Today we’re happy to announce the beginnings of support for A/B Testing, possibly the most frequent new-feature request we get at PlayFab. The feature we’re releasing today is fairly limited, but we will be rolling out broader support for A/B testing throughout our entire platform in coming weeks and months. What is A/B testing? A/B testing is a technique for running experiments to determine the optimal setting for a particular variable.
When we released PlayStream, we introduced the idea of Segments. Today we are announcing one of the first new features to use Segments — targeted stores. With this feature, you can change the contents of an in-game store based on the player’s segmentation Because player segments are versatile, this feature is versatile. You can target store contents based on a player’s in-game behavior, their device, their currency balances, how long it’s been since they last logged in — even the current date.
The PlayFab Live Game Ops Academy is the place to learn the key concepts for success with your live game operations. We know that operating a live game is hard, and there’s a huge gap in performance between the top-grossing game developers and everyone else. The PlayFab Live Game Ops Academy is designed to help teach the skills that you need to close this gap. If there is one word that can bring chills to many game developers, it’s monetization.
In theory, one of the biggest advantages to live games for your average developer should be how easy it is to set up in-app purchases. Just publish your game, link to the Apple or Google app store, and boom, done! In practice, however, receipt validation is not included in most game engines and many third-party solutions for free-to-play games aren’t cross-platform. In addition, receipt validation is just one in a series of steps needed to handle player purchases in a secure game economy.