Mobile Game Development Handbook | A Design Checklist from Concept to Retention and Monetization — For Indie Developers to AAA Studios

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Mobile Game Development Handbook | A Design Checklist from Concept to Retention and Monetization — For Indie Developers to AAA Studios

Hello, I’m Toroneko.

One thing I have felt throughout my many years of working in the game industry is that game development is highly dependent on individuals and heavily influenced by the experience and skills of the people creating the game.

At the same time, the core elements of game development can be visualized and systematized. However, much of this knowledge remains inside individual people’s heads instead of being organized and shared.

This creates problems such as:

  • Inconsistent game-development quality between game companies
  • Differences in quality between departments within the same company
  • Missing design elements and inconsistent quality during development

Even major game companies face these problems.

The situation is even more difficult for small game companies and solo developers, who often have to develop games through trial and error.

This is extremely inefficient and a waste of valuable knowledge.

I therefore decided to create something that could serve as a game development handbook for live-service games such as mobile games and online PC games.

After users install and begin playing a live-service game, the team must continue providing events, gacha, new characters, additional progression systems, campaigns, updates, and customer support while creating reasons for players to remain engaged over the long term.

I break this structure down into what I call the following three types of motivation:

  • A reason to install the game: Motivation to Install
  • A reason to continue playing: Motivation to Keep Playing
  • A reason to spend money: Motivation to Spend

Using these three motivations as the foundation, this article explains game-development methods and design areas that developers and producers can apply across different game genres.

This handbook can be used to create the foundation of a game design.

You can then add the elements required for the specific genre you are developing, whether it is an RPG, puzzle game, idle game, card game, simulation game, rhythm game, or location-based game.

Toroneko’s Three-Motivation Framework

The following three types of motivation are important for live-service mobile games.

Success Formula for Live-Service Mobile Games

Motivation to Install × Motivation to Keep Playing × Motivation to Spend

 

A game business will not succeed unless all three are established.

Even if one works well, the game will fail if the other two are weak.

Motivation Role Main Related Areas
Motivation to Install The reason a player wants to start the game Concept, IP, worldbuilding, characters, advertising, app store presence, and buzz
Motivation to Keep Playing The reason a player wants to continue playing from the following day onward Core gameplay experience, progression, rewards, events, community, and short-, medium-, and long-term goals
Motivation to Spend The reason a player wants to pay money Gacha, passes, packs, characters, time-saving benefits, limited availability, and the desire to own

To summarize:

  • If the Motivation to Install is weak, the game cannot acquire users
  • If the Motivation to Keep Playing is weak, users will churn on the first day or within the first few days
  • If the Motivation to Spend is weak, the game will not generate revenue

Live-service game development therefore requires teams to design the reason to start, the reason to continue, and the reason to spend as one connected system.

This is the central point of this handbook.

Game Development Means Designing the Three Types of Motivation

Games contain many different elements, including combat, progression, rewards, UI, events, gacha, stories, and characters.

However, developing each element independently will not produce a successful game.

Teams need to understand which of the three motivations each element supports.

Development Element Main Related Motivations What to Review
Worldbuilding Install and keep playing Can it attract interest at first sight, and is it a world players will want to remain involved with?
Characters Install, keep playing, and spend Is their appeal created through appearance, performance, story, or the desire to own them?
Combat Keep playing Is the central activity that players repeat enjoyable?
Progression Keep playing and spend Can players feel themselves becoming stronger, and do they have a reason to continue progressing?
Rewards Keep playing and spend Do the results of playing provide satisfying rewards?
Gacha Spend and keep playing Are there desirable rewards, and do those rewards have a purpose after acquisition?
Events Keep playing, spend, and return Do events create a reason to play during the event period and an opportunity to return?
Store Images and Videos Install Can they communicate the reason to start within a few seconds?
Tutorial Keep playing Can players understand the game and experience its appeal?
UI/UX Keep playing and spend Is friction minimized when controlling the game, progressing, purchasing, and claiming rewards?
Community Keep playing and spend Does interaction with other users create a reason to continue?
Rankings Keep playing and spend Is there a reason to compete and aim higher?
Passes and Monthly Products Keep playing and spend Are continued play and spending connected naturally?

