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  • ✇GameAnalytics
  • How to use AI to improve your in-game voice-oversSarah Impey
    It’s clear that AI is entering every aspect of gaming. So where is the technology when it comes to voice-overs? Does it work? And is it worth using? We looked at the various tools out there to see the best ways to use it and whether the quality was up to scratch. AI voice-overs won’t replace voice actors First of all, we don’t believe the quality of AI voice-acting is anywhere close to a real actor. Even AI tools that are focused on the gaming sector hover in that uncanny valley, where the voice
     

How to use AI to improve your in-game voice-overs

24. Duben 2024 v 10:33

Voice over cover image

It’s clear that AI is entering every aspect of gaming. So where is the technology when it comes to voice-overs? Does it work? And is it worth using? We looked at the various tools out there to see the best ways to use it and whether the quality was up to scratch.

AI voice-overs won’t replace voice actors

First of all, we don’t believe the quality of AI voice-acting is anywhere close to a real actor. Even AI tools that are focused on the gaming sector hover in that uncanny valley, where the voice just sounds robotic and stilted. Not awful. But it just doesn’t have that same cadence a real person would give.

True, the technology will advance. But we don’t see it replacing the need for a real person. For one, you need to model the AI after someone. But even then, an AI can’t decide when to pause to show emotion or emphasise a point. It doesn’t have that same awareness of the context of the situation.

Youtube comment

A YouTube comment on Sonantic’s video about AI voices

As models improve, it’ll get better. But it’ll never be perfect, and it’ll take a lot of work from the developer to make it believable. A well-written scene, filled with character development and poignant moments, will always need a real actor to do it justice.

The results are rather stilted

We experimented with a few different voice-over AI tools to see how well they performed, such as ReadSpeaker, PlayHT, REsemble.AI, Lovo.AI, and Replica Studios.

Even just listening to the highlight reels on their websites, the examples sound robotic and somewhat lifeless. They might be passable for minor moments or tutorial text, but they’re certainly not good enough for emotional scenes or believable characters.

Digital voice studio

Replica Studios’ digital voice studio.

There are more specialised tools, like Replica Studios, which allow you to change the emotion behind the text and adjust the settings. But even these fall flat when the text gets longer or more nuanced. Small snippets of text, like one-liners, tutorial hints or narration, can be okay. But some words seem to completely mystify the computer and it can’t make the whole paragraph… flow.

So if the quality isn’t up to scratch, what’s the point of using it?

AI can speed up prototypes

There aren’t many studios using AI for voice-over work. At least, not work that’s out in the wild. It seems that most are using it to help speed up their development process, rather than using it for their final release.

Obsidian uses AI to make sure that the story is flowing properly and that the characters are behaving believably. And, as games become more and more customizable, it’s impractical to record those lines until the very end. AI can improve the quality of the prototype and testing build.

This seems to be a trend with most studios.

“We use Replica’s software to test scripts, dialogue, and gameplay sequences before engaging human voice actors to record the final lines,” said Chris O’Neill, the senior audio designer at PlaySide Studios.

Likewise, Ninja Theory said on X (Twitter):

“We use this AI only to help us understand things like timing and placement in early phases of development. We then collaborate with real actors whose performances are at the heart of bringing our stories to life.”

This seems like a good way to think about AI in general. Use it as a placeholder or way to brief your creative team. It can help your director communicate what they want and speed the process along.

AI allows for ‘generated’ content

There are already hundreds of thousands of lines of dialogue in modern games. Bethesda’s Starfield has around 250,000 lines. Baldur’s Gate 3, even during early access, had well over 45,000 lines – and that was just the first act. Red Dead Redemption 2 reportedly had over 500,000 across 1,000 voice actors.

Games are just getting bigger and bigger. The main bulk of the dialogue probably won’t replace the need for human actors. But it can help tidy up the quality after it’s been recorded.

With so many lines of dialogue, it’s not always practical to record it all at once. Baldur’s Gate 3 has great writing and quality actors. But sometimes it’s clear the lines were recorded at different times. Using AI to just tidy it up and make it consistent could really help.

But that’s just the written dialogue. The intentional dialogue. What players want is interactivity – to be able to talk to characters and have unique responses.

The next step is inevitably more “generated” or “dynamic” dialogue. Dialogue that’s powered by AI language models to respond to the player in real-time.

Replica Studios is already working on this, with their Smart NPCs plugin for Unreal Engine. And it’s pretty impressive.

