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    <title>Knowledge/Engagement on Game Server Services | Docs</title>
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    <description>Recent content in Knowledge/Engagement on Game Server Services | Docs</description>
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    <item>
      <title>Anniversary Event</title>
      <link>/design_knowledge/success/anniversary_event/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/design_knowledge/success/anniversary_event/</guid>
      <description>If you are celebrating the first anniversary of the launch of a game, the 100th day, or even the 2.5(!?) anniversary of a game, celebrate it as soon as you can. If there is a good time to celebrate, celebrate it actively.&#xA;At these times, we can offer various initiatives such as &amp;ldquo;special login bonuses&amp;rdquo;, &amp;ldquo;10 free gacha draws every day&amp;rdquo;, &amp;ldquo;halving the stamina required to progress in quests&amp;rdquo;, &amp;ldquo;doubling the amount of experience gained&amp;rdquo; and so on.</description>
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      <title>Bringing Change Every Week</title>
      <link>/design_knowledge/success/bring_change_game_every_week/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/design_knowledge/success/bring_change_game_every_week/</guid>
      <description>While it is important to have a system that changes every day to create a routine, weekly changes are also important to keep people playing the game for a year.&#xA;Nevertheless, there are games that have cycles of a week or more. It is also important to consider how often the changes can be made in a way that fits with the development resources available, and then design the game accordingly.</description>
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      <title>Don&#39;t let them play too much</title>
      <link>/design_knowledge/success/dont_play_too_much/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
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      <description>In order to get players to play for a long period of time, it is better not to let them play too much in a short period of time. Unlimited play will not only widen the gap between long-time players and short-time players, but also If the game is allowed unlimited play, it will not only widen the gap between long-time players and short-time players, but it will also make it necessary to listen to two voices: one from long-time players asking for something to be done about the lack of content, and one from short-time players asking for something other than lack of content.</description>
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    <item>
      <title>Feature on a day of the week</title>
      <link>/design_knowledge/success/make_days_of_week_uniqueness/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/design_knowledge/success/make_days_of_week_uniqueness/</guid>
      <description>To encourage people to play every day of the week, it is effective to make it meaningful to play tomorrow instead of today.&#xA;A good example of this would be &amp;ldquo;day-of-week quests&amp;rdquo;.&#xA;On Mondays, there are &amp;ldquo;wind materials&amp;rdquo; and on Tuesdays, &amp;ldquo;fire materials&amp;rdquo;. Tuesday: &amp;ldquo;Materials for Fire&amp;rdquo; Wednesday: &amp;ldquo;Materials for Water&amp;rdquo; Thursday: &amp;ldquo;Materials for Ground&amp;rdquo; Friday: &amp;ldquo;In-game currency&amp;rdquo; Saturday: &amp;ldquo;Materials for Dark&amp;rdquo; Sunday: &amp;ldquo;Materials for Light&amp;rdquo;&#xA;In this way, quests are prepared for each day of the week, and the rewards for these quests are materials for training characters with specific attributes.</description>
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      <title>Request passage of time</title>
      <link>/design_knowledge/success/require_passage_of_time/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/design_knowledge/success/require_passage_of_time/</guid>
      <description>This feature is often implemented in games under a name such as &amp;ldquo;expedition&amp;rdquo;. This is an element that rewards the quests by waiting for real time to elapse, rather than in-game success or failure.&#xA;By making it so that players are rewarded after 12 hours of starting a quest, a play cycle can be created in which players log in once a morning and once a night, or even once a day.</description>
    </item>
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      <title>Time Limited Quest</title>
      <link>/design_knowledge/success/time_limited_quest/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/design_knowledge/success/time_limited_quest/</guid>
      <description>A quest that can be attempted only once every day at a specific time (e.g., from 7:00 PM to 8:00 PM).&#xA;The reward for this quest should be set to be attractive. It is also useful to combine mobile push notifications to notify players that they can save money if they play the game now.</description>
    </item>
    <item>
      <title>Understand the amount of resources distributed in the game</title>
      <link>/design_knowledge/success/understand_amount_of_resources/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>/design_knowledge/success/understand_amount_of_resources/</guid>
      <description>Monitor information such as how much of the resources used for training, such as materials and in-game currency, are held by players, and what is the balance between the amount of resources obtained and consumed.&#xA;If the balance between resource acquisition and consumption is positive, you should consider content that consumes the resource.&#xA;If the balance of resource availability/consumption is inversely related, you should consider content that emits the resource. However, if the game balance is designed with resources as valuable, it is preferable to leave the amount of emissions as they are, as intended.</description>
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