During development, teams need to confirm:

  • What player behavior each feature is intended to generate
  • Which motivation the feature supports

Focusing on these questions can significantly improve the quality of game planning, design, and development.

The following sections explain what needs to be designed within each of the three motivations.

Including these elements in planning, design, and development without major omissions creates a foundation for reducing the risk of failure.

Design Areas for the Motivation to Install

The Motivation to Install is the reason a user wants to start the game.

It is strongly influenced by the game’s concept and visual presentation.

The following areas affect whether the game can make users think, “I want to play this.”

Design Area What to Review
Game Concept Can the game’s appeal be communicated in one sentence? Can users immediately understand what kind of game it is?
Genre Does the actual experience match what users expect from the genre?
Target Audience Is it clear who the game is for, including age, gender, preferences, and expected play time?
IP and Subject Matter Can the game reach existing fans while also acquiring new users?
Worldbuilding Does the setting, visual presentation, or atmosphere attract interest at first sight?
Characters Is there something about the characters that immediately attracts attention? Is the game designed so players can find a favorite character?
Art Is the artwork appealing enough to stop users when they see it in an advertisement or store listing?
Gameplay Screens Can users understand what they will actually do in the game?
Store Images Do they reduce concerns before installation and create a reason to start?
Store Video Can it communicate controls, pacing, rewards, and character appeal within a short time?
Advertising Message Is there an angle that will generate a response from users seeing the game for the first time?
Pre-Registration Message Is there a reason to register and a reason to claim the rewards?
Reviews and Ratings Do they reduce concerns before users begin playing?
App Size and Device Requirements Have potential concerns before installation been reduced?
Game Title and Icon Can the game be recognized among competing titles and attract attention?

The game’s appeal must first be visible and understandable.

The team then needs external marketing initiatives that can communicate that appeal effectively.

A game whose appeal and enjoyment cannot be understood until after playing will struggle to create Motivation to Install, making user acquisition more difficult.

The appeal that can be understood before starting the game therefore needs to be designed during development.

Design Areas for the Motivation to Keep Playing

The Motivation to Keep Playing is the reason users want to continue playing the next day, the day after that, and beyond after installing the game.

If this motivation is weak, users will not remain in a live-service game.

The following design areas affect the Motivation to Keep Playing.

Design Area What to Review
Core Gameplay Experience What activity will users repeat? Is the center of the gameplay clear?
First Session Can users understand the objective and reach the game’s appeal within the first few minutes?
Tutorial Can users understand the game through play without being overwhelmed by explanations?
Early-Game Progression Can users experience growth, rewards, and a sense of achievement on the first day?
Combat, Action, Puzzle, or Other Core Gameplay Does the central gameplay feel satisfying?
Player-Character Progression Can users feel that their characters have become stronger?
Rewards Can users understand and appreciate the value of the rewards?
Daily Content Is there a reason to play every day?
Weekly Content Is there a reason to return each week?
Events Is there a reason to play during the event period?
Login Bonuses Do they create a reason to log in and play?
Missions Do users know what to do next, and do the missions create a reason to play?
Story Does the story create a reason to continue playing to see what happens next?
Character Progression Is there a reason to continue developing favorite characters?
Guilds and Cooperative Features Is there a reason to continue playing with other users?
Rankings and PvP Is there a reason to compete and aim higher?
Collection Is there a reason to collect items or complete a collection?
Long-Term Goals Is there something to pursue over several weeks or months?

The Motivation to Keep Playing is created through the core gameplay experience and the play cycle.

Some games attempt to create this motivation primarily through reward distribution.

This may improve visible KPIs in the short term, but it becomes increasingly difficult to sustain over the long term.

Reward distribution alone does not address the core issue.

The reason to continue playing is created through a combination of the gameplay itself, progression, characters, events, community, and long-term goals.

Design Areas for the Motivation to Spend

The Motivation to Spend is the reason users want to pay money.

Live-service games need to create the following within the game design:

  • A reason to want something
  • A reason to feel that something is lacking
  • A reason to purchase now

Attractive products and attractive sales presentation alone cannot create genuine Motivation to Spend.

The following design areas affect the Motivation to Spend.

