provided later in the consumption-investment phase. Corresponding data analysis: number of purchasers, subsequent recharge status, and receipt status of each tier 

Dragon Gate Escort Agency Growth Fund 4.1.5 Lucky Cat An activity that invests a small amount of diamonds to get more diamonds, with only profits and no losses, and money makes money. Tencent's games often launch this activity together with the consumer lottery event. The purpose is to give players the feeling of getting a god-like general without investing a lot of money. Of course, once players start spending on the lottery, it’s not so easy to stop. Even those who are not interested in lotteries may have the desire to top up their accounts because they are almost there to make money again. Corresponding data analysis: number of times each gear is used 

The King of Fighters 98 Lucky Cat 4.2 Increase ARPU 

 After the game has been operating for a period of time, the payment rate will tend to stabilize and it will be difficult to increase significantly. At this time, if you want to increase recharge, you mainly need to find ways to increase ARPU and allow paying players to recharge as much as possible within their affordable range. 4.2.1 Cumulative recharge activities A common method to stimulate ARPU is to gradually return high-value props to players. In terms of reward settings, multiple target props can coexist and anchor points can be set at certain levels to stimulate players with paying ability to recharge as much as possible to the level where the anchor points are located. You can also set only 1~2 target items, recharge a certain amount, and obtain the complete form of the item (such as a complete card), and then receive materials for cultivating the item (such as card fragments). Corresponding data analysis: the number, amount, ARPU and corresponding combat power of all players and players at different recharge levels 

"Sword and Magic" cumulative recharge activity, each level will give a pet, and reaching 5 levels will unlock the appearance of a rare pet. 

"All People's Warriors" accumulated recharge, 3 different character cards, gifted according to the recharge level 4.2.2 Daily recharge activities The daily recharge activity only lasts for one day, and the rewards are reset every day. The rebate amount provided will not be very high, and it will mainly focus on providing consumables that are needed for daily life but have a higher corresponding point depth, because ultimately we hope that players will have a burst of accumulated recharge activities. Corresponding data analysis: the number, amount, and ARPU of all players and players at different recharge levels 

Daily Recharge for Legend of Qingqiu Fox 4.2.3 First Charge Reset The first recharge of any level will give you an extra 100% diamond benefit (also a way to encourage first recharge). If you reset this benefit in the subsequent version update, it will generally achieve good results. However, it cannot be done frequently, otherwise players will become numb and it will affect their willingness to recharge in normal times. It is best to confirm with R&D whether the activity can be developed when the game is implementing the recharge function, and reserve an interface for subsequent activities. Corresponding data analysis: ARPU, payment rate 4.3 Recharge Gift Package Purchase the gift pack by direct recharge. After purchase, you can not only get the diamonds obtained from the recharge, but also get additional valuable props. The general (claimed) rebate amount is above 200%. Personally, I didn’t particularly like this form at first, because I thought it would bring a burden to the players, and it would be better to directly spend diamonds to buy it. But different people have different preferences. It is undeniable that some people may prefer this method. Moreover, due to the high rebate, it is more cost-effective than direct recharge (perhaps second only to double the first recharge), so it is also a good choice. Corresponding data analysis: comparison between the number of purchases of each gift pack and the number of players who top up at the corresponding level 

"Everyone's Warriors" Recharge Pack 4.4 Ranking Ranking activities can be launched when the server is launched or in certain versions or festivals. If you reach a certain ranking in the leaderboard within the specified time, you will be given very valuable props. This activity is suitable for high-DAU games and aims to generate competition among front-end players. If the DAU is not high enough and the players in the front cannot compete, then it will be no better than an ordinary cumulative recharge activity. Moreover, the props given away on the ranking list must be used with great caution when they are redistributed later, otherwise the feelings of the big Rs may be hurt. "The King of Fighters 98" server ranking event, the subsequent method of releasing this item is to put it in the exclusive ten-draw for VIP8 and above, and the draw can only be done during the event 4.5 Value preservation for paying players 