AI will soon respond to players – and it can’t all be acted

The idea is simple. Imagine you could walk around a world and talk to any NPC and they’d respond like a real human being. It seems fantastical, but it’s within reach. We wouldn’t be surprised if we see a game with AI NPCs in the next couple of years.

Replica Studios did a demo with Matrix Awakens using their Smart NPCs. Their official demo is a bit lacklustre, so here’s a better example from YouTuber TmarTn2 trying it out.

As you can see, it’s pretty impressive. But janky. The novelty of saying anything to an NPC would likely wear thin after a little while and the responses aren’t world-shattering. Mix in a real writer, coming up with scenarios and stories that the NPCs could draw from – and we’re sure it’ll be mind-blowing.

The problem is that it’s all unique content. It needs an AI voice actor to speak the lines, because it’s literally impossible to record the dialogue.

We predict that studios will need to licence an actor’s voice to allow for this dynamic content. Pay the actor normally for the ‘real’ dialogue and then an extra fee to model their voice for the generated content.

Sure, the generated content will never be as good as the parts the voice actor actually performed. But, you know what? That’s fine. As a player, I’m willing to accept a bit of janky dialogue as an extra. I suspend my disbelief. It feels like the old days where the graphics weren’t particularly good. After a while, your mind fills in the blanks.

AI could help accessibility

Text-heavy games are always a problem for those that can’t read them. Whether the player is completely blind or just struggles seeing the tiny font – having a computer read out the text can be incredibly helpful.

Developers could use AI as a tool for accessibility. For example, you could have it narrate actions for blind people like “Frank enters the room.” Or just have it read out the in-game text and menus.

This is particularly useful for ports of old games. A game like Final Fantasy VII was purely text-based. Imagine Square Enix, when they ported it to PC, could just slap on an AI tool to read out all that text. It’d open it up to so many more players.

It’s possible to embrace AI and be ethical

If a developer wants to only use AI for their voice acting, it’s not really viable right now. Even in the future, it’s going to take a lot of effort to get to the quality you’d expect from an actor. There’s still a price to pay – time. For the most part, we imagine that developers will need a mix of AI and real people.

But how do we balance the two? Society, in general, has a lot to learn about how to work with AI. Regulations need to be set. Standards need to be made. Questions need answering.

With the right licences for voice actors, which pay them fairly for their talent, we can see a bright future for gaming. AI has the potential to become the private Game Master, helping run unique games for every individual player. Even if the voices do all sound the same.

But, then again, isn’t that every Game Master?

If you’d like to stay in the loop about the latest news from the gaming industry, make sure you subscribe to our newsletter.

  • ✇GameAnalytics
  • Game design tropes that don’t translate to VRSarah Impey
    VR games are growing in popularity – with predictions that there will be 23 million VR-related jobs hit the market by 2030. And with better technology and increased interest, more and more developers are shifting towards this new field. But even with better tools, online tutorials, and a larger community, making a VR game is still no walk in the park. It’s very different to what you may be used to building. To get ahead, we’ve been doing our own research and interviewing the best VR devs to get
     

Game design tropes that don’t translate to VR

17. Duben 2024 v 10:32

VR design tropes cover

VR games are growing in popularity – with predictions that there will be 23 million VR-related jobs hit the market by 2030. And with better technology and increased interest, more and more developers are shifting towards this new field.

But even with better tools, online tutorials, and a larger community, making a VR game is still no walk in the park. It’s very different to what you may be used to building. To get ahead, we’ve been doing our own research and interviewing the best VR devs to get their top-tier advice. So, here’s what we learned and what you need to know.

Controls being second nature

Depending on your audience, you can usually expect your players to have some experience with games in the past. So they should have a good understanding of controls and button layout. This may not be the case for VR.

For starters, VR controllers are a new concept. Playstation and Xbox controllers have been around for decades and are usually the first thing people think of when you mention gaming. But unlike other platforms, your players can’t see their hands with VR. Saying ‘Press X’ isn’t enough in this situation. They can’t remember where it is and can’t see their hands to figure it out.

Half life cover image

Think up creative ways to lend them a hand. ‘Show, don’t tell’ is a handy tool here. You could have a semi-transparent image of their controller pointing out which button to press and showing exactly where it is on their controller. Seeing where the button is on their controller can help them feel for what they should be pushing. That’s what Half-Life: ALYX did, and it worked quite well for them.

