Monster World
At Wooga we don’t talk
about numbers too often, but today we would like to do exact that: 65
million players have played Monster World on Facebook since it launched
on April 27th 2010. We decided to use this
great milestone to look into something important and noteworthy: How do
you build and – more than that – improve a game to keep players active
over three years?! Yes, it is true: some players grow their plants for
over three years. After 40 months there are still more than one million
DAU in the game – making it the biggest title of all of the games
launched in 2010.
But before we talk about how to keep players alive for
three years, let’s have a look at a player, that has been playing to
level 100 – Jesper, our very own head of engineering. He retired after
almost three years of heavy playing. We estimate the loss of
productivity for the company to around 200 hours.
So, let us spin-off some of the most important ingredients
we developed over the years, that turn a game into an activity that
keeps you engaged for years:
Story Missions – July 2010: Apart from
planting and harvesting crops and of course decorating the garden there
wasn’t really much going on in Monster World. This changed when the
story missions were introduced. Players now really had stuff to do and
they knew why. More and more characters were introduced, such as Granny
McFur who appeared in the first ever story mission. Every character in
the game actually has a real life – just like us: with problems,
surprises and challenges to accomplish. And the Monster World players
were just a part of that quirky world.
Introducing WooGoo – December 2010: After
introducing the magic wand and the factories (see next point) in mind,
the team knew they needed power fuel to keep the machines running. So
they invented the WooGoo – concentrated rainbow ooze you won’t find in
stores. With this consumable good players were in charge when to run
what machine. Consumables in that sense either help the user to progress
faster in the game or allow him to prolong the playing session. But
WooGoo perfectly fits into the world of monsters and plants.
Factories – March 2011: The factories –
invented by the game’s very own Dr. Robotron – enabled the players to
combine harvested materials and WooGoo to craft whole new items. That
was a complete new layer in the game adding a new game loop into the
game – crafting. The factories also enabled the content team to design
much more complex and deeper mission stories.
Timed Missions – August 2012: In summer
2012 the Monster World team realized it can’t always be all about
idyllic gardening, because hey, farming is about seasons. The timed
missions were introduced, as well as the new character Buzzy. Players
could achieve a lot through crafting the right items at the right time –
but they had to learn to live with the rhythm of the flowers.
Refactoring – May 2013: Most game teams
might never make that experience – but after running a game for three
years, you discover quite some „spaghetti code“. If you work on feature
A, feature Y reacts completely wild. It’s all related. A huge feature
like the underwater world wouldn’t have been possible without month
invested into cleaning the code. You would be surprised how much stuff
taken out of the game or never released stays carved in
frontend/backend-stone – code is a living piece of culture.
Head of studio and inventor of Monster World, Stephanie
Kaiser, attributes the success of the game to the 25 characters: „They
are the heart of the game. While they are not important for the core
game loop, they set the theme of the monsterish world, make it lovable
and let our users smile every day over and over again. take Robert the
Robot, he is an evergreen. I remember struggling over the idea of
putting a robot in a monster’s world. but then i thought, this is
absolute logical, if anything. Today everybody loves Robert. And he
loves Roberta. And not only their story is to be continued.“
And here we are. It is August 2013 and we decided to offer a whole new world. That’s right, Monster World goes below sea level. Octi’s Garden offers the players new spaces, new plants and new missions. For at least another three years.