Design Area What to Review
Role of Monetized Products Is it clear what users are expected to spend money on?
Gacha Are there desirable characters, equipment, or items?
Character Value Is value created through performance, appearance, story, or the desire to own the character?
Equipment Value Is there a reason to obtain and improve equipment?
Skins and Costumes Is there a reason to spend money on appearance?
Pass Products Are continued play and spending connected?
Monthly Products Is there a reason to purchase them every month?
Starter Packs Are they attractive enough to purchase during the early game?
Limited-Time Products Is there a reason to purchase now?
Sales and Campaigns Does the offer feel worth more than its price?
Pity and Exchange Systems Do they reduce concerns about spending?
Free-to-Play Rewards Is there a meaningful range of content that can be played without spending?
Monetization Pressure Does the sales approach create frustration or churn?
Price Tiers Do low-, medium-, and high-priced products each have a clear role?
Purchase Flow Can users make a purchase at the moment they want the item?

Effective monetization design requires the following three elements:

  • A reason for users to want the item
  • A reason for users to think, “I would be willing to buy it now”
  • A reason for users to feel that purchasing it will make the game more enjoyable

Design Areas Commonly Required for Live-Service Games

The previous sections explained design areas based on the three types of player motivation.

The following sections cover the fundamental design areas required for game development.

The necessary features, patterns of play, and reasons to spend differ between RPGs, puzzle games, idle games, card games, simulation games, rhythm games, and location-based games.

However, despite these genre differences, many foundational elements are shared across live-service games.

Use the following areas as a checklist to prevent important omissions during game design and development.

Game Concept Design

Design Area What to Review
One-Sentence Game Description Can someone immediately understand what kind of game it is?
Primary Appeal Is there a reason to choose this game?
Target Audience Is it clear who should play the game?
Play Context Is it clear when, where, and for how long users are expected to play?
Competitive Difference Can the difference from existing titles be explained?
Reason to Continue Can the team explain why users will continue playing?
Reason to Spend Can the team explain why users will pay money?
Development Scope Can the game be completed with the planned team size and development period?
Live-Operations Scope Can the team continue providing updates after launch?

Core Gameplay Experience Design

Design Area What to Review
Core Activity What action will users repeat?
Controls Can the game be played comfortably on a smartphone?
Decision-Making Does the core gameplay give users opportunities to think and make decisions?
Success Experience Does success feel satisfying?
Failure Experience Does failure make users want to try again?
Pacing Can the game be played in short sessions without unnecessary frustration?
Presentation Does the presentation make gameplay results feel satisfying and exciting?
Replayability Is there a reason to repeat the same activity?
Sense of Progression Can users feel a difference before and after playing?

First-Time User Experience Design

Design Area What to Review
First Launch Will users churn because of waiting times or loading immediately after launch?
Initial Introduction Are the world, objective, and required actions communicated?
Tutorial Is it short enough while still explaining the game’s appeal and systems?
First Battle or First Play Session Can users experience the game’s appeal during their first session?
First Reward Can users understand the benefit and value of the reward?
First Progression Experience Can users feel that they have become stronger?
First Gacha Does it create anticipation for characters or items?
First-Day Goal Do users know what they should accomplish on the first day?
Early Churn Points Has the team identified where users leave and prepared countermeasures?

Play-Cycle Design

Design Area What to Review
Login Is there a reason to launch the game?
Play Is the gameplay flow easy to understand, and does it create a desire to play again?
Reward Acquisition Do users receive rewards for playing, and are the rewards appropriate?
Progression Is it clear where rewards should be used? Does progression feel satisfying?
Replay Is there a reason to play again?
Goal Renewal Are new goals continually provided?
Return Login Is there a reason to launch the game again on the following day and beyond?
Long-Term Progression Is there a reason to play for several days or weeks?

Progression-System Design

Design Area What to Review
Progression Targets Is it clear whether users are developing characters, equipment, facilities, skills, or other elements?
Progression Materials Is it clear what users need to collect?
Progression Stages Are there stages such as levels, evolution, awakening, or limit breaking?
Progression Impact Can users feel that they have become stronger?
Progression Cost Are the required materials and currency amounts appropriate?
Progression Priorities Can users determine what they should develop first?
Long-Term Progression Are there progression goals lasting several weeks or months?
Progression Blockers Does the team understand what may prevent users from progressing?
New-User Support Can users who start later catch up?

