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Rob Sandberg's avatar

Joseph, it's fantastic to see you bringing the insights of a veteran like Eve Chang to the forefront. Her experience with Temple Run and Bejeweled Blitz offers invaluable lessons in LiveOps, a domain that's increasingly critical for the longevity of mobile games. What stands out to me, particularly, is Eve's strategic approach to understanding market gaps and tuning into player desires, which isn't just about keeping the game fresh but also about making players feel heard and valued.

Eve's emphasis on integrating player feedback into the development process is a golden nugget for anyone in the game industry. It highlights the importance of building a game that evolves with its community, ensuring longevity and relevance in a fast-paced market. The balance she strikes between innovation and meeting community expectations offers a blueprint for how to navigate the challenges of LiveOps.

I worked on a top-grossing (that I will not name) who did not have a dedicated social media manager no Facebook page, a thriving reddit and discord with no interaction from the product team. Such a waste of an opportunity and leaving money on the table.

Your conversation with Eve is a treasure trove of insights, shedding light on the nuanced art of keeping a game alive and engaging over time. Kudos for sharing such an enlightening discussion; it's content like this that enriches the game development community. Keep up the great work!

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Joseph Kim's avatar

Hey Rob, it's very rare to work on a top-grossing game, and I'm glad you had the opportunity to do so. To your point, even top-grossing games leave money on the table. The other issue I've found as an interesting observation in my career is how many successful games were developed with a team that had massive problems, sometimes drama, and where many things were broken. The image of top-grossing game teams as highly effective and efficient operators is often not the case! Thanks again for your comments Rob, very much appreciated.

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