Welcome to the ultimate gaming breakdown with Tom Hammond and Neil Edwards! Tune in every week as we deconstruct today's top games and reveal the secrets behind their success.
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hi everyone uh welcome to today's episode of the mastering retention podcast uh today oh i'm supposed to i'm
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supposed to introduce myself i'm a terrible host i'm i'm tom hammond uh co-founder of user wise um and your host
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today um i'm just so excited to get to you daphna that you know i can't stop myself um so we have daphne been on
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today uh who is director of monetization at sciplay um which is super exciting um
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you know i never knew this before but i actually went to college in cedar falls iowa
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where sciplay is based i know they've got a pretty big austin office now but i had no idea that
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it even existed when i was at you know you and i up there um but come to find
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out later small world there's this like really big gaming company based in cedar falls so it could have been a dream
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college job but i i missed that opportunity um but anyways i i ramble um
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daphna i always like to ask like what's your story like how did you actually get into games
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for sure so first of all hi um our founder always says that um we're
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the only company founded in sierra falls iowa that was um
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ipo'd on nasdaq so we are actually super proud of that it's a huge company and it all
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started there 20 something years ago and that's super exciting as for me um i guess after college i was
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looking for an opportunity and it was i don't know 12 13 years ago i think and um
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a friend of mine suggested that i uh applied for a marketing job at a
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company it was um actual casino uh games like real money
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and that was very interesting i applied and i got in and back then there were no
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schools for like for marketing or anything like that so my peers just taught me everything i
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knew back then and so i grew up from real money and uh black hat ppc
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um it was really interesting it opened my mind to thinking creatively and trying
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new things and never getting a no as an answer which is super israeli i'm
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israeli um and um from there i kind of i
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i moved to a marketing agency which uh was a very
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short period of time because i didn't like it um and a friend that worked at
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the first company that i mentioned um suggested that i apply for platika and
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when uh and i was like maybe but that changed the course of my
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life because um i made amazing people there and um the most
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uh impactful person that i met there was my boss noga hoppering which um later moved
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to sciplay and um [Music] we ended up
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where i also moved to sciplay um and i have been here for oh over five years
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almost six years um in very different roles i started at a small game 88 fortunes
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um being the marketing lead and um establishing the marketing activity from
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the first dollar we when i joined ada fortunes as a slot game and it was a tech launch and that was super
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interesting it was a school um and for me of how to build the strategy from from day
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one um a few years later i got an offer to move to the states and join goldfish
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casino within sciplay so my family and i relocated about a
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year ago to the states to austin texas and a couple of months ago
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i was some endor called to move to jackpot party our biggest and largest game
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as a director on monetization specifically focused on players ops
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um so of course i immediately said yes um
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so i'm a lot and like i i travel a lot to siera falls
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to be with my team um so i guess that's that in a nutshell
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that's awesome so is the um sorry jackpot party actually based in
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cedar falls then it is yeah it's a huge team yeah
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that's great um okay so i have so many questions um i'm gonna endeavor to put them into
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some some semblance of coherence um let's start with uh
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can you just tell me a little bit about sciplay like it's been around for 20 years it's you know out there but
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i don't really feel like i hear that much about sciplay and like the regular gaming space so like give me the lowdown
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like what does sci play like what's it like to work there um i'll start at the end i like it and the
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last part of the question is so much fun i think with cypress
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biggest advantage in the market is that um we work with actual um slot games that
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are from the casino floor we are uh we work with scientific game slots and so
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our player base basically knows that the slots that they're looking for they look for us and
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then they want to take the experience that they have in the casino in vegas or any any other casino to their mobile
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phones i i was almost about to say to bed but basically you do everywhere probably you know
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to the bed to the bathroom you know wherever you want to play exactly yeah so that is our biggest advan
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advantage um uh the brand that we give to our players like for example
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jackpot party goldfish 88 fortunes all of those quickit is another huge game that we have so all these apps contain
