Real World implementation in games as an improvement of the gameplay experience and a retention driver. Real World AR is going to be a new genre in mobile games. With currently a handful of representatives (Pokémon Go, Jurassic World Alive, Walking Dead Our World, Harry Potter…) in the genre, it’s apparent, that real world landmarks or incidents act as retention drivers and the session count goes significantly up. i.e. Monster Strike saw a 30 per cent increase in daily sessions after adding location-based features. The Walking Dead our World saw a 54 per cent higher day seven retention rate compared to the average for the top 50 US games. Furthermore with our product Farmstead, we see a very high session count (over 34% of players play between 6 to 20 sessions a day.) This talk focuses on the following parts:
– Overview over the current market and what is significant (KPI-wise) when talking about Real World Data in a product
– A short session about definitions (what is AR, what does Real World mean, what should be the future definition of AR)
– Obstacles to overcome when working with real world data
– Technical (where to get and how to handle data // the reason why we saw no – Pokémon Go clones ), overview over tools
– Game Design (players don’t trust GPS, hate to walk, and how to make them understand that rain and other factors will also influence the gameplay)
– Art (how to make visual stunning maps and keep players oriented)
– Do’s and don’ts

 

Location: Date: October 2, 2019 Time: 4:40 pm - 5:00 pm Christina Barleben CEO & Creative Director Thoughtfish Christina Barleben