Playing for hours upon hours

Unlike other platforms, people can’t wear their headsets for long periods. It’s very easy for players to experience eye strain, headaches, and motion sickness if they play their VR for too long.

So you may want to think about a target session length. Too long, and your players may quit halfway through with a pounding head. If you’ve created hyper-casual games before, then the rules of ‘keep it short, sweet, and satisfying’ can easily transfer to VR.

With that in mind, it depends on the type of game and players you have. Ramen VR’s Zenith MMORPG game saw players spending two hours at a time in their title. So take this section as a guide rather than a strict rule. Use data to listen to your players and find what works for them.

Cutscenes or forced camera perspectives

Cutscenes can be great to help tell your story or highlight important events. And in traditional gaming, it’s fine to shift your player away from first person and into a cut scene or even certain camera perspectives. But the sudden shift of perspective in VR can be very jarring and disorienting, if not done correctly.

The unique element with VR is that your players are always in a first-person view. So rather than watching from the sidelines, your players can be in those cutscenes, experiencing them first-hand.

Clash of Clans actually tackled this quite nicely. They have a 360 movie for VR, placing you directly in the action. It’s a shame this isn’t a full on game and instead more of an experience. But consider treating your cutscenes like this – making your storytelling methods much more interactive, even letting your players participate.

Quick-time events

Quick Time Events, where players are prompted to press specific buttons within a time limit, are great for adding tension to your games. But not so great in VR. For one, the sudden change can break their immersion and slap them back into the reality of they’re just playing a game. And keep in mind that your players can’t see their controls, so they may struggle to react quickly if they’re also processing which button to press.

Focus on more natural and immersive mechanics to add tension. Or, if you want to add a time-based element, run focus groups to see if that’s what your players like. You’ll probably need to test this quite vigorously to find the right balance of fun and challenging without being overwhelming and disruptive.

HUD elements

In most games, you’ll have some key information on-screen (like health bars, mini maps, objective markers), which convey crucial information to your players. But in VR, these elements can hinder their immersion and obstruct their view.

So consider how you’ll relay this information without overloading your players. We recently interviewed Halfbrick Studios, the developers behind the Fruit Ninja series. When designing their HUD, they opted to instead create a pad with all of the info their players needed in the form of a ninja scroll. It made it so much more natural for the player and kept it in the game’s theme.

Fruit Ninja HUD

Don’t underestimate the power of level design here, too. You don’t always need to spell things out for your players. Having clear objects, buildings and landmarks with certain colours and shapes can help intuitively guide your players to where they need to go without relying on a mini-map. This technique has been used many times in open-world games, too.

Nintendo devs actually revealed that they use this technique in their Zelda games. Key landmarks were always in a triangular shape. When players saw those shapes (usually mountains), they had two options: walk around or climb up them. Both actions led the players in the right direction. This same technique can be used in VR, too.

Written information

The screen of your VR is right in front of your eyes. And that can sometimes be uncomfortably close, especially if you need to read things. Having too much text for your players to read can break the immersion, add to their eye strain, and cause headaches.

So you’ll want to get creative when relaying information. Using auditory or visual cues whenever you can keeps the players immersed but also eases up on their eyes.

Precision controls

When playing games on consoles, PC, or even mobile games, your players can get pretty precise with their aiming. When playing multiplayer games with a mouse and keyboard, a flick of the wrist is all your players need to do to target their enemies. With mobile, you just slide your finger across the screen.

VR games can be a little trickier. You will be directly mapping a player’s hand movement to virtual weapons, so they may not have the same level of precision. Consider what limitations you’re working with. And depending on your game, perhaps give the option to increase aim assist or develop mechanics that feel natural and responsive.

Robo Recall, one of the first games to come out on Oculus, tackled this quite nicely. Here’s what we could see:

  • They used very clear visuals: You can grab weapons, enemies, and even bullets out of the air easily. There’s a clear white circle around where you can grab them, so you know exactly where to point your controller.
  • Time slows when catching objects: In the game, all of the bullets coming at you are slowed down. One, to help you dodge (otherwise, you’d be overwhelmed). But you can also catch bullets and fling them back to the enemy. Lots of fun. But impossible to do in real time.
  • They use larger hitboxes for items: You don’t need to be precise when catching or picking up objects. If you’re close enough to a weapon or object, you can easily summon it by pointing in its rough direction. This is very common in VR, considering how restricted players are when moving around.