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with them slots and and and and games that the players know from the casino floor
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um as for what what we are as a company i think we are very very focused uh we're very
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focused um on our players and our employees so people first type of mentality uh whoever they
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are and we're basically here to serve i as as a manager i am here to serve my employees
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and my players and i think there's a lot of emphasis and focus on um
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mental health um great partnerships great communication
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so just making sure people are excited and energized when they come to work
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for me all of those things are culture
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that's not to say that we don't have happy hours parties and uh events and
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snacks all over the offices around the world of course we do but for me
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the first part is the actual essence of our culture yeah that's really cool
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okay next question you said player ops what is player ops yeah
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so we differentiate between uh in the monetization world we have a separation between um the
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economy part of it and the live ops the crm social media social
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media communication um so we are because jackpot party
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specifically but is such a huge game we wanted to focus and make sure that we
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put the right attention and the right people um focused on on those different aspects and
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both of those um aspects have teams that support all of that and all that goes into that
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so yeah so if i need to give examples of like what what i focus on and what my team
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focuses on as basically making sure that the monthly calendar is
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always planned ahead and that we are hitting everything that is exciting and
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giving the player a new an engaging experience almost on a on a daily basis
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where um everything that supports that including crm social media all that kind of ties
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into that together but a lot of the times we find and please stop me if i'm
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if i'm rambling but a lot of the times we find that we have great ideas for example we want to surface a new type of
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liveops event for thanksgiving just as an example but we're missing some tech to support that
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creative idea then then we would go and kind of have a development
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pod uh work on that and and develop that so everything needs to kind of outline
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and and be on time specifically when we're targeting holidays because we can't move that date
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so there's a lot that goes into that and um a lot of process and focus and on the right
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things and a lot of prioritization and stuff so i guess um that's that's like like player ops from
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how we look at it yeah here's a question so
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you know uh i think a lot of people understand this idea of you know planning ahead and whatnot
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i know some people that try to plan their calendars like three months ahead some people are one month some people are chasing the current week um
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you know what have you found is a reasonable time frame to be able to you know react to what players want and you
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know plan reasonably but also a forward of like hey if i need to do something technically to run this thing on
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thanksgiving like how long ahead do you need that or do you guys do like a blended approach where it's like
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hey for for big holidays we're gonna think six months out and make sure that like we're kind of planning for that but like
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more of the day-to-day we fill in the calendar only like a month ahead or something like that
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so i think it's it's it's the latter it's like it's exactly how you you said it um when
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when when the teams that i run are established i aim to to be at a point
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where the big chunks the the holidays the for us the the main content is slot
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so uh an epic slot release something like something big that is happening and that has a certain date i want to be planned
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six months ahead i'm not saying that that happens on every game team because
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um there's need to there we we need to build this and it's not easy to get to a point
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where you know exactly what you're going to do six months ahead it's not an easy task but it it is desperation and it is
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the the goal that i always have in mind because it allows us to plan all the
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engineering stuff and it allows for a very healthy um cadence of development
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both with art and and engineering um and
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then in my in my metaphor it's like the big rocks and then the smaller rocks and
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so the smaller ones right are like three months ahead where uh maybe the the less
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epic slots or uh a new feature that the the product team is giving to me and i'm gonna do some
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reskins for that so those are like three months ahead and then i have
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and also it depends how long of our how long the our team needs in order
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to create something like a reskin person so it always always depends and we kind of
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assess how long does things take and based on that we reverse engineer when
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we need to ask for those things um the the smaller things the pop-ups um
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we are trying to be like about 45 days ahead because i feel like that gives us
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a lot of time to pivot if we need and the smaller things are easier to attack
