A real-world case study for building solid Life Time Value in a live service game

Original article by Elora Brisset at Tilting Point


Jessica Sliwinski, Lead Writer at Wicked Realm Games, reveals how they used narrative to boost retention and revenue for Star Trek Timelines

This week marks the fifth anniversary of the release of Tilting Point and Wicked Realm Games’ Star Trek Timelines. From the start, we’d conceived of Timelines as a story-driven game with a great hook: what if an uncontrollable series of temporal anomalies forced characters from every era of Star Trek into the same timeline together? We also partnered with actor John de Lancie, who famously portrayed Q, to help breathe authentic Star Trek drama into the game.

But as Q once reminded Picard, the trial never ends: a successful launch doesn’t guarantee a game’s long lifespan, or that the developers…


by Hunter Bulkeley

View this blog on the Tilting Point website

Improving revenue in a long-running game can be a bit of a high-wire act for developers.

On one hand, there are legions of veteran players who passionately love the game just the way it is. On the other hand, there are the new users coming in who find themselves lost in the labyrinth of all the features that have cropped up over the years. Any new feature must walk a careful balance between these two groups.

The TerraGenesis team found itself walking this tightrope earlier this year as ARPDAU…


Louise Lu shares her key lessons from managing live events in the hit game, Warhammer: Chaos & Conquest

Getting a player’s attention is one thing; keeping it is another thing altogether.

With so many options available to mobile gamers, it’s critical once a game grows its audience for it to find ways to keep players engaged over time. And one of the most powerful ways to keep players playing is with live events.

One of the major updates that has kept engagement high in our game Warhammer: Chaos & Conquest was the introduction of what we call Infernal Events. These limited-time events let players from different servers compete and show off their power, while earning valuable in-game rewards…


by Noelia López

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There have never been more options for developers looking to monetize their games. But too often, studios patch together programs that copy what the most successful teams have already done, rather than doing what’s right for their unique game and audience. Then, they’re left scratching their heads when they don’t see the same results.

If that sounds like you and your team, you’ve come to the right place. …


by Meric Atesalp

View this blog on the Tilting Point website

At Tilting Point we think about publishing differently. We pioneered what we call a “progressive publishing model”, where we deepen our partnership with a game studio over time.

Since we’re interested in forming long term partnerships, we take our initial game evaluation process very seriously. We’re looking for high-performing and talented teams with games that are already starting to find traction in the market, and will uniquely benefit from what the team at Tilting Point has to offer.

Many developers have asked us what we’re looking for when we’re…


By Noelia López

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Managing ad placements in free-to-play games can feel like a high-wire balancing act. On one hand, ads are a critical revenue driver for most games — but when not managed properly, ads also run the risk of alienating players and causing churn.

The good news is that with a little research, planning, and experimentation, it’s possible for teams of all sizes to strike the right balance between monetizing their game, and keeping players happy.

In order to help developers create their own in-game advertising strategy, I’m going to break…


By Dennis Heizmann

View this blog on the Tilting Point website

Like most free-to-play game companies, the team at Tilting Point spends a lot of time thinking about our average revenue per daily active user (ARPDAU) and its impact on the overall lifetime value (LTV) of our players. When managed properly, ARPDAU is a balance of delivering compelling value that players want, while maximizing revenue for a studio.

Over the past several months, my team has been optimizing our casual puzzle game Languinis to increase our ARPDAU, and we wanted to share a few lessons we’ve learned along the way…


By Noelia López

View this blog on the Tilting Point website

Running effective, efficient ads waterfalls can often mean the difference between success and failure for mobile and free-to-play game developers. The good news is that there have never been more ways for companies to measure the performance of ads. But all metrics and methodologies for calculating ad performance are not created equal.

Some teams swear by CPM, others rely on ARPDAU, while some focus on total revenue. Well, spoiler alert … they’re all wrong.

With so much riding on the success of a company’s ad campaigns, the team at…


By Kevin Segalla & Samir El Agili

It’s an exciting day for the team at Tilting Point, and we’re proud to share two major milestones with you: the worldwide launch of SpongeBob: Krusty Cook-Off for mobile devices, and the debut of Tilting Point’s new global brand identity, designed to reflect our continued commitment to pioneering a new progressive publishing model for free-to-play games.

The gaming industry has changed a lot since Tilting Point was founded in 2012. …

Tilting Point

Tilting Point is a leading, award-winning free-to-play games publisher that empowers independent developers to grow and thrive.

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