8 Reasons People Are Leaving your Mobile Game

8 Reasons People Are Leaving your Mobile Game

Some say games are like art. I can agree with that. Like most visual arts, there are great life changing movies, funny TV shows, and educational videos on YouTube that are enjoyed by many people and build up or entertain society. But like all art, there are some ideas that started with good intention, but failed miserably with execution.

Video games can be seen as art as beautiful as a Picasso, as terrible as a 5 year old’s attempt at a Bob Ross painting, or something in between. There are a lot of reason why it happened, but today, let’s talk about it from the player’s standpoint. Why did they quit your game?

It stinks

This is too common a reason. Though it doesn’t exactly tell you why, sometimes the main culprit is bad gameplay, character design, or other reason. Knowing when something isn’t fun and when it’s time to change course is what makes better and stronger developers.

One example is Insomniac’s Ratchet & Clank development restarting after 6 MONTHS of development. Though the change from their original idea to what the game is now was hard, the game was one of the highlights of the Playstation 2 library.

Too many Bugs

Bug bashing is huge in making sure a game is available for everyone in mobile. Phone fragmentation has made bugs bigger, badder, and really ugly for game development on Android compared to iOS. The biggest bugs TestBird has found in our reports are crashes to the main screen, freezing, and startup failure. Though personally I’d add server login to the list as many gamers comment on this the most on comment sections.

These need to be fixed quickly and effectively. Most negative comments in marketplaces are bug related. Fixing these can not only bring down the amount of bad comments, but can increase your rating. Chat with us at TestBird on how we can help you in your compatibility testing and for a free trial.

Too much data use

Not everyone is on Wi-Fi or has unlimited mobile data. China has been very particular about this as many popular games of the past few years have decreased their game size to accommodate people with little to no data plans who want to download the newest games.

Also be careful of how much you are using a player’s data. Companies who ask for too much, too often will be caught by players and more likely than not, deleted. Be more prepared to use traditional advertisements rather than video ads in some countries or regions, compile and optimize better instructions in smaller data packets, and have a reason for the data being sent is needed

Too many notifications

Though this problem has been in the industry forever, some companies still think notifications should be used for every little thing that happens to their game. I don’t really need to sing to the choir about this issue, but we seriously need to talk about when are the right times to send a notification.

Though I could give you a lot of good suggestions, but Simon Levene’s article in LinkedIn has a lot more stimulating advice.

Runs too hot on my phone

In a previous article, we just talked about heat issues and how these issues are effecting the CPU developers. Gamers are even more paranoid about heat as many know heat is the biggest issue with the life and proper working of any electronic device.

TestBird tests for the temperature of a device throughout our testing and shares this information on our cloud report, available as a bonus to our testing report. We recommend developers who test with us to check on this report and check the screenshots of when the issues occur. These should help you in your effort to fix any large issues.

Too many ads

As mentioned in data use, advertisements can be very problematic for gamers. They hate them, but they are needed to make money for the game developer. Finding inventive ways and being pro-active in your ad placement can be very rewarding for you and the player. Make sure to have a plan in place of where, when, and why you place ads.

Check out Kyle Waring’s best practices article for some good insight. I also recommend checking out some conference talks from Casual connect here.

I can’t win unless I use expensive micro-transactions

Something I found that is happening outside Asia is that some larger companies have placed purchases at extreme levels. Some items costing $100 and in return are items not as valuable as players assumed. Mobile gamers are spending on average less than $200 a year on ALL mobile games in major countries. I’m sure not all of it is on one app. So if you want their money, you will need to start bringing better value for their dollar.

Making sure gamers feel rewarded and not guilty for using these transactions are another key to better revenue. Though in China, using money to win is seen as a perfectly viable answer, it can be seen as cheating in America. Making sure you know your audience and their cultural values can help in increasing their purchases.

I got bored of it

This is the biggest nightmare for a developer. 15 minutes of fame is great, but very hard to keep going. Anyone still remember Snooki?

Keeping your game fresh and interesting will keep gamers playing and enjoying your games. Contests, tournaments, and prizes are a few ideas. But watch what others are doing in the mobile market. A killer idea in Candy Crush Saga might be applicable for your FPS.


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