About the author
Alexandre Macmillan
F2P Mobile Games | LiveOps & Monetization Leader | Driving LTV & ARPDAU Growth
Journal 23 Alexandre Macmillan September 26
Here’s a scene you’ve probably witnessed: a game, months into soft launch, is missing its targets.
The team presents a plan:
The plan is full of hope. It talks about a future feature that will fix retention, a new offer that will solve monetization, or a new user acquisition strategy that will find the “right” players.
The meeting ends with a decision to extend the soft launch for “just one more month.”
Three months later, the game is finally killed, having burned hundreds of thousands of dollars in team salaries and UA spend for no additional insight.
This is the slow, expensive death that plagues our industry. The problem is rarely the game or the team; it’s the process. We are emotionally invested, so we optimize for hope. We ask, “What could this game become if everything goes right?” instead of, “What does the data tell us right now?”
This handbook offers a different, more disciplined approach: Red Light by Default. It’s a system built on a simple premise: assume every project is a failure until proven otherwise. The goal is not to find reasons to continue; it is to demand that the data provide overwhelming evidence not to kill.
Chapter 1: Understand Player Motivation
“What is the most exciting, aspirational part of our game, and how can we show it to the player in the first ten minutes?”
“Our playtesters love the game and retention looks okay, but our early conversion numbers are terrible. We think players need more time to see the value before they buy.”
You believe players spend money as a rational transaction. This is incorrect. For your most valuable players, monetization is an emotional, aspirational act. They aren’t buying a solution to a past problem; they are buying into a future fantasy.
The timing of the first purchase is the single strongest predictor of a player’s lifetime value. The vast majority of first purchases happen almost immediately.
Time to First Purchase | % of All Paying Users |
---|---|
First Hour | 15% |
First Day (Day 0) | 25% |
Day 1 | 10% |
Day 2 | 5% |
Cumulative by Day 2 | 40% |
Chapter 2: Understand Your Business Model
“What systems are we building specifically to provide deep, long-term value to our top 5% of players?”
“We have a decent number of payers and our conversion rate is average, but our revenue is still flat. We’ve made our starter packs cheaper to attract more buyers, but it’s not working.”
Your business model is not a volume play; it is a quality play. Designing for the “average player” is a recipe for mediocrity because the average player does not meaningfully contribute to revenue.
Revenue in Free-to-Play games is hyper-concentrated. The top percentile of your paying users will account for a hugely disproportionate amount of your revenue.
Payer Percentile | % of Total Revenue |
---|---|
Bottom 50% | 3% |
50-75% | 6% |
75-90% | 12% |
90-95% | 13% |
95-99% | 30% |
Top 1% (99+) | 36% |
Chapter 3: Design for Monetization and Engagement
“How does our monetization system make our core loop more engaging and rewarding for the players who choose to spend?”
“We’ve built a great core loop with fantastic early retention, and now we’re bolting on monetization. Players are calling it a ‘cash grab’.”
If spending money feels like a tax you have to pay to keep playing, you’ve already failed. It should feel like an enhancement that makes the game more fun.
Successful games monetize from day one. Waiting to test monetization until after you’ve “fixed” retention is a fatal error.
Day After Install | Cumulative % of D360 LTV Realized |
---|---|
Day 1 | 10% |
Day 7 | 20% |
Day 30 | 35% |
Day 90 | 60% |
Chapter 4: Set Ambitious Targets
“What does ‘great’ look like in today’s market, and have we set that as our minimum standard for success?”
“Our gate meetings are endless debates. The data is always ‘almost there,’ and we’re not sure if we should kill the project or pivot again.”
Your KPI targets are not goals; they are kill criteria. The gray area is where studios go to die. Eliminate it.
Imagine two studios. Studio A sets a “realistic” D7 retention target of 18%. Studio B sets an “ambitious” target of 25%. Both games hit 16% D7 retention.
Outcome: Studio A spends an extra $400k+ to confirm what Studio B learned in a month.
Chapter 5: Assume Failure by Default
“Does the data show, with high confidence, that this game will be a hit, or are we operating on hope and sunk costs?”
“We’ve been in soft launch for six months. We’ve pivoted twice. We all feel like it could work, but we’re burning cash… Should we kill it?”
The question is never “Why should we kill this game?” It is “Has this game given us sufficient data to prove we shouldn’t kill it?”
You have two choices.