Lots of assets

In most games, you’ll have lots of background objects to fill the scene. Otherwise, the game can feel bare and barren. The issue with VR, everything needs to be rendered twice (as you have essentially two screens). Not only that, but every object should arguably be interactive. If a player tries to pick something up and can’t, well, that’s just another reminder that they’re just in a game. It can be confusing to know what’s interactive and what’s just background stuff when you have loads of objects. And think about the frame rate and CPU power – the more you have, the more power you’ll need.

So you’ll likely have less clutter and objects in the background. But that’s okay. Just make sure that whatever you have in your levels, your players can engage with them in some way. Even if it is just picking up a mug and throwing it across the room.

We recently interviewed Schell Games, the creative minds behind ‘I Expect You To Die’ and ‘Among Us VR’. They had items in their game that didn’t do anything and were just there. But after testing, they noticed their players trying to interact with it. It led them to decide to make it a unique object that they could pick up and break.

Get started making VR games

We hope this has been a helpful guide to get you started on your VR journey. Some of these techniques and rules may not always apply to you. That’s where data comes in. Sign up for free and download our SDKs to get going.

Read our documentation for each to get started: Unity, Unreal, or Android. Or check out our integration guide for Meta Quest 2.

  • ✇GameAnalytics
  • Will people play AAA games on mobile?Sarah Impey
    It’s been the highlight of the news: AAA console games are coming to mobile. After Apple’s announcement in September, premium games are making their way to iPhone 15, with some already released. We’ll now be able to play AAA titles like Assassin’s Creed Mirage, Resident Evil 4 (the remake), Death Stranding, and more on our pocket devices. Is this the start of the AAA game era on mobile? Will we expect to see more high-end, hardcore games hitting the smaller screens? And will players actually pla
     

Will people play AAA games on mobile?

10. Duben 2024 v 10:34

It’s been the highlight of the news: AAA console games are coming to mobile. After Apple’s announcement in September, premium games are making their way to iPhone 15, with some already released. We’ll now be able to play AAA titles like Assassin’s Creed Mirage, Resident Evil 4 (the remake), Death Stranding, and more on our pocket devices.

Is this the start of the AAA game era on mobile? Will we expect to see more high-end, hardcore games hitting the smaller screens? And will players actually play them? Here’s what we know.

Can mobile devices handle AAA games?

Yes, they can. But they’ll require a specific technical frame in order to work. Technology has always been getting better, more powerful, and, more importantly, smaller. Only 20 years ago, the CPU in your desktop PC would’ve been 1 GHz. Now, phones are twice that. It’s no different for the latest Apple phone.

“The iPhone 15 Pro is powered by Apple’s first 3-nanometer mobile chip, the A17 Pro. Apple says the A17 Pro marks its most significant GPU redesign ever, with 20% more power than last year’s A16. As a result, the iPhone 15 Pro is reportedly capable of high-end native gaming features like ray tracing, upscaling, and variable refresh rates—as well as HDR support.” – Rhys Elliot, Newzoo.

Even though the tech is advancing, there are still a lot of challenges to overcome when bringing AAA games to mobile.

The tech isn’t quite up to scratch

The device needs to be able to run the games. That means a CPU, GPU, processor, cooling system, RAM, storage, etc. All powerful enough to run high-end AAA games.

When we checked the iPhone’s 15’s tech in PassMark, we found that the CPU is about as good as the AMD Ryzen 5 1600 (which came out on Apr 11th, 2017). That’s the year Horizon Zero Dawn, Injustice 2 and Breath of the Wild came out. If we look at the specs alone, the new Apple chip is as good as a top-end (and, you know, still pretty decent) processor from six years ago. That said Jackie Thomas at IGN tested an early version of Resident Evil 4 on the iPhone 15, and the results weren’t too promising.

“I was recently invited to get some hands-on time with AAA games coming to iPhone, namely Death Stranding and Resident Evil 4. However, it’s clear that both of these games are either very early in the porting process, or they’re just not going to be that great of an experience on your phone.” – Jackie Thomas, IGN.

Overheating and battery life

Consoles and PCs have both experienced overheating problems in the past when running intensive games. To keep them cool and running, these devices are designed to be big and able to accommodate fans.

YouTube review

Even if the CPU of the latest phones can handle a top-end game, you won’t be able to hold the device if it gets as hot as a PC does. Players will need to get their hands on cooling devices built for phones to simply play the games on the go.