Reward Design

Design Area What to Review
First-Time Rewards Do rewards received immediately after playing feel valuable?
Standard Rewards Is there a reward for each play session?
Daily Rewards Are daily rewards available, and do they have value?
Weekly Rewards Are weekly rewards available, and do they have value?
Event Rewards Are the rewards valuable enough to motivate participation?
Ranking Rewards Are the rewards valuable enough to motivate competition?
Gacha Rewards Does the reward pool contain desirable items?
Material Rewards Are they connected to progression?
Free-to-Play Rewards Is there a reason for non-paying users to continue playing for rewards?
Payer Rewards Does spending provide value that users can accept?
Surplus Rewards Is there a use for excess materials and items?

Game-Economy Design

Design Area What to Review
Free Currency Are acquisition volume and usage destinations designed appropriately?
Paid Currency Is there a reason to purchase it and a place to spend it?
Progression Materials Are acquisition and required quantities balanced?
Resource Sinks Are there places to spend currency and materials?
Supply Volume Is excessive distribution reducing value? Is the economy balanced?
Scarcity Does scarcity support player goals without creating excessive frustration or stress?
Exchange Shop Is there a use for excess materials?
Inflation Control Can the in-game economy remain functional during long-term operation?
Paid-Currency Design Are the differences and benefits of paid and free currency understandable?
Late-Starting Users Has the burden on users who start later been reduced?

Character and Item Design

Design Area What to Review
Character Role Does each character have gameplay value, story value, visual appeal, and a clear role?
Rarity Does rarity feel meaningful and justified?
Performance Differences Are differences in strength easy to understand?
Attributes and Matchups Do they affect team composition and strategy, and are they balanced?
Collectability Is there a reason to collect the characters or items?
Favorite-Character Appeal Is there a reason for users to become attached to them?
Ongoing Additions Can the team continue adding new characters and equipment?
Protection of Existing Assets Will older characters avoid suddenly losing all value?
Rerun Value Is there a reason to bring back previous characters and items?

Gacha and Sales Design

Design Area What to Review
Gacha Contents Is it clear what users are pulling for?
Reward Pool Does it include desirable rewards?
Rates Is the design acceptable to users?
Pity System Does it provide reassurance and acceptable value relative to the amount spent?
Exchange System Is there a system that allows users to move closer to obtaining the desired reward?
Limited Availability Is there a reason to pull now?
Reruns Can previous assets be reused?
First-Purchase Discount Does it create a reason to make the first purchase?
Packs Can users purchase products based on specific objectives?
Passes Are continued play and spending connected?
Monthly Products Is there a reason to purchase them every month?
High-Priced Products Do products for high-spending users provide acceptable value?
Sales Frequency Are too many offers creating frustration?

Event Design

Design Area What to Review
Event Objective Is the event intended to improve retention, reactivation, spending, or visibility?
Duration Is the event neither too long nor too short?
Participation Requirements Can new users participate?
Rewards Is there a reason to participate?
Difficulty Can a broad range of users play the event?
Repeatable Content Is there a reason to replay it?
Rankings Is there a reason to compete?
Story Does the event offer a story with its own appeal?
Gacha Integration Are the reasons to obtain items and play the event connected?
Rerun Operations Is the event structured so it can be reused?
Event Announcement Can the reason to participate be communicated before the event begins, and is it being communicated?

UI/UX Design

Design Area What to Review
Home Screen Can users quickly access important information?
Menus Can users reach the feature they need?
Progression Screen Are upgrade effects and required materials clear?
Team-Building Screen Can users select characters and equipment easily?
Battle Screen Are the current situation and controls understandable?
Reward Screen Is it clear what the user obtained?
Shop Screen Is it clear what users should purchase, and is the product appeal communicated?
Gacha Screen Can users review the reward pool, rates, and pity system?
Event Screen Are participation requirements, rewards, and time remaining clear?
Notifications Can information be delivered at the necessary time?
Claim Flow Can users easily claim rewards, mission rewards, and gifts without overlooking them?
Purchase Flow Can users proceed easily to purchase when they want an item?