 VIP was originally designed to provide large paying users with a sense of conspicuity and value preservation, as well as to increase payment outlets and satisfy the paying players' desire to show off. However, as various games have an endless stream of ways to stimulate players to recharge, the rebate amounts are getting higher and higher, resulting in a higher and higher threshold for players to accept. Therefore, simply increasing the number of payments and the design of a VIP title are no longer sufficient reasons for players to continue to recharge. Players also want more lifetime benefits. As a result, various VIP gift packages, VIP special benefits, and VIP exclusive activities came into being. Corresponding data analysis: Changes in the number of VIP players of different levels before and after the event 

"Murderous Fairy Tale" VIP Weekly Gift Pack 

"Murderous Fairy Tale" Scratch Lottery, VIP More Times 

"Fighting Academy" VIP Day Gift Pack 5. Consumption While stimulating players to recharge, we should also encourage players to consume. Otherwise, the diamonds in the players’ hands cannot be consumed, which will also reduce their desire to recharge. A common method to stimulate consumption is to let players taste the sweetness in the early stage, and then give more after they spend a little, giving the illusion that they can spend endlessly. In the later stage, it relies on super valuable prizes to attract people. Consumption activities are generally completed in coordination with each other. A single consumption activity has limited effect. Unless the rewards given are very attractive, players may still lack motivation. Therefore, the general approach is to use discounts, cumulative times, and lotteries to coordinate with each other to guide consumption reasonably and maximize the consumption of diamonds in the hands of players. 5.1 How to Play the Lottery 

 There are two most important points in the design of a lottery: one is to give players the opportunity to win big with a small investment, and the other is to let players see hope and avoid giving up halfway. Based on these two principles, lotteries are often accompanied by high-value target props, luck value systems, and guaranteed designs. For example, a card game will have specific rare card characters. In addition to the chance to obtain the character in every draw, every time you draw ten times in a row, you will also get a fragment of the card. Adding the cumulative number of times you get the fragments, the maximum cost of each draw is easy to calculate. Based on the final ranking of the number of draws, an additional ranking reward can be obtained, so that the amounts obtained by players with different amounts can be differentiated. Or you can accumulate a certain amount of luck to get the card character. The higher the luck value, the higher the probability of drawing the card. At the same time, in addition to this character, you may also get other characters every time you draw ten times. This activity is often carried out in conjunction with additional cumulative times, cumulative consumption, and discount activities, and diamond rewards are directly provided in the initial few levels. The purpose is to lower the entry threshold and reduce the cost of players trying. Corresponding data analysis: the number of players participating in the lottery, the number of draws, the distribution of spending amounts, and the corresponding player recharge amounts 

In "The King of Fighters 98", you will get fighter and universal fragments every time you draw. You can get extra fragments by accumulating different numbers of draws. 

The lucky value system of "All People's Warriors" and the guarantee of getting a certain item by drawing 50 times 5.2 Cumulative consumption activities Similar to the cumulative recharge activity, players are directly required to accumulate a certain amount of diamonds to return items. However, no particularly important target rewards will be given out, and generally only common consumable rewards will be given out. Corresponding data analysis: consumption amount at different consumption points 5.3 Cumulative number of paid gameplay Similar to the cumulative frequency activities to promote activity, there are two main forms, one is in conjunction with paid activities, and the other is in conjunction with the payment system. In terms of rewards, diamond rewards are generally provided in the first few tiers to lower the threshold; the last few tiers provide target rewards for paid gameplay, making players feel that it is very cost-effective during the event. It is also often seen at the time of server launch, guiding players to the main payment points. The main paid activities include: cumulative N prize draws, cumulative N purchases of activity props, etc. The main payment systems include: cumulative purchase of physical strength and gold coins N times, cumulative purchase of mysterious stores N times, cumulative training N times, etc. Corresponding data analysis: consumption amount at different consumption points 

The number of draws corresponding to the "All People's Warriors" draw event 5.4 Paid Gameplay Discounts 

 Direct discounts on existing paid gameplay generally limit the number of times users can purchase at the discounted price. It is common when a system or service is just launched, and is given as a gift to users for experience, so that users can develop a habit. Even if there is no discount, they may continue to buy because of the good experience. It can also be used as a benefit for core paying users, who can enjoy discounts after meeting certain conditions. For example, the first purchase of "Fighting Academy" is half-price every day; "Magic Heaven Record" has a half-price discount for ten consecutive draws with a daily recharge of 6 yuan; "Legend of Sword and Fairy 3D" enjoys a 10% discount for a recharge of 200 yuan or more; in many card games, as long as you meet 3, 4, or 5 single draws in the first few ten consecutive draws, you will get a precious hero. Corresponding data analysis: number of purchasers, proportion of continued purchases after purchase 