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the gaps that are happening immediately like if i see a drop in a kpi then it's
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easier for me to pivot and change something within the 45 days time period but um we don't leave the
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calendar at 45 and say yeah it's perfect we always like on a weekly and daily basis look at everything and make sure
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that we're as aggressive as we need to be in order to hit our goals um
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and i always kind of strive for the health of the team um to be 90
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planned and only 10 changes in the last minute uh
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specifically for the amazing config people and the qa people that they need to go and actually do all the
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changes when we come up with with a pivot so um in order to keep a
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happy and healthy team um that is still reactive and very much on top of things
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i i try to keep a balance of 90 to 10 percent it makes sense
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so one thing that you talked about um which i don't know why i've never really thought about this before um but you
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kind of talked about calendar planning of how long do we need from a dev perspective to do that how long do we need from an art perspective to do that
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i'm assuming now maybe you're just super smart and way smarter than me which could be the case but you might not perfectly know how
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long a dev project or a art project might be to do like a reskin or something so i'm curious like who should be in the
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room when you're doing like a calendar review or like a calendar planning and
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yeah so i am super lucky to have amazing
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an amazing producer and like a liveops reducer in my in the team
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that basically runs things very very
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she's very on top of things we actually are growing to more liveops
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producers because of the capacity that we just are increasing and increasing and because we
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see such great like impact through the things that we're doing as a team um so first of all i lean very heavily
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on the producers and as i said earlier i don't i don't just in like come up with how
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long before i need to ask for stuff what we did is i went back and identified the
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things that we're doing this this feature for free to be reskinned i need
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six weeks for this i need four weeks for this i need two and based on that she's like i have the capacity for october for
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example to do this this and this because we're this far ahead i'm just throwing out dates and stuff um
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and same goes to to featuring like if i uh if we're coming up with an idea or a
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gap that we need to solve with engineering we then go and ask we sit again in the room with the
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producers but with the engineers themselves and they give us a time estimate after they understand exactly what we need and based on that we
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prioritize things on the roadmap of of of the liveops engineering pod
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so does that answer your question basically producers and engineers based
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producers engineers and art based on what we're asking for so um there's a
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article that one of my friends wrote that i love that's out there that's titled homescapes is a
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masterclass in live ops and i reference this a lot because i really like it
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but um in there what i've really enjoyed is that they really seem
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to know their players and when they have time during the week to play the game and if you look at the calendar
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from like monday to thursday they have you know usually one three maybe four events that are kind of running
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simultaneously throughout the week but they're all very easy events it's like log in play the game one time
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and get some you know a nice reward it's almost like you're punishing yourself if you don't log in and do that um
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but then the weekend comes like friday saturday and they have these like super intensive monetization events where it's
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like you win 10 games in a row to get this really big reward and you know that it's a match three games they monetize
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with the plus five moves which you know doesn't really have that big of effect for most people most of the time but by
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the time you're on game nine or game 10 you don't want to lose one more move and it's like oh do i
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really want to restart and do all that again well i can because it's the weekend and i have time but do i want to
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i could just spend a little money now and it's really catered towards like when they have time to actually play the game um so i'm kind of curious like do
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you guys do any of that sort of you know behavioral analysis to figure out hey our players like to play a lot during
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this time frame so try to have an event that matches that time frame that kind of matches their
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play style we sure do um we have
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we have a meta feature that is always in the game with the easy daily tasks um
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and it's called honeydew specifically for jackpot party and it basically has five to six um
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uh tasks for you and they're super easy basically if you play you will complete them like it you you really have to let
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luck out in order to not complete it uh in addition to that we add a lot of
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smaller events uh for the weekdays because very act like very uh similar to how you
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describe it our players are also coming for shorter sessions and
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and play less during the weekdays and so on holidays and weekends we kind
