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Cover of LiveOps Patterns

LiveOps Patterns

Plan events that keep a live game fresh.

Methods for running a live mobile game after launch, for live-ops teams, producers and designers. The cards cover deciding what live service means for your game, building events worth logging in for, setting a calendar rhythm, shipping updates safely every week, talking with players, and measuring what worked so the next event is better.

48 cards · 6 suits · 5 recipes · 2 missions

What's inside

A few cards

Illustration for Live Promise
Strategy

Live Promise

One sentence that tells players what keeps changing and why tomorrow is worth a visit.

Illustration for Event Types
Events

Event Types

A menu of event formats and what each one is good for, so you pick on purpose.

Illustration for Live Config
Operations

Live Config

Change events, tuning and rewards from the server, not through the app store.

One card in full

Illustration for Patch Notes Players Read
Community

Patch Notes Players Read

Tell players what changed for them, in their words, before they find out the hard way.

Most patch notes are written for the team: ticket numbers, internal names, and the bad news buried on line forty. Players skim, miss the change that matters, and discover it mid-match. Good notes are short, ordered by impact, and honest about what got worse.

How to use it

  1. List every change, then mark each one: will a player notice it in their first session after the update?
  2. Lead with the three changes players will feel most, including any nerf; small fixes go in a list underneath.
  3. Rewrite each line as a player outcome: "Daily chests now open instantly" beats "Reduced chest timer config to 0".
  4. Say why for anything that takes something away, in one sentence. For bigger removals, follow Bad News Well.
  5. Add a "You told us" line for changes that came from players, closing the Feedback Loop.
  6. Post the same notes through In-Game Messaging and community channels at release, not a day later.

Example

Supercell's balance-change posts for Clash Royale show each card's numbers before and after. A hypothetical puzzle game might open its notes with "Lives now refill in 20 minutes, down from 30" and leave engine changes for last.

Watch out

  • Hiding a nerf in the fine print. Players will find it, and the notes become proof you tried.
  • Shipping "bug fixes and performance improvements" every time. It teaches players to stop reading.

Recipes

Missions

Related decks

Player Research Patterns

Learn what your players really want.

48 cards

UA Patterns

Acquire players who stay, at a sensible cost.

48 cards

Game Production Patterns

Take a game from concept to live service.

56 cards

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