Hybridcasual Game Development Guide
Hybridcasual Game Development Guide
Characteristics of
Hybridcasual
Marketing Strategy
03 Take a page out of Hypercasual
development. Optimize creatives to
acquire both Hypercasual and
non-hypercasual players at a dime!
Game Design
Creativity
Marry the simple, addictive and easily +
marketable core of a Hypercasual game with
Data
power progression to drive up player
life-time value. 01 02 Production Process
Find a balance between the lighting fast
Hypercasual game development and an
agile game development. You’ll need to
get more structured to run successful
live-services.
Characteristics of
Hybridcasual
Total Cost to
Global Launch
$345K to $885K
Goals: Goals: Goals: Goals:
● Core gameplay ● Metagame features ● Improve user acquisition ● Events
● Marketability ● Art production strategy ● Features
● Design document ● (Tools development) ● Optimize economy ● Creatives optimization
Average Team size: 3 Average Team size: 8 Average Team size: 10 Average Team size: 10
1 x Developer 4 x Developer 4 x Developer 4 x Developer
1 x Designer 1 x Designer 1 x Designer 1 x Designer
1 x Artist 2 x Artist 2 x Artist 2 x Artist
1 x Producer 1 x Producer 1 x Producer
1 x Data Analyst 1 x Data Analyst
1 x UA Manager 1 x UA Manager
Cost: $15k- $45k Cost: $120k- $240k Cost: $210k- $600k Cost: $200k / month
Proof of Concept Production
De-risking and Figuring Out Build it
Proof of Concept (POC) allows you to validate the Team enters production when they know what they
game idea and iterate on the core gameplay and are building. Take your time in the concept validation.
main mechanics to figure out the best options It will save you time (and money) by enabling
until you achieve an addictive core for your effective production.
hybridcasual game.
In the production, the team:
Keep the team small at this stage to limit costs. - Increases significantly the content of the game
- Develops features that drive the game loop
Key questions to be validated: consisting of playing and upgrading
- Is the setting/theme appealing for the target - Builds the tools required to effectively manage,
audience? If your IPM is high, you’ve nailed it. optimize and grow the game when live
- is the game engaging and fun enough? If
players can’t stop playing during a test, you’ve
nailed it!
- Are the selected controls good? Can your
testers pick-up and play without hand holding
and instructions?
Soft-Launch Creative
Test it Optimisation
In Soft Launch phase, team starts testing the game by releasing in Optimisation of creatives allows you to reduce their CPIs
one or multiple countries. Soft Launch is a good indicator of significantly in order to achieve an acceptable CPI
whether the game has potential or not. range that is lower than lifetime value of acquired users
(ads + IAP combined)
Goals are:
- Measuring the initial metrics for engagement and Criteria: Net LTV > CPI for profitability.
monetisation (early/mid/late retention, purchase rates,
ARPPU, session time/counts) Suggestions:
- Getting feedbacks from players about your game - Take out existing gameplay footage and iterate
- Improving your User Acquisition strategy and optimisation of new ad creatives with new animations, effects,
creatives customisations to test their appeal among players.
- Economy optimisation. balancing - Build a strong cooperation between game
- App store optimisation designers/product teams and UA/creative teams
who knows the market trends.
Suggestions: - Test different ad formats to optimize the
● Choose the right countries for your soft launch: Focus on available placements in various marketing
countries similar to your main target audience and market. channels: Short or long videos, playable ads,
● Set yourself KPI goals and analyze thoroughly: Iterate interstitial banners, carousel ads etc.
and improve your features to reach your KPI goals by using - A/B test good performing creatives to find
the feedback loop driven by analytics. incremental improvements: Test out different
● Test your ad creatives as well as the ad placements in colors, copies, call to actions etc.
your game
Characteristics of
Hybridcasual
Live Services keep the game fresh. Events offer short-term Live Services
challenges. Leaderboards and cooperative play allow players to
compare their progress to others’. Big updates will re-engage the
whole player base.
