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zaky avatar image
zaky asked

Liveops & Monetization use cases,Liveops & monetization use cases

Hey, we're researching solutions for liveops events and monetization offers.

1 Regarding liveops:

Liveops would be calendar based events that track progress of some statistic (for example, collect snowflakes during the christmas event). The progress would be incremented for a user when they trigger some event with a combination of properties. For example, every time the "game completed" event was called with "won = true".

Some parts seem straight forward with the implementation - use a rule that checks for the event and increments the event's specific statistic, and an additional rule which grants the bonus resources when the progress is complete.

But does playfab also allow returning some kind of a content json with mapping for rendering? For example, a popup object that is only returned for users with level > 3 during the christmas period, that has a URL of the asset bundle and returns that relevant progress statistic? (snowflakes).

2 Regarding monetization:

We need to support monetization popups (special offers) that users are eligable when they are in a specific segment hit a specific trigger. For example, users who never spent money and played 10 free games get a first-time-deposit offer. Users who spent more than 10$ in their lifetime, returned to the game after a week and have less than 10 diamonds get a different pack (maybe even a popup granting them free diamonds).

All relevant offers would then be waiting to be displayed in a queue in some specific placement, for example "login" or "game ended".

Ideally we would be able to have a product manager managing those offers with minimal developer work.

We noticed that there isn't a construct specifically for rewarding such offers to specific players, but maybe this could be a use-case for Items & Inventory? Treating offers as Items in the inventory, and consuming them when the popup is displayed to the player?

In-Game Economygame manager
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Neils Shi avatar image
Neils Shi answered

But does playfab also allow returning some kind of a content json with mapping for rendering? For example, a popup object that is only returned for users with level > 3 during the christmas period, that has a URL of the asset bundle and returns that relevant progress statistic?

You can store json data in the internal player data (which client cannot access.), then create a player segment which filter out players with a level > 3 and use Azure Function to implement this function. First, check if the player is in this segment via API GetPlayerSegments, if so, you can return the json data to players.

Users who spent more than 10$ in their lifetime, returned to the game after a week and have less than 10 diamonds get a different pack. We noticed that there isn't a construct specifically for rewarding such offers to specific players.

You can use Player segment to implement it. Player segment contains segment filtering which allows you to define what players are included in the segment. The statistics value filter allows you to filter based on your own custom statistic attribute, and the value to date filter allows you to filter based on how much of a certain currency a player spent in your game. After you configured the segment filtering. Then you should select a trigger. In your case, you can select the “Entered segment” trigger. Once the player enters this segment, it will trigger the action you want. For more info, please refer to How to manage actions.

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