The Rational Decision: The financial risk of continuing is mathematically far greater than the opportunity cost risk of killing a potential winner.
Chapter 6: Ditch Lagging Indicators for Universal Truths
“Is our game’s design fighting against universal truths or capitalizing on them?”
“We keep trying to use D7 retention to predict D30 LTV, but our models are always wrong… by the time we have a clear signal, we’ve wasted weeks.”
Player activity is not random; it follows predictable life patterns. Your design must accommodate these realities instead of fighting them.
Cycle | Key Pattern | Implication |
---|---|---|
Daily | Peaks at commute times, lunch, and evening couch time. | Design for short, interruptible sessions (3-5 minutes). |
Weekly | Activity and spending peaks on Saturday and Sunday. | Schedule your most compelling events & sales for weekends. |
Platform | Mobile is a secondary activity. | Game must be simple to pick up and put down. UI must work with one hand. |
Chapter 7: Find Your North Star
“What is the single player action that proves our game’s core fantasy is working and that players are deeply engaged?”
“Our team is chasing too many metrics… We don’t know what’s most important, and we’re making shallow optimizations everywhere.”
A true North Star is the single, game-specific player action that best quantifies the value your players get from your core loop. It’s the “magic moment” of your game, turned into a number.
Game Genre | North Star Metric Example | Rationale |
---|---|---|
Match-3 | Levels Completed Per Session | Measures core loop mastery and correlates to booster spend. |
RPG | Heroes Upgraded to Max Level Per Week | Measures long-term investment and predicts high LTV. |
Strategy | Battles Initiated Per Day | Measures competitive engagement and resource consumption. |
Chapter 8: Decide in Time-Bounded Phases
“What is the absolute deadline for our final kill/scale decision, and what is the minimum data we need to make it?”
“Our soft launch is dragging on with no clear end date… We say we’ll make a decision ‘when we have enough data,’ but that day never seems to come.”
A soft launch is not open-ended research. Waiting for D90 or D180 data is a colossal waste of time and money. Hit games perform well from the start.
By Day 30, the fundamental engagement and spending patterns of your cohort are set in stone. If your core monetization isn’t working by Day 30, it never will.
Player Action | % of Lifetime Actions by Day 30 |
---|---|
Players Converting (1st purchase) | 75% |
Players Redepositing (2nd+ purchase) | 65% |
Chapter 9: Insist on Statistical Confidence
“What is the exact number of users we need to confidently make this decision, and what is our plan to acquire them?”
“We have data, but we don’t trust it. Two whales skewed our LTV… We’re arguing about whether the data is even real.”
Making decisions on noisy data is worse than using no data at all. You must ensure you have a large enough cohort to provide a statistically significant reading.
Metric to Measure | Desired Margin of Error | Minimum Installs per Cohort |
---|---|---|
20% D7 Retention | +/-2% | ~1,540 |
10% D30 Retention | +/-2% | ~865 |
2.5% D7 Conversion | +/-0.5% | ~3,680 |
Chapter 10: Optimize for Speed
“What is the total cost to get a confident decision, and how can we spend money on UA to reduce that time?”
“We’re trying to save money by limiting our UA spend… but the project is dragging on forever and costing a fortune in salaries.”
Soft launch UA is not a marketing cost. It is an investment in producing the data required to make a decision. Being “conservative” on UA spend is often the most expensive choice you can make.
A faster decision dramatically reduces total project cost by minimizing OPEX burn.
Scenario | UA Spend / Month | Time to Decision | Total Cost to Kill |
---|---|---|---|
“Slow & ‘Safe’” | $30,000 | 3 months | $690,000 |
“Fast & ‘Smart’” | $100,000 | 1.5 months | $450,000 |
Spending more on UA upfront saved $240,000.
The Red Light by Default system is not a magic formula for creating a hit game. It is a disciplined framework for killing games that won’t be hits, faster and cheaper than your competition.
It forces you to ask harder, better questions at every stage of the process:
Are we building something players aspire to?
Are we designing for our most valuable fans?
Are our targets ambitious enough to force a clear decision?
Does the data provide overwhelming proof this game is a winner?
Are we optimizing for the fastest possible path to a confident decision?
By instilling this discipline, you protect your most valuable resources—your team’s time, money, and morale. You will still fail. But you will fail better. And that makes all the difference.
About the author
F2P Mobile Games | LiveOps & Monetization Leader | Driving LTV & ARPDAU Growth
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