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Product Management Improvement Question: Enhancing in-game economy for increased player satisfaction in mobile gaming

Asked at King

15 mins

How might we improve the in-game economy of Bubble Witch Saga to increase player satisfaction?

Product Improvement Medium Member-only
Game Economy Design User Segmentation Prioritization Mobile Gaming Free-to-Play Casual Games
Mobile Gaming Monetization Player Retention King Game Economy

Introduction

To improve the in-game economy of Bubble Witch Saga and increase player satisfaction, we need to carefully analyze the current state of the game, understand our players' needs, and develop strategic solutions that enhance the overall gaming experience. I'll approach this challenge by first asking clarifying questions, then segmenting our user base, identifying key pain points, generating solutions, and finally evaluating and prioritizing these solutions.

Step 1

Clarifying Questions

  • Looking at the game's lifecycle, I'm thinking Bubble Witch Saga might be in a mature stage where player retention is crucial. Could you share where we are in the game's lifecycle and what key metrics are driving this improvement initiative?

Why it matters: This helps determine if we should focus on acquiring new players or retaining existing ones. Expected answer: Mature stage with declining daily active users (DAU). Impact on approach: Would prioritize engagement and retention strategies over new player acquisition.

  • Considering the in-game economy, I'm assuming there are multiple currencies or resources. Can you provide an overview of the current economic structure and which elements are causing the most friction for players?

Why it matters: Identifies specific areas of the economy that need improvement. Expected answer: Multiple currencies (e.g., coins, gems) with player frustration around gem scarcity. Impact on approach: Would focus on balancing gem distribution and creating more value for this premium currency.

  • Given the competitive landscape of mobile puzzle games, I'm curious about our market position. How does Bubble Witch Saga currently compare to its main competitors in terms of player satisfaction and monetization?

Why it matters: Helps benchmark our performance and identify areas where competitors might be outperforming us. Expected answer: Strong brand recognition but lagging in player satisfaction compared to newer titles. Impact on approach: Would emphasize innovative features to differentiate from competitors and improve satisfaction.

  • Considering the diverse player base, I'm wondering about the distribution of player types. Can you share any data on the breakdown between free players, occasional spenders, and high-value players?

Why it matters: Helps tailor solutions to different player segments and their economic behaviors. Expected answer: Large free player base (80%), with 15% occasional spenders and 5% high-value players. Impact on approach: Would focus on converting free players to occasional spenders while retaining high-value players.

Pause for Thought Organization

I'd like to take a brief moment to organize my thoughts before moving on to the next step. This will ensure a structured approach to our user segmentation.

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