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of lean more heavily into our live ops events and and run
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four days events with very a lot more difficult
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tests um and we are trying to be as creative and
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um and interesting and engaging for our players in order to give them a really good and and big reward
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to um to to just make sure that they have a reason to
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uh play and engage with our tasks
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so uh yeah [Laughter] we really we really focus on days of the
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week and time of day that is also a thing the evenings are stronger for us
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and so we make sure that we hit more exciting things on on the on the
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peak of the days and holidays holidays are big yeah
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do you do any sort of like time-based segmentation of stuff like
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you know if i noticed you know you might have a you know a guy or a gal that's working
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the night shift that often plays at like 2 a.m and that's their normal play time compared to like 7 p.m
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so do you ever like segment players so this event starts for players that typically play at seven
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at seven and for the players that play at two a.m or nine a.m or what not they kind of get that event that starts there
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so not on a player based granularity that is too much but
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definitely looking at a group like the the entire population or
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specifically we're focused on the u.s time zone but if we want to go and hit another geo location or something like
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that we would diversify and then take it and put it in the right time zone for
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those players um in order to kind of um hit where where they're picking and
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there's a lot more that can be done with this but it requires a lot of planning
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and i'm not saying that's not a great idea it is it just requires a lot of
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config tools and config efforts so um there's a lot that goes to that and
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we only we always have to consider the roi like is it worth to invest all of this great
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ideas always come but we need to make sure that um the return on the investment even if
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it's time of of configuration and keyway people people time has has real
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value most people don't think about that but it does it's more important because when you run a business um it's part of
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the things that you have to take into consideration yeah your most important cost [Laughter]
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um okay um i have a few more questions along this train but i actually wanted to take a step back because
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um i don't know i just talked to a number of people lately that really haven't fully gotten the the
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liveops suite of things they weren't brought up in platika let's say
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here's a basic question um walk me through how
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let's say a casino game normally makes money and then how could you do let's even
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just give me like a simple liveops example of how you could maybe make more money with that just to kind of help people wrap their their mind around how
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a liveops event could work okay so i'm pretty sure i'm not gonna reveal any like top secrets
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it's it's hard i tried to keep it basic but if you want to share some top secrets you know we're all ears
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so we separate between core loop mechanism
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to uh to to in to liveops and the core loop
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of of casino or specifically slots is spin earn
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spend by spinning again and that is the that is the main thing
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everyone every product manager liveops manager that i met that tried to take away from that
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has lost money the most important thing for a slot player is the slot that's very important
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if if anyone wants to take one thing from this as slot players wants to play slots
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i know it sounds trivial but that's actually a learning that takes a lot of time because everyone
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comes with a great idea of a feature but when the features take away from the
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core loop mechanism we lose so that's that that's the first thing that's how we make money basically every
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slot has a an rtp the rtp is usually if you want to make
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money less than 100 percent so it can vary from in the casino floor
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from 86 to 90 something percent but the idea is is that it's less than 100
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because that means that if you're putting a putting in a hundred cent bet
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um the casino will take will give you back on average
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90 something percent of cents back of that uh just as an example so that is how you
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make money now that doesn't mean that every spin you will get that 90 something percent that just means that
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on average eventually uh you will that would be the return on your investment
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um and that's how we make money um as a mobile game because we're not a real
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casino we are not this that's not we're not a gambling it's not um as it is in the casino you
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don't actually take money back you you are getting free coins or you
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buy extra coins um in order to extend your your recession and you invest those in the slots by
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betting um there's a range of bets that you can have on every slot machine
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and by losing those those coins gradually and over time of course a lot of people win but eventually you lose