Live-Operations Design

Design Area What to Review
Update Frequency How often will new elements be added?
Event Cadence Is there a monthly and weekly operating cycle?
Gacha Cadence Is there a cycle for new, rerun, and limited gacha?
Content Additions Can new forms of gameplay be added?
Announcements Can information be delivered to users appropriately?
Bug Response Is there a structure for responding quickly?
Customer Support Can the team respond to user inquiries?
Update Plan Are short-, medium-, and long-term updates planned?
Operational Workload Can the team sustain the required workload?
Asset Production Can the team continue producing characters, events, banners, and announcements?
Rerun Plan Can previous events and products be reused?
New-User Initiatives Can the team support the retention of users who start later?
Reactivation Initiatives Is there a reason for churned users to return?

KPI and Tracking Design

Design Area What to Review
Installs Can the number of acquired users be measured?
First Launch Can the number of users who launch the game after installation be measured?
Tutorial Completion Can the team identify where users leave?
D1 Retention Can the team confirm whether users return the day after starting?
D3 and D7 Retention Can the team confirm whether users remain during the early game?
D30 Retention Can the team confirm whether users remain during the medium term?
Payer Conversion Can spending behavior be measured?
ARPU Can revenue relative to DAU be measured?
ARPPU Can average spending per paying user be measured?
LTV Can lifetime spending over a defined period be measured?
Event Participation Rate Can the team confirm whether users are playing the event?
Gacha Usage Rate Can the team confirm whether users are engaging with the gacha?
Shop Purchase Rate Can the team confirm whether products are being purchased?
Churn Points Can the team identify where users leave?
Reviews Can the team monitor dissatisfaction and user evaluations?
Purchase Flow Can the team identify which screens lead to purchases?
Reward Claims Can the team confirm whether rewards are being claimed?

Design Areas to Review by Development Phase

The areas that need to be reviewed differ between planning, prototype development, full production, alpha and beta builds, CBT and OBT, and post-launch operations.

Reviewing both the design and the state of development during each phase improves the quality of the final game.

What to Review During the Planning Stage

Review Area What to Review
Reason to Install Can the team explain why users will want to start?
Reason to Continue Can the team explain why users will continue playing?
Reason to Spend Can the team explain why users will pay money?
Core Gameplay Experience Is it clear what activity users will repeat?
Target Audience Is it clear who will play the game?
Competitors Which titles will the game be compared with, and can it compete?
Development Scope Can the planned game be completed?
Live-Operations Scope Can the team continue updating the game?
First-Time Experience Can users understand the game’s appeal immediately after starting?

What to Review in the Prototype

Review Area What to Review
Core Gameplay Experience Can the team confirm through actual play that the game is enjoyable?
Controls Can the game be played comfortably on a smartphone?
Pacing Can it be played without unnecessary frustration?
Sense of Achievement Does playing produce satisfaction and a positive feeling?
Sense of Progression Can users feel that they are becoming stronger?
Replay Motivation Is there a reason to play again?
Development Reproducibility Can the design described in the plan be reproduced in the actual implementation?
UI and Controls Are they understandable and easy to use?

A prototype does not need to have the same visual quality as the completed game.

The key point is to confirm whether the central gameplay—the core experience—works.

The team should prioritize whether the game is enjoyable when played and whether there is a reason to play repeatedly over graphics and presentation.

What to Review During Full Production, Alpha, and Beta

Confirm whether the planned content has been implemented.

Review Area What to Review
First-Time Experience Can users experience the game’s appeal after installing it?
Progression Design Is there a reason to progress?
Reward Design Are gameplay and rewards connected?
Monetization Design Is there a reason to want the products, and is there a purchase flow?
Event Design Have post-launch events been designed?
UI/UX Is the game understandable and easy to use?
Tracking Design Has the required tracking been implemented?
Live-Operations Preparation Are the assets and materials required after launch being prepared?
Progression Balance Can users progress and play without excessive frustration?
Economy Balance Are currency and material values functioning properly?
Operational Workload Can the team sustain the required workload?
Development Progress Has the planned content been implemented?

Definitions of full production, alpha, and beta differ between game companies.

For this reason, they are grouped together here rather than divided into detailed stages.

These stages sit between the prototype and CBT or OBT.

It is therefore useful to repeat both the prototype review items and the CBT or OBT review items during full production, alpha, and beta.

