In-game events keep a game fresh and interesting by introducing special elements or types of gameplay on a limited basis. They are a great way for game operators to keep players engaged, build a healthy economy, and meet performance goals. Our newest white paper explores the main types of events and how to use them.
From a player’s point of view, in-game events serve much the same purpose that real-life events do: They’re a way to try new experiences or go to new places, or just a way to do something cool that you tell your friends about later. From a game operator’s point of view, live game events are one of the most important tools to manage the game. Events can be used to launch new content, boost engagement, fix an unbalanced economy, or test revenue strategies on different segments.
Regardless of purpose, every event thus has two sides: The mechanic and the fiction.
The event mechanic describes what is happening behind the scenes in the game, whether that’s temporarily increasing a loot drop or connecting a series of challenges together to create a quest. In other words, the mechanic describes the event from a developer’s point of view. The event fiction, on the other hand represents the player’s point of view. What is the in-game reason for the event? How does it fit in with the overall story and gameplay? In narrative games, an event fiction can be very elaborate, and tie in with a longer story. In casual games, the fiction may be quite simple, with only a few lines of text and an image.
Events can be run for very different reasons. Broadly speaking, there are five main types: Monetization, Marketing, Fun, Content, and Tactical. Learn more about these events and when to use them, along with our five steps to get started planning your own in-game events.