Hybrid monetisation
Monetisation that is satisfying player’s constant itch for power
progression. Ads drive baseline monetisation, IAPs provide base
price points, bundles drive up price point, Battle Pass enforces
conversion. Simplified meta
Meta game that relies of power progression. It has to be
accessible, supercharge the core gameplay and create long-term
motivation. Metagame is the foundation for live services.
Hypercasual /
Arcade core that is easy to pick-up, hard to master, addictive and Arcade core
gratifying all at the same time.
Hybridcasual’s Core Mechanic is Arcade First
Core Gameplay Design
What each of these leading
Hybridcasual games have in
common is a core gameplay
mechanic that shares many
properties with traditional
Arcade gameplay.
Four Pillars of an
Arcade Core
You might ask - but aren’t all mobile game cores Accessible, Simple, High Power Progression
Addictive and Gratifying in their own unique ways?
Yes, they are. So on what vectors can various cores across mobile
games be distinctly categorised on?
inherently conducive (green) and which are not (red and yellow).
The transformations that need to occur to non-conducive are
Yes
No
It is important to note that there should always be a healthy tension between power and
Hybrid monetisation skill progression because if power progression reduces the importance of skill progression
for long periods of time, the core gameplay fun is lost.
This also works the other way around - if power progression is never made to feel
significant enough to make up for lack of skill progression, then the significance of the
meta, monetisation, social and live-ops systems is lost.
Simplified meta
It is very important that the core action phase gameplay allows Skill Progression, because
without that, the game can never be fun in the long run.
Hybridcasual’s Meta Creates Power Progression
Meta Gameplay Design
Archero Combat of Hero Sky Bandit motivation to keep coming back to the game as
Slow Power Progression Quick Power Progression Unique Power Progression investment of time equals in-game progress.
Four Steps to Power Progression
Meta Gameplay Design
Hybridcasual games cast a wide net when it comes to audience, and therefore the game design needs to be fitting.
Hence the systems depth to drive power progression pales when comparing to a typical RPGs, which are designed for more core players.
#2 - Hybridcasual’s Meta has High Accessibility
Meta Gameplay Design
Typical RPG
Decision Making
Hybridcasual
Decision Making
Even though Hybridcasual mirrors deeper meta systems from other genres, it simplifies player decision making by absorbing a lot of the cognitive
load within the system versus making the player spend time deciding. The objective is to push the player back to the core as fast as possible.
Meta Enables Live-ops
Meta Gameplay Design
Core Player continues to enjoy playing the game’s core action phase
Gameplay
Without a meta design that allows the
Special players to catch up to the content
More core gameplay loops means more content progression, but events
Content difficulty curve through moving higher
content difficulty creeps in and the player cannot continue
on a power progression curve, the game
Progression playing the core gameplay
would be unable to run meaningful
New live-ops that can extend product
content
Meta To continue content progression, the player interacts releases lifetime (new content releases), provide
with the meta systems to move higher on the power aspirational content (events) or
Systems progression curve so as to match content difficulty
effectively merchandise (bundles), so
Time that the player’s long term satisfaction
limited
These activities all help the player regularly move up the for progression on all fronts is satisfied.
Live-ops power progression curve over and above what can be
bundles
Key Takeaway You don’t want your players spending too much time in
the meta. Core is what drives the engagement and
monetization in Hybridcasual.
