Operate Games

How to create player-centric game economies

Having a firm grasp on the resources, currencies, sources, and sinks in your game is a great start to building a healthy economy, but understanding what behaviors exist within your player base will allow you to tailor your reward and progression design choices.  In this guide, we’ll dive into how you can design your economy around different types of players through the following topics: Payer vs. non-payers Different levels of engagement Player motivations Planning your player journey Using A/B testing to improve your in-game economy Learn about our suggestions for each player type and the variables you should test in Designing a balanced in-game economy. By developing a strong understanding of sources and sinks, currency and resource management, as well as the various types of players of your game, you’ll be fully equipped to create a healthy in-game economy that can drive player engagement.  Start learning today in the first of our introduction to economy series: What is an in-game economy, or skip to Building an in-game economy and Designing a balanced in-game economy. If you want to get started building your own game economy, Economy from Unity Gaming Services has everything you need to design and manage it. If you feel you’re ready for A/B testing, Remote Config lets you run different tests that target specific player segments without code changes or app updates.

Read More

Build your live game in a single modular platform with Unity Gaming Services

Let’s start with building your foundation. Building backend and multiplayer infrastructure early in production is vital for our developers – like InnerSloth, Riot Games, and Fika Productions. Pick what your game needs from multiplayer tools, player data management, and in-game content publishing.  Managing accounts Authentication, currently installed in more than 4,000 projects, allows you to assign an account to players and attach to them all the data generated by the backend products. Cloud Save lets you track and store player data including abilities, statistics, and more, enabling cross-device accounts for your players – the service saw over 14 million API calls over beta.  “Having the ability to link Economy and Authentication in one place to achieve synchronization across devices was literally a game changer for us.” – Mike Hardy, Lead Game Designer and UI Engineer, Line Drift Enabling multiplayer Lobby enables players to come together in either private or public lobbies before joining into the core game session. Lobby is already supporting over 400 unique game projects, including both in-development and live games. Relay enables developers to build peer-to-peer games without needing to tackle the complexities of dedicated game server hosting. Relay ensures security and privacy by never requiring IPs to be shared and encrypting all game traffic with DTLS. In addition, Relay can be set up with Netcode for GameObjects (beta) for small scale co-op projects, and works out-of-the-box with Unity’s Lobby service. Today, Relay is powering more than 2,500 unique game projects. 

Read More

How to A/B test game difficulty with UGS Use Cases

Perfecting your game’s design can be difficult when you can’t see how your players interact with it. By doing A/B testing, you can make design decisions based on how your players really play the game. The Unity Gaming Services (UGS) Use Cases are a collection of samples that implement typical backend game use cases and game design elements, show how to resolve specific development tasks, and highlight the efficiency you can achieve in your game backend by integrating different UGS packages in your project. One of these samples is about A/B Testing.This lets you segment players into multiple test groups in order to determine which version of a specific game element is the most engaging or intuitive to your players. The example we show is testing the amount of XP required for leveling up. This particular example is suited for something like alpha playtesting of a single-player game. But this is just one example, and there are many potential uses for A/B testing with UGS, even in published or multiplayer games.

Read More

Get Jurassic with Loady Dungeons: The new UGS sample game

Addressables The Addressable Asset System provides an easy way to load assets by “address”. It handles asset management overhead by simplifying content pack creation and deployment. The Addressable Asset System uses asynchronous loading to support loading from any location with any collection of dependencies. Whether you are using direct references, traditional asset bundles, or resource folders, addressable assets provide a simpler way to make your game more dynamic. Loady Dungeons utilizes the addressables package to handle the asynchronous dynamic referencing of different scenes and hats, which is necessary for CCD to provide the online models and textures, as opposed to a fixed reference that requires a local version of the AssetBundles in order for the game to function. Cloud Content Delivery Built for game development, Cloud Content Delivery (CCD) is an end-to-end service for live game updates combining powerful asset management, cloud storage, and a reliable content delivery network (CDN). CCD allows us to implement new levels or hats for our main character on the fly and host that data on the cloud. This means users won’t have to deal with the increased install size of all the scenes and hats available downloaded locally to their device.  Only when the game requires that content does it get loaded dynamically and delivered. This drastically reduces the pain points of bloated install sizes and patch download sizes, which is particularly useful for mobile devices. Cloud Content Delivery also enables developers to easily manage seasonal content – for example, the winter and Halloween levels in Loady Dungeons can be timed to only be available during certain times of the year.  Hats like the bunny ears could also be timed for spring, and once those periods are past, that timed content can be easily removed from the client to keep a smaller install size.

Read More