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Alexander Rehm

Alexander Rehm is a web designer, information architect and usability & accessibility auditor. He's currently working as a Director of Live Operations and has extensive experience of developing large-scale architecture and frameworks for online services, catering for millions of users concurrently. In his blog, Alex shares his musings on all things internet, usability, accessibility and gaming.

Congratulations, you’ve launched your first live game! Now the real work begins.

The transition from “Development” to “LiveOps” can be violent. You are moving from a world of assumptions to a world of hard truths.

Usually what happens is that your first 48h are pure chaos, fighting fires, fixing P0’s and getting the game stable. And then, the first month is a chaotic firehose of data, bugs, and player sentiment. The studios that win aren’t the ones with the perfect launch; they are the ones with the best reaction to an imperfect one.

Here is what you need to watch out for and how to operationalize that early feedback:
The FTUE cliff locations: Don’t just look at D1 Retention. Look at the specific step where players quit. If 20% of users drop off at “Mission 3,” you don’t have a retention problem; you have a difficulty spike or a UI bug.
Fix this immediately.

Triangulate sentiment vs. behavior: Players will scream that “progression is too slow.” Before you buff rewards, look at the data. Are they actually quitting? Or are they grinding happily while complaining?
Fix the “feel,” but trust the action.

The Economy faucet check: Watch your currency inflows vs. outflows like a hawk. If players are hoarding currency (not spending), your sinks are unappealing. If they are broke (starved), your pacing is too harsh.
Early economy exploits must be patched in hours, not days.

Identify the outliers: Set up automated alerts for statistical anomalies. If one player earns 10x the average gold in an hour, they haven’t “played well”—they’ve found a dupe or an exploit.
Catching this early saves you from a database rollback.

The meta velocity: Players will solve your game 100x faster than you expected. Watch the “Time to Cap” for your content.
If players are consuming a month’s worth of content in 3 days, you need to accelerate your “Evergreen” systems or activate a “slow-down” event immediately.

Technical friction logs: A player saying “it’s laggy” is noise. Look at your server-side logs for “failed handshakes,” “high latency spikes,” or “matchmaking timeouts.”
These invisible technical frustrations kill retention faster than bad game design.

Be ready to tear down your roadmap: The roadmap you wrote pre-launch is now a hypothesis. If players love a feature you thought was minor, pivot your team to support it. If they hate your “headline feature,” cut your losses.
The LiveOps roadmap must be fluid.

The launch window is a test of your team’s agility.
Listen to the data, respect the player’s time, and be willing to change everything you thought you knew.

Lessons Learned: PlayStation’s Live Service Ambitions Move Forward with Bungie’s Marathon

Interesting insights from PlayStation Studios boss Hermen Hulst regarding Sony’s live service strategy. During a recent fireside chat for investors, Hulst emphasized that the live service market remains a “great opportunity” for PlayStation, acknowledging their “patchy track record” but asserting a clear path forward.

Last year saw challenges, including the swift launch and subsequent shuttering of the hero shooter Concord, followed by the closure of developer Firewalk. Earlier this year, two more live service titles were scrapped from Bluepoint Games and Bend Studio, with recent layoffs confirmed at Bend as they transition to a new project.

However, Hulst insists that PlayStation has learned hard lessons from these experiences. Speaking specifically about Bungie’s upcoming live service shooter, Marathon, he expressed confidence in its potential for success.

Keep Reading

26 Essential books for Game Design, Development, Business and Leadership

Here are some of my favourite books, all about Game Dev:

Game Design:

Development:

Game Leadership:

LiveOps:

Business:

Community:

Scopely to acquire Niantic, Inc.’s Games Business, including Pokémon GO, for $3.5 Billion

Scopely, the developer behind MONOPOLY GO! and Stumble Guys, has announced its acquisition of Niantic’s games business for $3.5 billion, plus an additional $350 million cash distribution from Niantic. This deal includes popular titles like Pokémon GO, Pikmin Bloom, and Monster Hunter Now, along with their respective development teams.

Niantic cites Scopely’s expertise in live services, working with major IPs, and community focus as key factors in the acquisition. They assure players that the games will continue to receive long-term support and investment from Scopely, driven by the existing development teams.

Detailed information about the acquisition can be found on the Scopely blog, including messages from Scopely’s co-CEOs and the Pokémon GO team lead.

Simultaneously, Niantic will spin off its geospatial AI business into a new company, Niantic Spatial, led by John Hanke. This new venture will be funded with $250 million, including $200 million from Niantic’s existing funds and a $50 million investment from Scopely.

Source: https://www.scopely.com/en/news/scopely-to-acquire-niantic-games-business-which-includes-pokemon-go-one-of-the-most-successful-mobile-games-of-all-time

Death Stranding Announces Worldwide Concert Tour: Strands of Harmony

In addition to the Death Stranding 2 release date reveal, a worldwide concert tour, “Strands of Harmony,” has been announced.

The tour will feature live orchestral and vocal performances of music from both Death Stranding and Death Stranding 2, with synchronized HD video displays. Secret appearances have also been teased.

“Strands of Harmony” will visit 19 locations, beginning at the Sydney Opera House on November 8th, 2025. Tickets go on sale March 12th.

Fans can expect to experience the music of Ludvig Forssell, Low Roar, and other artists, reliving key moments from the games through music and visuals.

More information about the concert is available here: https://www.deathstrandingconcert.com/

Marvel Rivals’ first-month revenue estimated at $136 million

It’s been a month since the global launch of Marvel Rivals, a hero shooter made by Chinese tech giant NetEase Games. According to new estimates, the game appears to be an immense success.

GameLook did a deep dive into the revenues:
↳ Steam exceeds 400 million yuan ($54.5 million)
↳ PlayStation 5 follows with over 200 million yuan ($27.2 million)
↳ Xbox Series X|S is estimated at around 20 million yuan ($2.7 million)
↳ Marvel Rivals is also available through a dedicated client on PC (outside of Steam and EGS), so GameLook believes that its first-month revenue globally (excluding China) is close to $100 million
↳ Including the Chinese-specific client operated by NetEase, the total might be about 1 billion yuan ($136.4 million)

Marvel Rivals has been off to a strong start, having peaked at over 480k concurrent players on Steam at launch. This made it the fourth biggest release of 2024 by peak CCU. What’s even more impressive is that the game continues to retain an active audience, with its daily peaks ranging between 380k and 440k CCU.

(source: http://www.gamelook.com.cn/2025/01/562110)