(The character looks out of the room vs. the character looks into the room)
This is where the player’s attention needs to be moved from the character to the inside of the room. When the production team is reviewing the video, this kind of focus switching is already a habitual action for them and does not require guidance, so it is natural to think that the left image is fine. But for players who watch this video for the first time, they do not know that they should pay attention to the wonderful performance inside the room at this time. They’d still subconsciously look at the direction the character is facing, so they would miss some content. In the end, the team adjusted it to the right image, adding a step for the character to turn to the room, so the player would naturally follow the character’s line of sight to look inside the room, through which the message is finally conveyed. With a good plot and adequate information delivery, the players can better resonate with an interesting and good idea, resulting in a lower CPI.
The official version of the game: retention of D1 is 52%, and the average duration is 36min.
After passing the CPI test, the team decided to start the development of the official version to improve retention and duration. According to the experience of ZPLAY’s previous successful projects, Idle Arcade games have two foundations for high retention. The first point is to have a playable micro-cycle, which needs to create an ASMR sense by improving the visual effects and pace; the second point is to provide clear staged goals and provide players with a growth route. The official version of SGM optimizes the pace by adjusting the frequency of leading and releasing followers, and adding three systems of room upgrade, AI helper, and unlock ground for building, providing players with short, medium, and long-term goals. SGM uses various numerical planning such as price ratio, item frequency, production speed, room capacity, etc. to influence players’ behavior, guide players to continuously adjust their upgrade and scheduling strategies, experience the fun of different strategies, and increase their time of playing. After the official version was released, the game’s D1 retention increased from 20% to 52%.
Monetization: US ARPU $0.32
The main monetization method of SGM is ad monetization, which is divided into interstitial ads, banner ads, and rewarded video ads. There are various ways of rewarded video ads, and the main monetization point is still the resource gap. Some monetization methods based on player psychology have also been added to target users with different characteristics, such as loss aversion, curiosity, OCD, inertia, etc., and have achieved relatively good results. The second version, which is supplemented by more abundant rewarded video monetization methods, has increased the number of rewarded video plays by 175% compared to the first version, which only provides rewarded videos for resource gaps.