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How to grow game retention?

Discussion in 'Game Design' started by TraianDraghici, Nov 11, 2020.

  1. TraianDraghici

    TraianDraghici

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    Jan 4, 2020
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    Let's discuss here about game retention and how to grow it.
     
    Last edited: Jun 24, 2021
  2. EternalAmbiguity

    EternalAmbiguity

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    What do players get when they win those races? And what does what they get, get them? Is there some kind of upgrade loop for cars? Cosmetic modifications?

    How does it all tie together?
     
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  3. dgoyette

    dgoyette

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    This feels like the kind of question you could sit around forever pondering, without ever being confident that you've correctly identified a solution. Rather than speculate on what you think might keep players around longer, maybe you need to go back to basics and actually ask your players/testers for their feedback on what they do and don't like?

    I'm assuming you've had people try the game. What are their reactions? Usually initial reactions for a game as fairly bad, because you haven't had a chance to polish and refine the game yet. So, what are people saying about your game? How can you address their feedback directly, rather than try to guess at what people might want in your game?
     
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  4. TraianDraghici

    TraianDraghici

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    Players win money if they win those races. With money they can buy another cars (there are 25 different cars in the game right now). Customizations are present , too...car color, wheels color, under led car, nitro, engine power wraps and suspension..

    For the feedback , I have a tik tok account with 8.000 followers made only with this type of games so it's the right audience.
    From the beginning the feedback from them was positive, they like the game, also the reviews from play store (4.4 stars now) are mostly very positive, but the analytics and revenue just don't look that great...

    Another idea will be implementing multiplayer, which hopefully will make the players play more with their friends maybe...
     
  5. ClaudiaTheDev

    ClaudiaTheDev

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    Jan 28, 2018
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    Do you have a Daily Challenge and a Scoreboard?
    You can also make team challenges where the team collecting most coins (or sth different) gets stuff.

    You should play like Gardenscapes (Homescapes) and CandyCrush for recherche.

    You want the player to reopen the game daily several times. For that restoring energy or (sth different restoring can with time) works well.

    To make the player play longer in one session actually i would not make him drive longer but let him often switch the tasks. For example driving, being in the garage, doing other stuff. So it doesnt feel so repetitive.

    Another idea:
    Maybe you should add some tasks the player collects during driving which when you fullfill them gives special rewards. So there waits an NPC or something like that to give a task/quest which gives a nice bonus. Make the NPC always wait a bit far away from the current position when generating it. There is a timer (for example 3 min) and you have to reach the place in between the time or the NPC disappears. Its not easy to reach it the player has to hurry so you get sure he plays at least the time amount reaching the NPC. Fullfilling the quest also has a time limit like half an hour, so you get sure again that the player plays maybe 10 additonal minutes so he doesnt lose the quest.
    Every 2 hours or sth you generate a new NPC/quest. After fullfilling 3 in a day a really super special quest is unlocked.

    So give the player often the feeling of success after some playing tension to trigger the dopanine center in the brain and make him want to feel this again:rolleyes:
     
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  6. AbandonedCrypt

    AbandonedCrypt

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    Apr 13, 2019
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    Randomly generate challenges on the map, challenges can be special cars who try to race you and offer prizes such as customization pieces. You could have different challenge tiers, common, rare, special challenges. The better the challenge the better the reward. That would encourage exploration of the map and stimulate the reward system.
     
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