Gaming can also suck the battery life of devices in no time. YouTuber Ammar Ajjoub did a drain test while playing games, and found the phone drained after four hours of constant gaming. That actually isn’t too bad, considering that the average daily playtime for the adventure genre on PlayStation and Xbox was around 124 minutes in June (sourced from 2021).

The size of the games will be too big

You have a few different storage options for phones, usually: 64GB, 128GB, 512GB, and 1TB. If a game takes up between 40GB to 60GB, that already eats up a big percentage of your phone space. Players will be limited to how many games they can have on their phones at once. And, unlike consoles, where your only competition for space is mainly other games, you have other apps and forms of media on your phone) to compete with.

Players aren’t used to hardcore games on phones

The majority of mobile games tend to be quick, simple, and easy. That’s why the hyper-casual genre is so popular among the developers. You can play them on the go without having to dedicate too much of your attention.

AAA games are different – they’re built for dedicated gaming sessions, where you give yourself a few hours in the evening to play with your full attention. You can’t easily play Death Stranding while waiting in a queue at the bank. The exceptions are long commutes (like on a long train journey or flight). This is where devices like the Nintendo Switch and Steam Deck are good alternatives – something with better controls, powerful tech, and a decent-sized screen. These devices give a much better experience over mobile.

For AAA games to work on mobile, players will need to change their idea of what a mobile game actually is.

Apple is trying to change the users’ view of mobile gaming

Apple is making a statement. By porting popular AAA titles, they’re proving that the tech is now up to scratch. But the question still remains: Will people be willing to compromise storage, battery, and finances to play AAA titles on their phones? Especially, if we consider that some of these games will still have that AAA price tag on them.

The key lies with the younger generation

When we look at overall stats, people do play on mobile more than they play on console. But we need to take into account how vast the mobile gaming audience is. If you look at more demanding games, people prefer to play those on console and PC, rather than mobile. It’s clear that the vast number of genres, and rise of casual games, are inflating the stats of mobile gaming.

Device type breakdown chart

For AAA games, the story is different. It’s the younger players that play on smaller, touchscreen devices. They’ve grown up with mobiles and are already playing games like Minecraft, Fortnite, and Call of Duty on them.

Even back in 2010, we were seeing that the younger generation are far more willing to play on mobile devices. A 2010 Nielson study found that kids under the age of 13 opted for an iPad or iPod touch over gaming consoles. This lowered for teenagers, but mobile devices were still the top choice. Fast forward to 2022, mobile phones and tablets are still the highest for kids aged kids between 3 and 7.

This starts to shift to console when people hit 8 onwards, with console gaming taking the lead, tablet use going down, but mobile remaining a close second.

Device type demographic broken down by age groups

So why do players then shift to console? Perhaps it’s because the games aren’t available on touchscreen devices or because they aren’t good enough quality. Either way, players have no choice but to make the switch when they want to play more advanced titles.

But with better mobile hardware, that trend could change. By introducing new AAA games to mobile – and not just adaptations – there’s less reason for a player to make the switch (aside from wanting a larger screen). By bringing these more demanding games to mobile, Apple will prove that these games can run well, that the tech is up to scratch, and that they’re worth the money. This could change the perception around mobile gaming and open up a new market for developers.

It’ll take time to bring AAA games to mobile

With all these challenges, it’ll take a while for AAA games to truly take off on mobile. The shift in the mindset of premium games on mobile, the technology itself progressing, and even the marketing around these games – they all take time.

By making Assassin’s Creed Codename Jade exclusive to mobile, and porting some of the most successful AAA games to mobile, we’re at the beginning of a proof of concept. Players will be tempted to try out the new game on the smaller screens. We’ll have to wait and see if it meets their expectations.

Use data to perfect your game

It’s uncertain how things will progress over the next few years. But one thing is for sure: mobile gaming is expanding and evolving. According to Statista, in 2023, the mobile games market is projected to generate a revenue of $89.25bn worldwide. And it’s clear that more developers, publishers, and companies are trying to break into the mobile gaming market.

Data has always been crucial for a studio’s success. But considering how fast the industry is progressing, with new genres entering uncharted territories, it’s now more important than ever. Get in touch with our team to learn how data can help your studio.

