Showing posts with label reviews. Show all posts
Showing posts with label reviews. Show all posts

Tuesday, 29 December 2015

Review Optimization for Mobile Games

Rating importance on App Store search
As Store search is most popular discovery avenue of mobile apps and game (Nielsen 2015), it is important to know what part user reviews play in Google Play and Apple App Store search ranking algorithms.

Inside Mobile Apps conducted a study in which they examined a random sampling of easy, medium and competitive search terms on both Google Play and App Store to see how each app ranked based on the average user rating in the search list. Based on the findings of the study, it is clear that average ratings play important part in both stores search ranking algorithms. Thus, review optimization is crucial for increasing the search rank in the app stores.
Google Play places more importance to avg user rating in search ranking.

Review optimization is a set of processes and tasks with a goal to maximize the amount of positive user reviews and ratings for the game on the Store.

There are four basic factors which the developer has to take into account when optimizing for reviews:
  1. User’s emotional state at the time when asking for an review
  2. Suitability of the state of time for user to give a review
  3. Motivation for user to give a review
  4. The ability to hide negative reviews from the Store reviews

So let’s take a deeper look of all of the different factors, one by one.

User’s emotional state at the time of asking for a review is related to feelings which the user might feel during the time when asking for a review. As games are emotionally very intense products (at least for avid gamers), it is of paramount of importance to be able to identify potential feelings of user at this time. Typical way of doing this is to use behavioral analytics. For example, usually users are feeling satisfied and positive after winning battles, leveling up or after receiving some sort of rewards in the game. So a good time for asking a review could be after user comes back to the main view after victorious battle, or after the player has leveled up his character.

Suitability of the time when asking user for a review means that is it best possible frame of time to ask for a review from the user. Even after successful battle, it might not be the best time to ask for a review since user might have got rewards or in-game items from the battle which he is planning to use to upgrade his troops in the card battler game. So asking for a review at this time just distracts and annoys the user from accomplishing his main goal at this time. So how do we know what is the best time to ask for a review?
Once again, we have to turn to analytics for help. Specifically, we are analyzing in-game events which have happened shortly after the user has left the game and stopped the session. Typical good points of time might include the time right after the energy has run out in free-to-play game or after user has started training of troops in town battler game AND when he doesn’t have full amount of troops ready. Also, it is a good idea not to ask for a review in the first sessions of the game due to user still being novice to the game so don't know much about the game. Different genre of games have different mechanics and different games have completely different optimal points of time, so best thing to do is to analyze the data and tie the user review feature to these in-game events.

Motivation for user to give a review related to Call-to-Action texts and rewards that motivate user to give a review. Usually, it is a good rule to explain shortly why it is a good thing to give a review of the game. These CTAs might be e.g. “Please give a review, it helps us to make the gaming experience better for all of us!” It is also a good idea to reward the user for giving a review with some unique reward. This is necessary to optimize the review funnel despite the fact that there is no way of getting the information from App Store that has the user actually gave a review.
Great visualization of review optimization process for Circa News app.

The ability to hide negative reviews refers to the rules within the game how the reviews are handled. One common strategy is that if users give negative review (below 4) of the game, review mechanism asks, in-game, what could be done to make the game better. After the user has typed in the feedback, then the review component can ask user to submit that to developers via in-game support-button. Note that in negative review cases, the user is not asked to leave a reply to App Store or Google Play page. In positive review cases (4-5), the user is asked to leave a review to App Store or Google Play product page after the in-game review prompt.

Wednesday, 29 January 2014

Our first mobile release

The last two years have been all about learning. Now we have encountered yet another possibility to learn when we launched our collectible card game Permia - Duels in Windows Phone store at 14 Dec 2013. After about one and a half months and almost 100 000 downloads later we have had first few small ideas what it means to publish a game in a mobile market place.

Earlier we only had experience of releasing game in a small social network Habbo hotel and it has been very much different experience.


Update delay
First of all, we cannot update the game currently whenever we want to. We have not yet implemented the feature that allows us to update the content for the game directly without going through store certification. That is something we definitely want to do in the future. Already we had an issue where Lumia black update changed the way some configuration for the viewport of the game were defined and our game was broken for all the high end devices with HD resolution. You can imagine how grateful I am for Microsoft Store certification team that handled the update in two days instead of one week just before our promotion all over the world started.  All the previous review periods were closer to that one week. Even if the certification goes as fast every time in the future it is still at least couple of days after we have the new version ready before the players can use it.

Analytics
All the data we gather from the game and feedback that we follow have helped us to react to the problems much quicker than it would have been possible without these. We have found couple of bottlenecks in our server code after the release and both times it has been the same. First active user tells that something does not work like it should. Then our ratings start to decrease. These are enough reason to start studying what is the problem. Then simple analytics that we gather from the game pinpoints the place where the problem lies. Both times we were able to fix the bottlenecks in one day after they first started to encounter. For the team that is as small as us I feel that it is amazing to react that fast.

Ratings
These seem to have power of the god. When we did not ask our players to rate us at all, we mostly got bad ratings. It seems that people remember to tell if they don't like the game or the game does not work much more often than if they like the game and we don't remind them to do that. Permia - Duels average rating was less than 4 before we implementeda "rate us" dialog in the game. We don't want to interrupt the player, but it is crucial for our game to have good ratings. Without good ratings, we don't get promotion from Microsoft. Without good ratings, players do not download the game and because our game is multiplayer game, our game cannot live without plenty of players. Everything starts from ratings. How cruel that is when you are not going to buy those ratings for you. We don't want to buy ratings so we decided to add the dialog. After we had the rate us dialog in the game our ratings have gone up to 4.4 average and still growing. We have had much more ratings than before and it has helped us to get promotion and more importantly the players as well. Yet another story is that only good rating is five stars. All the other will weight ratings in wrong direction. Average 4.3 is minimum that is expected from us.

Reviews
We had an excellent review from WPCentral. We advertised that in our Facebook and Twitter accounts. One day after that we got an excellent review from WP player ratings. We advertised that as well in our Facebook account. I was quite amazed how big difference was with the impact those messages had. The player review was seen by six times more people than the WPCentral one. With this case it seems that people are more interested about what other people say than what media says. The article in WPCentral reminded us about importance of the social media. We really have not been active enough to promote our social media sites. We have had over 1 000 000 players playing our games and we have little over 160 people that likes our Facebook page and little less than 100 people who follows our Twitter. We will test with next update if we can get little more players to follow us because social media is currently best way to notify our players what is happening.



Some final words
I have to say that we feel very welcome in Windows Phone environment. All the great feedback has given us strength and motivation to continue with the path we have taken. We are long way from the product we have in our vision. With the help of the players we will go towards that vision and continue delivering new features one by one. First couple of months we will use to make sure that everything works like it should. We create small adjustments to the game and after we are satisfied with the maturity we will start bringing new features to the game. If you have Windows Phone 8 and you have not yet downloaded the game, now is the perfect time to download it. :)