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your coins you'll get to a place where you have to either wait for your next free coins or
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buy again so that's the business now what we do with liveops as a simple
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example would be i am giving you a task and i'm telling you if you spend 100 times
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um in a minimum bet that is a little bit higher than your average bet
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um so i'm pushing you up um from your comfort zone i will give you a
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huge reward so i promise you something i may tell you in advance what that is or
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not that's up to us as a as a business and depends on what type of players we have
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and that's that's how you start being more evolved that's how you start testing stuff what works best for your
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players and that's how you know start to learn your players and by doing those hundreds pins but on
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a little bit higher of a bet than you're comfortable with
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i am not guaranteeing but i have a bigger chance of getting you quicker to out of
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coins so if you usually uh would get through those 100 spins
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easily because your bet is lower than what i'm asking you to do now you're gonna get it you're get it you're gonna
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get to 80 spins and you have a friction point um the friction point is do i want
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to um buy in order to get that buy coins in order to get that
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that reward or not um my job is to make sure that you think
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that that reward is valuable in order for you to extend your session i i used to have um
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a boss that says that friction point making it not frustrating but exciting and inviting
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that is the magic if i get to like 80 spins and i've got
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gotta do i don't know a million coins per spin or something and i see that there's a hundred million coins there
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and it's like well if i just buy those 20 million coins right now
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i'm gonna get like a five times return on my you know investment kind of a thing
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yes um when it's too easy of a math
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i think it's um it's it's really tricky to nail it down
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because then you have to be super micro segmented and make sure that you have everything
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correctly i'm not saying it's impossible um so because the player would say it's not
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only investing the extra 20 k in order to get the 20 spins it's also
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everything that i invested so far so is that 100k enough for me before all this
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investment then you have to be more sophisticated and and and hiding or making sure that basically
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making sure that the reward is worth it for the players to to make that effort um and
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and and that requires a lot of testing um there's no
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one answer that fits everyone um and and i find that super exciting like
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it's like a riddle like that you're always trying to solve like why would it work for my players as opposed to the
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the other games player or or to this segment versus the other segment
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yeah that's really interesting um actually on that note let's talk a
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little bit about segments um so you know what would be a good example of
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segmentation because i you know i hear people talking about segmentation a lot in gaming but i don't know that very
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many actually do segmentation or maybe do it well um so do you have any any
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examples of ways that maybe you split players into a segment that has worked really poorly or
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on the contrary like ways that you split players into a segment that has worked really well um
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i want to say in all honesty that i feel like we have a long way to go
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with segmentations um we have gone several ways to try and analyze our our
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uh player base and trying to find like work with analytics to find um
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the players are leaning more heavily on weekdays or the player or versus
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versus weekends or the players that prefer autospan versus spinning spin
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after a spin like trying to separate them and trying to put them into categories
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um it's a very heavy lifting on the analytics side and then
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painting them or coloring them in the database and and use that in order to uh
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pull leverage that a really good
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and interesting segmentation thing that we're trying right now as um
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as as the with crm actually um we have
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tested through throughout the past couple of months um
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and and before that and the in goldfish the other game teams that game team that i was at for over a year
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we've tested like groups of of about of time on not time on up but just um
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seniority sorry i forgot the word seniority in our games in order to segment players and see what type of
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coin reward work best for them in order to get them back into the game or um
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[Music] or just keep them into the game so retention or
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preventing churn um and there's there's a lot of things that went
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poorly for example trying to get back people um that um
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haven't played for five days uh we have we we sent
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we we at the beginning we just arbitrarily decided on that and we send this coin
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amount and then we increased it but we couldn't get them back so we changed approaches and we went to a shorter