  • ✇GameAnalytics
  • Why you should port your mobile game to console or PCSarah Impey
    Once your mobile game has had time to mature, it might be worth developing a version for console or PC. If you’re looking to port the other direction, from console to smartphone, check out our blog on adapting games for mobile. In this article, we’ll look at how porting to consoles or PCs could help extend the lifespan of your game, bring in more revenue, and the challenges you’ll face. What are the benefits of porting your mobile game? Not every game is suitable to port over to PC or mobile. Th
     

Why you should port your mobile game to console or PC

3. Duben 2024 v 10:31

Porting mobile game cover

Once your mobile game has had time to mature, it might be worth developing a version for console or PC. If you’re looking to port the other direction, from console to smartphone, check out our blog on adapting games for mobile.

In this article, we’ll look at how porting to consoles or PCs could help extend the lifespan of your game, bring in more revenue, and the challenges you’ll face.

What are the benefits of porting your mobile game?

Not every game is suitable to port over to PC or mobile. The platforms have vastly different requirements and player expectations. However, this shouldn’t deter you from exploring the option.

Porting can open your game to a new market

The mobile gaming market holds around half the overall gaming revenue in the world – consisting of around $92 billion. However, it’s worth remembering that console and PC markets still make up the other half.

While there’s an overlap of players, porting your game gives it more visibility, opens up new revenue streams, and provides new opportunities to reach a wider audience.

It isn’t just porting your game that can help you take advantage of the PC and console markets. Cross-platform play is becoming increasingly common, as we explored in our trends for 2024.

The advantages of launching on a new platform are similar to launching in a new country. Not only do you reach those new players, but you can celebrate the launch, reach out to press, and keep your game present in the zeitgeist.

It also gives more choice to your current players. If they can play on their PC or console, as well as their smartphone, they’re far more likely to continue.

Porting increases your return on investment

The cost of porting an existing game is typically lower than going through the whole game lifecycle – half the initial cost, according to iLogos Game Studios.

This is borne out when we look at the figures. In a post from Kevuru Games, elementary 2D games cost up to $10,000 to develop, causal games cost up to $50,000, and mid-level games cost up to $120,000. As a benchmark, they claim that Angry Birds cost around $140,000 to develop.

Meanwhile, iLogos Game Studios estimates it costs around $5,000 to $20,000 to port simple games. Although, for more complex games that can rise to between $20,000 and $100,000.

This makes it a viable option for publishers with an already successful title. Being able to reach the other half of the gaming market, while costing only half your initial development is a far better return on investment than taking a risk on a completely new title.

Porting can lead to increased session length

People tend to play for longer on PC and console than they do with mobile. The average session length of a mobile gamer is around 30 minutes to an hour. The average for console gamers is an hour to two hours.

This was even more prominent when you look at the extremes – an additional 20% of console gamers said they play between two and four hours, compared to only 10% of mobile gamers.

These increases in session length can directly lead to more in-app purchases. The longer people play, the more likely they’ll pay.

What are the challenges to porting your game?

There are plenty of reasons to port your mobile game to another platform. However, there are a few challenges you’ll need to consider before you start the journey.

Advertising is uncommon on PC and console

This trend is changing. While it’s a relatively new and unexplored market right now, Microsoft and Sony have both announced that they’re looking to bring advertising to their games. The difference is that most advertising on consoles or PCs tends to be more subtle native advertising, where the ads are a part of the scenery and world.

Because advertising is still an emerging trend, free-to-play console and PC games rely on microtransactions and subscriptions for their revenue. With that in mind, you’ll need to carefully analyze your data to identify the best strategy. You can also look at other creative ways to increase your revenue on our blog, such as merchandising and IP deals.

The development takes time

Though there are fewer costs associated with porting a game than developing one from scratch, there are technical challenges to consider. The game engine and programming language you use could be unsuitable for the new platform.

After rewriting sections of your code, you’ll also need to make sure that you’ve optimized your game for the new platform. There are different hardware and resolutions to consider, which may need additional options in your settings.

Controls and interfaces might need revisiting

How players interact with your game on PC and console is very different from mobile. Certain mechanics and inputs can be physically impossible to replicate identically. Likewise, your user interface might not be optimized for different controllers. For example, moving items around an inventory can be very different between console, PC, and mobile due to the different ways people interact with the menu.

Data is key to finding the right balance

You’ll need to experiment with subtle variations between platforms. For example, you might show offers at longer intervals than you would on mobile, make levels more difficult to compensate for more dexterous input devices, or adjust user interface elements to be more intuitive. If you need help in this regard, we have a guide on how to run A/B tests using our platform or check out how we can help with your live ops.