Fighting Academy: Half Price for First Purchase Every Day 

Enjoy 10% off on top-up of 200 yuan for Chinese Paladin 3D 5.5 System Development Activities The main thing is that "All-People's Warriors" has a set of relatively classic activities - select 2 heroes every week. During this week, you can get corresponding rewards by cultivating heroes to a certain star level and a certain combat power. Specific heroes can also participate in specific copies. When a certain number of levels are reached, rewards will be given according to the ranking at the final settlement. The two heroes usually include one common hero and one rarer hero. Since reaching a star level directly rewards considerable card fragments, the cost of training the hero will be greatly reduced. At the same time, the goal setting of this activity is also very precise. If you already have a hero, the first activity condition is the current star level +1, so apart from the reduction in training costs during the event, there is no advantage if you have trained him to a very high level before. The reduced cost will also encourage players to collect resources and cultivate cards more actively. Personally, I feel that the biggest benefit of this gameplay is to make players overspend. For heroes that you didn't originally plan to train, it seems a bit disadvantageous not to participate in the event. However, once you start training, it will take up resources originally used for the main heroes. In order to ensure the growth of the main heroes' combat power and complete the training tasks of the event heroes on schedule, there will inevitably be a certain amount of payment or diamond consumption. Corresponding data analysis: the number of players who completed the task and the number of tasks. 

 

"All People's Warriors" Hero Training Activity 5.6 Limited time gift package purchase 

 Players will have a great demand for some resources in the game, which are difficult to obtain in large quantities at one time. We can package such resources for a limited time and sell them to players as an activity. The packing props can be one or more, depending on the actual situation. Especially when the server is just launched and players are not familiar with the game, and it is easy for us to imitate players' behavior, we can choose some props that players will definitely need in the early stage, and sell them to players for a limited time during the server launch event. There are many ways to display the information. The purchase interface of the limited-time gift package can pop up randomly after the player completes certain copies, or it can pop up directly when the player enters the game, or it can be placed on the activity interface. The most important thing is to inform the player of the discount amount and countdown to make the player feel a sense of urgency. The props sold at the server launch can also be sold directly during the server launch carnival. It is said that Tencent's games are made with great care and are pushed directly to players who they believe have the purchasing power but have been hesitant about whether to pay. They are given large discounts, giving these players enough reasons to complete the payment. It is generally difficult to make a game this detailed, so it can only be pushed to all players. When it comes to discounts, the value of existing props must also be considered. Corresponding data analysis: the number of purchases of limited-time props, the historical recharge of purchasing players and the recharge situation of this event 

"Naruto" Limited Time Ninja 

"Nine Dragon War" Newcomer Exclusive Props 

DNW Limited Time Store 5.7 Investment It also comes from "All-People's Warriors". Players invest a certain amount of diamonds during the event, and then they can receive a large number of consumables as rewards when they log in on the 15th day. The higher the multiplier of diamonds invested, the more rewards you will receive will be doubled, up to ten times as much. Players with different needs can choose freely. Compared with the Growth Plan, diamonds are not returned, but high-value items are returned. As long as the resources are what the players really need, coupled with the temptation of a higher rebate ratio, there will still be a very cost-effective feeling, which can encourage players to make impulse purchases. Since the rewards are returned daily, it is equivalent to receiving a gift package every day when entering the game, which will also help retain players. Corresponding data analysis: number of purchasers, historical recharges of players who purchased different multiples, and recharges for this event 

Cornucopia of "All People's Warriors" This article mainly describes the basic forms of activities used by various games to achieve the above goals. However, although the basics are simple, there are many variations. The key is to clearly define the purpose of the activity, choose appropriate activities based on the purpose, and expand or change the basic activities based on the actual situation of the game, rather than just piling them up. After the event is released, it is also necessary to judge whether the event has achieved its purpose based on the data generated by the event, so as to provide reference and correction for subsequent activities.

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