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period of time we understood that that time window is we lost that player it's it's and i'm just saying five is as a
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random number but we lost the player um and so we need to shorten that window and we
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test and test and test it until we found the right value of coins that we want to give and the right time in order to hit
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that so that we're getting the most players back so um that's just one example of a lot of
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testing that went in the beginning was it just didn't work and yeah but we continued iterating on it until we found
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something that works for our game and then when we moved from goldfish to jackpot party
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we're like it doesn't mean that if it worked in one game team then that's the exact same um
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equation that would work for jackpot parties players so again test and testing and making sure that that
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segmentation works west best for um uh retention as an example
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yeah so you know maybe a different way to think about it is to start with the business
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goal of what thing are you trying to influence or to effect or to change
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and then you can try breaking players up into different sorts of groups and giving them different sorts of things to
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try to actually positively impact that business goal in whatever way you're trying to do it absolutely and one of the things that i
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learned this past year for from a ux consultant that we had here is that you have to start with a theory
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try to have a good enough theory that is based on what you think you you know
32:36
about your players and then test it test it test to test it until you prove it right or wrong
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but you have to start somewhere so um that was a very eye-opening experience for me because i was like
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well we have to base everything on data and she's like well let's try to look at it differently start with a theory and
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prove your theory because that's um that's how um
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um like the mythology and the methodology that
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you worked with and i i like that i think that makes a lot of sense yeah
33:13
that's really cool okay um i appreciate that
33:19
um just jumping back a little bit to the people that are maybe like getting started with liveops and maybe like
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heard all this like crazy calendar planning and like something new every single day and you know all this stuff
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um you know if if you and i were to start a new well we'll make it a casino game so you're familiar with it you know
33:38
today we have no live ops um what would be like would be like a good starting point or
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like a good first step for you know somebody that's just trying to like get into live ops
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in my opinion is understand your game really well um
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and then understand what the competitors are doing um whenever i have a new employee
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no matter if it's live ops or anything else i tell them use the first month to play the game and then don't stop
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but later like i play every day my game and all and all the the
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the main competitors that that i think i i need to to to look at but later it's
34:23
really hard to find time to play the games uh but the beginning understand what you're selling right
34:30
because it's it's really easy to assume a lot of
34:37
things and um if you don't understand your game i
34:42
think it's really hard to build good liveops it's it's easy to uh start getting in love with your ideas
34:50
and think that you have a creative idea and so that's a good idea
34:57
but if you don't understand the business model if you don't understand your players
35:02
then um you're not you're not hitting i don't think you'll be able to hit the
35:08
right kpis and that's the second thing if you're like the first thing is understand your your game understand
35:14
your players but then analyze what are the gaps or or get help
35:19
understanding what are the gaps that you're trying to solve what is the kpi that we're trying to move obviously everything translates into revenue but
35:26
what are the pr preliminary kpis that you're trying to move where where is it is the gap and
35:33
how are you gonna solve for that and based on that
35:39
only then and come up with your first liveops events
35:45
it's very interesting i don't think i would have taken that approach but i like it what would you
35:50
have done what would i have done
35:55
well any time that i think of uh liveops or do any sort of like monetization
36:00
consulting work i mean i think the first thing that i like to look at in a game is like do you at least have stable retention
36:07
and do you at least have like a stable core monetization metric because if you don't have that you're gonna you know
36:13
mess everything up like yeah i could maybe make you some money by doing some special offers and stuff but it's probably gonna destroy your economy and
36:20
and people are just gonna get addicted to that and it's like you know the flash sales it's it's not a good
36:26
sustainable model um so i like to look at that core business model um and if i'm thinking about liveops
36:32
there's usually two realms of things that i'm thinking about um and again maybe this is the business model but
36:38
like the first one would be um is it like an engagement retention type thing
36:43
or uh i forget the name of the metric somebody coined it the other day it's like how
36:50
often do they come back like are they coming into the game every single day and that was like their core metric over
36:55
attention i loved that i didn't remember what it is um like the overjoyed retention
37:01
yeah it's like consistency or something like you know do they come back every single day
37:08
so you know i think some liveops events can be oriented towards that which is like you know players love this idea of
37:14
new and surprises so i i want to come back every day because there's always some new surprise or something
37:20
interesting for me to check out i don't know what's coming tomorrow so i better log in and see um that's kind of almost the appeal of
37:27
tick tock and instagram like you never know what's going to be in there so you always want to just like open it up and see right
37:34
email slack does that to us too um but then if i'm on the monetization side of things if i've got that good core aspect
37:41
i try to think about well how can i add a live ops event such that
37:47
i can get them to do more of that core or maybe just a little bit more of that core than they do before so as you kind
37:53
of outline you know maybe they spin 80 times and they bet this so i'm gonna do a hundred times and bet a little bit
37:59