You will also need to amalgamate the data from all your versions to see what trends are specific to a platform and which are generalized to your game design. If you need to collect and study data from multiple platforms, look at our DataSuite.

  • ✇GameAnalytics
  • Creative ways to make your hybrid-casual game more profitableSarah Impey
    As games move more towards a hybrid-casual model, the potential for new avenues of revenue opens up. As your retention rises, so too do the opportunities. Let’s look at six ways you can increase your profits. 1. Incorporate native advertising Native advertising is where adverts are embedded in the very fabric of the game. They’re far less intrusive than traditional advertising, allowing you to place ads in your game that don’t disrupt how the gameplay flows. They feel natural; in places where pl
     

Creative ways to make your hybrid-casual game more profitable

22. Únor 2024 v 12:14

hybrid casual monetization

As games move more towards a hybrid-casual model, the potential for new avenues of revenue opens up. As your retention rises, so too do the opportunities. Let’s look at six ways you can increase your profits.

1. Incorporate native advertising

Native advertising is where adverts are embedded in the very fabric of the game. They’re far less intrusive than traditional advertising, allowing you to place ads in your game that don’t disrupt how the gameplay flows. They feel natural; in places where players would expect to see them in the real world.

For example, a native advert might be on an in-game billboard, the banners alongside race tracks, superimposed over the field of a tennis match, posters on the wall, or holograms in the street.

In game ads example

These adverts can either be static sponsored content or dynamic ad space that brands can purchase in real time. The key is that you don’t pause the game to show the ad.

2. Add audio adverts to your game

Did you know, 73% of mobile players have their volume at or above 10%? It might not be loud, but it’s enough to catch people’s attention. This makes them a useful addition to your monetization strategy.

They also have similar benefits to native advertising. Audio adverts are far less disruptive than traditional methods: they play in the background, allowing the gameplay to continue unhindered.

Due to the nature of audio, it’s a relatively simple approach to insert into your game. Pause the music, play the ad, and return to normal once it’s finished. They are also suitable for rewarded ads, allowing players to gain power-ups or in-game currency far quicker than needing to watch a video. Which makes them an effective method to increase your advertising revenue without hurting your retention.

3. Make IP deals with brands

Partner up with a brand to offer in-game cosmetics or extra content using their brand assets. These could be characters, items, or even entire levels. Not only does this give you additional content to keep your game active, but it can also bring in new fans.

Game of Thrones: Reigns

Another method is to wrap your game entirely in the brand’s IP. For example, you could approach a brand with your match-3 game and use the same mechanics and gameplay loop, while using their characters and universe.

4. Sell merchandise using your own brand

Once your hybrid-casual game has a following and community, it’s inevitable that certain characters or phrases will become popular. These are perfect for turning into merchandise. T-shirts, mugs, plushies – these can all feature your game’s art. Manufacturers like Alibaba make this even easier. You can buy products and have your own logo and designs printed on them.

 

You can even create unlockable content for your players, which they only gain access to by achieving certain milestones in your game. For example, every achievement in your game could have its own baseball cap. Players would need to unlock the achievement before they could purchase the cap in real life.

Angry birds merchThis gives your achievements more value and encourages players to seek out the hardest ones for the prestige of owning the real-world item.

5. Encourage fan-made content

Reach out to your community and run competitions to have their creations enter the game, such as levels, items, or cosmetics. This fan-created content can keep your game active and fresh while also giving you an opportunity to engage with your community.

Ideally, you would also offer an incentive to the creators, such as a cut of the purchase price. This makes it worth the player’s time and makes it far more likely you’ll get quality submissions. It also encourages the player to spread the word about their creations, which could bring even more players to your game.

6. Port your game to another platform

Expanding onto PC or console can help you open your game up to a new market, extends your game’s life, increases your return on investment, and leads to longer session lengths.

It’s a useful way of making the most out of your most successful games. You can read more about the process in our article on porting.

Data is key to any new approach

Whatever route you choose, make sure you keep track of which avenues are successful and bring in the most revenue. You want to make sure that you’re spending your time efficiently. The most effective way to do that is to bring data in from multiple sources and study the trends together. That’s where DataSuite comes in – it allows you to create your own player warehouse and track trends across platforms and different data sources.

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