Meta Gameplay
Hybridcasual’s meta systems are:
1. Simplified and accessible
2. Supercharging core gameplay engagement
3. Creating a long-term motivation
4. Foundation for live services
Common Pitfalls
As developer with no experience in The most common pitfall is simply make Developers who lack understanding of
hypercasual games rush the market, they will Archero but just change the visuals by offering marketing will simply focus on making a the
focus on making their game compete with another setting. By making a game just like the game without testing how well it resonates with
higher quality visuals. This prolongs the biggest game in the genre will lead to failure to target audience during concept validation
development times and hinders the ability acquire players. They are already playing or phase. This leads to the game being
to acquire from hypercasual games. have played the game. ‘dead-on-arrival’ when it launches.
michail@deconstructoroffun.com
appendix
Common Pitfalls
Common Pitfalls
As developer with no experience in The most common pitfall is simply make Developers who lack understanding of
hypercasual games rush the market, they will Archero but just change the visuals by offering marketing will simply focus on making a the
focus on making their game compete with another setting. By making a game just like the game without testing how well it resonates with
higher quality visuals. This prolongs the biggest game in the genre will lead to failure to target audience during concept validation
development times and hinders the ability acquire players. They are already playing or phase. This leads to the game being
to acquire from hypercasual games. have played the game. ‘dead-on-arrival’ when it launches.
Characteristics of
Hybridcasual
Topics Covered
Monetisation Design
(Appendix)
Bundles Ads
While these are closer to live-services related monetisation, Both rewarded video and interstitials are used here, but are
the one bundle that opens up a player’s wallet is the implemented at points in the game to provide quick relief
conversion bundle - a collection of highly valuable early game versus being baseline monetisation contributors like IAPs
Almost every ad placement in Hybridcasual is designed by keeping quick player relief at its core.
That is why getting players back into the core is vital.
Hybridcasual’s monetisation design is centered
around satisfying a player’s constant itch for
increase in power.
Topics Covered
Monetisation Design
usual difficulty, so a great event cadence generates revenue another way grow player power. The social pressure from
spikes and maintains a healthy revenue baseline. And if players alliance members pushes players to invest further in power
want to progress on an even faster, they can buy an event progression, so that the entire group moves forward together
Profit and Loss statement summarizes your expenses and profits and shows if your business or product is profitable.
- Always have at least 2 scenarios if you are making forecasted P&L for your product (low, medium and high)
- Include milestones in your P&L based on your production and launch roadmap, such as:
- Initial development period (POC and production): Higher investment costs, team costs - no income.
- Soft launch period: low marketing expenses + low revenues.
- Global launch period: higher marketing expenses, higher revenues + additional costs
- When you go global, you will most likely notice differences in metrics in some countries. It is a good idea to cluster
them based on quality and measure the performance of each cluster. (E.g Tier 1 - USA, UK, Canada, Germany,
Japan / Tier 2 - Italy, Israel, Portugal, Turkey etc./ Tier 3: Cambodia, Armenia, Gabon, Kongo, Pakistan etc.)
- Expect some additional costs when you go global from local. E.g:
- Localisation to multiple languages (in-game localisation, marketing materials, FAQs, app store listing etc.)
- Higher need of customer support and community management
- Ideal scenario is resulting high Operating Income with high Operating margin (which means higher profitability)
- You may get lower operating margin when you spend more on User Acquisition since reaching 100%+ ROAS
will take some time but you will have a higher operating income in the long run.
P&L
Calculating the predicted revenues for your title can be difficult, that is why it is better to focus on metrics that you can control.
Revenue = Daily Active Users x Avg. Revenue per Daily Active User
Installs Retention
There are other metrics that can be used in revenue calculation, such as CARPU (Cumulative average revenue per user) for each install cohort
(e.g daily, weekly, quarterly etc.), how much money does that cohort pay over time.
If your product is not live yet, make a better educated estimations by using the data of your other titles in a similar category or analyse your
competitors.
You can use a flat rate in calculation for a simple P&L (fixed DAU and daily revenues) or you can apply some assumptions for more complex
calculations such as:
- Considering a k-factor and estimating higher organic installs when there is a higher marketing expenditure.
- Planning scheduled updates for your product that would uplift certain KPIs (i.e major content update every 6 months with a target of
improving day 30 retention by 10%)
Store Fees: App Store and Google Play commission cuts - In general, 30% of your revenues.
Operational Costs: Salaries of the team, rent, overhead costs, maintenance costs etc.