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Games: F2P Mobile Battle-Royalesque Full Meta Economy
Mihai Gheza
Edited 1460 days ago
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--- Auto-Generated Description--- This diagram represents a sophisticated simulation of a free-to-play mobile game economy, focusing specifically on a battle-royal genre. The core computational graph is designed to track and analyze various aspects of player engagement and monetization strategies, taking into account in-app purchases (IAP), in-app advertising (IAA), level progression, resource management, bonus incentives, and more. It features mechanisms for generating gems (the game's primary currency), managing purchases, and calculating overall revenue, including total in-app purchase revenue and total advertising revenue, which feed into a comprehensive model for estimating the lifetime value (LTV) of a player. In addition to revenue calculation, the diagram simulates player interactions with the game, such as playing games, watching ads for rewards, and VIP membership dynamics, which grant bonus gems and experience points (XP). High-level decision nodes (gates) model the probabilistic nature of player behavior regarding ad watching and making purchases. Specifically designed converters and registers are utilized to perform complex calculations, including the bonus multiplier effect of VIP membership on XP and the impact of various level achievements on bonus rewards. The diagram captures the dual revenue stream from both IAPs and ads while providing insights into player progression, engagement triggers, and the potential financial outcomes from different player actions over a simulated period, aiming to compute key performance indicators like ARPDAU (Average Revenue Per Daily Active User), ARPPU (Average Revenue Per Paying User), and overall LTV, which can be fine-tuned by adjusting the parameters related to player behavior and spending patterns. --- Auto-Generated Description --- This diagram models a complex mobile game economy, specifically focusing on a battle-royale-style game's full meta-economy. It simulates various in-game revenue sources, including in-app purchases (IAP) for gems, VIP passes, bonus XP, ad revenues, and the impact of these on the game's average revenue per paying user (ARPPU) and lifetime value (LTV). The diagram features pools representing resources like gems, XP, and money, sourced from player actions such as purchasing gems, watching ads, and playing games. These actions are facilitated by sources that generate resources, gates that conditionally allow transactions based on probabilities (such as the chance of making a purchase after being prompted), and converters that transform one type of resource into another, reflecting the conversion of gameplay actions into economic value. Registers are used to compute the effects of various actions on player experience and revenue, including bonuses from VIP passes and the gameplay's impact on LTV. The diagram takes into account the accumulation of XP and how it translates into leveling up, affecting bonuses and VIP benefits. It also models a feedback loop where playing games can lead to ad views and IAP prompts, which then influence the total revenue. This extensive interplay of in-game mechanics with monetary outcomes provides a comprehensive overview of the potential revenues from different user actions and game design decisions, crucial for forecasting and enhancing the game's financial performance.
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