What to Review During CBT and OBT

Review Area What to Review
Server Load Are there problems with concurrent connections or payment processing?
First-Time Experience Can first-time users reach the game’s appeal?
Retention Are there major problems with D1, D3, or D7 retention?
Purchase Flow Can users complete purchases without problems?
Bugs Are there progression blockers or reward-related bugs?
Store Messaging Does the actual game match what is communicated in the store listing?
Paid User Acquisition Are users acquired through advertising churning excessively during the first-time experience?
First-Month Operations Are the events and products for the immediate post-launch period ready?
Customer Support Is there a system for responding to user inquiries?

The required review areas for CBT and OBT will differ depending on how the team defines the purpose and objectives of each test.

Some teams may also conclude that retention and monetization cannot be validated accurately during CBT or OBT because the testing environment is not identical to the live service.

The team should therefore define the purpose of the CBT or OBT first and then decide what needs to be validated.

What to Review After Launch

Review Area What to Review
Acquisition Is the game acquiring new users?
Retention Are users remaining in the game?
Churn Does the team understand where and why users leave?
Reactivation Are there paths and triggers that encourage churned users to return?
Monetization Are users spending money?
Investment Recovery Is there a reasonable path to recovering advertising costs?
Health Are there significant complaints or risks of backlash, and are reviews healthy?
Events Are users participating?
Gacha Is the game providing what users want?
Improvement Capability Does the team have the structure and environment required to address issues?
Updates Are the next events, gacha, and additional features being prepared?

Important Points When Reviewing the Design Checklist

The previous sections list design areas for each development phase.

When presented as a checklist, it may appear that the objective is to include every possible feature.

However, the important point is not to include every feature.

The important question is which of the following motivations each feature supports:

  • Motivation to Install
  • Motivation to Keep Playing
  • Motivation to Spend

Live-service games function through the multiplication of these three motivations.

A feature whose purpose cannot be explained is not necessarily required.

Even if it is developed, it may not contribute to any of the three motivations.

Developing too many features can also increase development workload, make the UI more complicated, and make the game more difficult for users to understand.

The Correct Design Depends on the Genre

The areas in this handbook are design elements that should be reviewed when developing live-service mobile games.

They are useful for building the underlying structure of a game.

However, they need to be adjusted for each game genre.

The required features, patterns of play, and reasons to spend differ between RPGs, puzzle games, idle games, card games, simulation games, rhythm games, and location-based games.

The design therefore needs to be adjusted according to:

  • The game concept
  • The genre
  • The target audience
  • The development scope
  • The live-operations structure

Live-Service Mobile Games Must Be Designed With Post-Launch Updates in Mind

A live-service mobile game is not a product that is finished once it launches.

After launch, the team needs to continue providing events, gacha, characters, rewards, campaigns, and updates.

Development therefore needs to include reviews based on the post-launch live-operations phase.

Without this perspective, teams may create games that are difficult to operate and difficult to monetize.

Review Area What to Review
Updates Can new elements be added?
Additional Characters Can the team continue releasing new characters?
Additional Events Can the team continue producing events?
Reward Design Can new rewards be added without damaging the game economy?
Reruns Can previous events and products be reused?
Operational Workload Can the team sustain the required workload?
New-User Support Can the burden on users who start later be reduced?
Reactivated-User Support Can the game create a reason for churned users to return?

A game developed without considering post-launch operations may perform well during the first month but become increasingly difficult to operate afterward.

Common examples include:

  • A character sells well, but developing additional characters takes too long
  • The content is enjoyable, but the technical or design structure makes additional content difficult to produce
  • The design provides limited flexibility for live events, making it difficult to create enough variation

The team needs to connect installation, retention, monetization, and live operations from the development stage.

Conclusion

A live-service mobile game cannot succeed as a business through gameplay quality alone.

Teams need to design:

  • A reason for users to start
  • A reason for users to continue playing from the following day onward
  • A reason for users to want to spend money

Motivation to Install × Motivation to Keep Playing × Motivation to Spend

A live-service mobile game becomes a viable business only when all three are established.

If any one of them is missing, the business will not succeed.

Developers and producers should not design combat, progression, rewards, UI, events, gacha, live operations, and KPIs as isolated elements.

They should confirm which motivation each element supports while designing the game.

The objective is not to add features without a clear reason.

The objective is to create reasons for users to want to play the game, continue playing, spend money, and remain engaged after launch.

That is the foundation of live-service mobile game development and the central message of this handbook.

Please contact me if you need support with game design.