more or you know if i was designing something in let's say royal match and i see hey they play three games on average
38:05
per day well um i want to try to get them to five so i'll make some sort of live ops event
38:12
where they you know collect 60 of the 100 required gems or whatever you know they're trying to do and now they're
38:18
like well 60 of the way towards that really big awesome thing that i want by the way you have to know what they want um
38:26
and it's like well i might as well just like play two more levels like just a little bit more to get that thing that i've pretty much done and now there's
38:33
two more levels that are played two more opportunities for the plus five moves two more opportunities for that monetization kind of thing to happen but
38:39
you have to have that core monetization layer first this is how i like to approach it i think you're saying um
38:46
i think you're saying what i'm saying but your your answer is like the the next level
38:53
once you understood the gap because you said you either do this or do this depending of of what i'm trying to solve
38:59
right you first need to identify what you're trying to solve and then you gave a lot of examples of things of that so
39:05
for me i think we're saying the same thing as just
39:10
it's just like what are what what is the the order of things what what are i
39:16
think understanding what you're trying to solve and you mentioned three examples of things that you're trying to solve and how you're going to solve them
39:22
but understanding that is the core because if you don't understand what you're trying to sell you're just throwing spaghetti on the
39:28
wall yeah okay so here's a question that like goes deeper beyond that that i often am
39:35
struggling with um okay well i think we both said this of like i can
39:40
do it a live ops event but i have to know what's valuable to the players so how have you like is it literally just
39:47
tons and tons of experimentation or have you ever been able to figure out like what is actually valuable to players or
39:54
players in this segment um yeah
39:59
okay so for a slot player the currency is coins so that's very valuable
40:06
the question is how much um and that is um
40:12
easy for a slot game because of the rtp um
40:17
if if the slots are giving let's just say 90
40:22
then i can give anywhere between zero to
40:28
about like nine and a half percent back to the player with still leaving
40:34
some room for me to to to gain money from this experience so
40:41
anything in the betweens i can give back to the player so if i'm
40:47
giving them a task and it takes them one million coins to complete that i i will
40:53
give them the maximum that i can without losing on their
40:59
work the investment yeah so but
41:04
with that said i still i'm a very very strong
41:11
on one coin reward and that's it um
41:16
you should continue testing and specifically when you have
41:22
going back to segmentation right so um a really great
41:27
use case of segmentation in in jackpot party um is based on star
41:34
powers so star power basically segments the population of our game into 15
41:40
categories um and that is being calculated on a daily basis
41:46
and that takes into account the bets that you did yesterday and
41:52
based on that gives you a task and a reward that is appropriate to what you invested
41:58
yesterday so that is a really great example of segmentation and answers the question of
42:05
how do you know what to reward your player because it all ties to your experience i
42:10
don't want to give you too many coins i don't want to make you make you feel offended by too
42:16
little of coins so there's a balance there yeah
42:21
so i will admit that i've never really played too deeply into a casino game i i've
42:29
played them but never like super deeply so this might be a super amateur question um but you know
42:36
are there ever any rewards like on on your side that are more valuable or
42:41
equally valuable to coins like you know have you guys ever made like items and
42:46
it could even be you know related to the core aspect of like double your next jackpot reward or 10 free spins or you
42:53
know something like that like there are there yes absolutely there are so many rewards and specifically
43:00
injectable parties so we have a second currency called honey bucks and you can unlock things with using honey bugs so
43:08
we can reward that we have um battle pass we call it honey pass and uh
43:15
the currency there are gems so we can reward that or give you a live ops event that if you complete it today only
43:22
your gems are doubled um or things like that we also have a feature that is a
43:28
bingo feature that once you complete a board you get a lot of coins and so we
43:33
can reward bingo balls um so and those are just some of the examples
43:40
we have other things that we can reward in game um so a lot of things that are
43:46
just loops are happening around the core loop
43:51
uh basically meta loops in order to uh engage the player and not always bore
43:58
them with just giving them coins but that's also the starts the complexity of liveops because
44:05
you can then start having another layer of events that for example bingo balls
44:11
this day i'm going to give you a lot of bingo balls but the next day i'm going to take away because i'm going to ask you to invest them in order to collect
44:18
coins but you're going the day after that i'm going to tell you invest a lot of coins by bedding up and
44:25
so in order to get to get bingo balls or honey bugs or so this there's a loop
44:30
that keeps you very very interested and gives you a motivation to come every day
44:36
and discover what's new in the game and that's the exciting part
44:41
sounds great i love it but you always got to remember the core
44:46
loop of playing slots you can't mess with that everything comes back to that right
44:52
you see i'm a great teacher i've learned i've learned so much already um
44:58
well uh this is great well daphne i know we're pretty much out of time here so we've got about time for maybe like one
45:04
one question left and i always like to ask because it is the mastering retention podcast you know
45:09
what's one tip or trick or lesson you've learned over the years to increase retention like how do you keep your
45:15
players playing for longer huh that's a very interesting question
45:21
i think i think we're lucky because we build games
45:27
and so there's always that expectation of what
45:33
what will happen tomorrow what am i i'm sorry but i'm gonna say like leaning
45:39
into the fomo of what am i missing because i know that this game always
45:45
rewards something amazing every single day so what am i missing if i'm not logging in for for me that's the magic
45:52
and that's what keeps player coming day after day that's great i love it
45:58
well daphne if folks do want to get in contact with you have any questions or you know maybe they're curious about
46:04
side play i i assume you guys are probably hiring and so if it sounded like a place to work um
46:10
what's a good way to do that um linkedin always daphna been on my
46:15
name um i always answer to everyone and uh through the sciplay site and careers
46:22
there are all the sites that we have which are cedar falls austin finland
46:27
turkey israel um ukraine um and india um so many
46:34
all over the opportunities um we have so many open wrecks because we're growing uh constantly and it's just
46:41
um something that i really recommend trying to do enjoying cyprus
46:47
love it yeah i mean it sounds like if you want to learn live ops like i kid you not the stuff that you just kind of
46:52
outlined there of how it all works together there's so few games that actually really do that well so if you
46:57
want to learn live ops go here all right well daphne thank you so much
47:03
for joining and hopefully we can talk soon thank you for having me bye