Marvel Puzzle Quest saw some changes after launch, and a few - like increased heal times - were received poorly by players. How important was player feedback to the updates you implemented? The entire development of MPQ now revolves around what our players are saying and doing. Every morning the team gathers around a large screen with the latest information. We look at how popular our newest characters are, how many missions folks play every day, how many people are participating in the latest events, etc. Several times a month, members of the team get together and review feedback submitted through the in-game form, the app store reviews and game's forums. That feedback is what informs which features will next be added to the game. We've become pretty good at running live services, but every so often we still botch the messaging or implementation of a new feature. As the game matures, we discover issues with the balance and subsequently have to improve or reduce the efficacy of certain characters. As gamers who've been on the receiving end of those changes we know how un-fun that can be. That short-term pain is significantly better than having a game where players only use a tiny fraction of the characters, though! As a mobile title, we also struggle with widely varying play-times. On average, players play MPQ fifty minutes per day but there are many who play way less than that and more than a few enjoy multiple hours per day. We want MPQ to be a game that people can play casually, while watching TV, on the bus or between Titanfall matches. Frequently that means making updates that allow the casual players to be more effective. That doesn't always feel right to our hardcore players, but striking a balance in features to appeal to the full breadth of our player-base is an essential part of making entertainment for this huge marketplace.How have the episodes (content updates) impacted Marvel Puzzle Quest's downloads and spending behaviour? Without exception, the game's financial performance has improved with each update and each new episode. We view the in-game events and updates to the game as the single biggest driver of our success. Our ARPDAU has doubled since launch.
Nemek wrote: Marvel Puzzle Quest saw some changes after launch, and a few - like increased heal times - were received poorly by players. How important was player feedback to the updates you implemented? We want MPQ to be a game that people can play casually, while watching TV, on the bus or between Titanfall matches.
Marvel Puzzle Quest saw some changes after launch, and a few - like increased heal times - were received poorly by players. How important was player feedback to the updates you implemented? We want MPQ to be a game that people can play casually, while watching TV, on the bus or between Titanfall matches.
Thanos wrote: Nemek wrote: Sorry, but i don't see how ten day long PVE events, where you have to grind 230's for hours a day, is aimed at the casual player. In fact , other than the prolog (which doesn't take long to finish) this game is all about the constant grind. Either you grind or get left behind. I'm glad to see they're listening.
Nemek wrote:
Thanos wrote: Nemek wrote: Marvel Puzzle Quest saw some changes after launch, and a few - like increased heal times - were received poorly by players. How important was player feedback to the updates you implemented? We want MPQ to be a game that people can play casually, while watching TV, on the bus or between Titanfall matches. Sorry, but i don't see how ten day long PVE events, where you have to grind 230's for hours a day, is aimed at the casual player. In fact , other than the prolog (which doesn't take long to finish) this game is all about the constant grind. Either you grind or get left behind. I'm glad to see they're listening.
Bugpop wrote: Thanos wrote: Nemek wrote: Marvel Puzzle Quest saw some changes after launch, and a few - like increased heal times - were received poorly by players. How important was player feedback to the updates you implemented? We want MPQ to be a game that people can play casually, while watching TV, on the bus or between Titanfall matches. Sorry, but i don't see how ten day long PVE events, where you have to grind 230's for hours a day, is aimed at the casual player. In fact , other than the prolog (which doesn't take long to finish) this game is all about the constant grind. Either you grind or get left behind. I'm glad to see they're listening. Having been busy with work I have played more casually these past few weeks. Even though I play 1.5 hours or so per day I haven't seen opponents much higher than 97 in the current PVE event.
Thanos wrote: Sorry, but i don't see how ten day long PVE events, where you have to grind 230's for hours a day, is aimed at the casual player. In fact , other than the prolog (which doesn't take long to finish) this game is all about the constant grind. Either you grind or get left behind. I'm glad to see they're listening.
eidehua wrote: ^Im rank 8 with 78789 points, a few of the goon missions are heading > 200, but the character required missions are still ~100.
Cryptobrancus wrote: Good points all around, but if there is a horde of casual players and a smaller group of hardcore paying players. The question for Demiurge is how to get the casuals more invested, time wise and monetarily. Making it so the casuals can still rank pretty well and feel like they are getting a lot out of the game sounds like an excellent way to accomplish that and probably has paid off well for them.