Case study for Lost Saga: Players stick around when rewarded for their loyalty

3 Posted by - January 11, 2013 - Case Studies, Engagement Activities, Player Insight, Rewards & Loyalty, Trends & Data

Game makers are always looking for new ways to keep their players engaged, and publisher OGPlanet has discovered that it’s easy to hold your audience’s attention when you reward players for their loyalty and dedication.

Earlier this year, OGPlanet worked alongside Raptr to launch a player loyalty program for the North American version of Lost Saga, a free-to-play brawler originally developed by the Korean studio IO Entertainment. Using Raptr’s community platform, this program offered in-game rewards to dedicated Lost Saga players, and data from Raptr’s recent community report shows that this program had a substantial impact on the game’s post-launch performance.

Raptr and OGPlanet launched the Lost Saga rewards program in May 2012, and in just one day, the program sparked a 180% increase in returning players (who hadn’t played the game in at least two weeks). These users were interested in earning these new in-game rewards, and Raptr’s program encouraged them to hop back into the game once again.

Raptr's Lost Saga rewards included everything from virtual items to temporary Experience boosts.

Raptr’s Lost Saga rewards included everything from virtual items to temporary Experience boosts.

Perhaps more interestingly, the Lost Saga rewards program also drew in many players who had never touched Lost Saga up until that point. On day one of the program, Lost Saga saw a 400% increase in new players, many of whom were enticed by the promotion on Raptr.


This spike in users also continued well after the program’s launch. After one month, the number of returning users continued to rise by 124%, and the number of new users rose by 200%.

And as Lost Saga’s audience grew, its player base started to become even more engaged. The program offered several tiers of rewards based on a player’s Lost Saga rank on Raptr. These ranks ranged from “Newbie” to “Elite,” and players were encouraged to keep playing Lost Saga if they hoped to achieve the top rank and the rewards that came with it.

As a result, daily playtime per player increased from 2.7 hours per day to 5.3 hours per day, which represents a 97% increase overall. Weekly playtime, meanwhile, increased 185% from 7 hours per week to 20 hours per week.


This Lost Saga rewards program demonstrated the real value of giving back to your players. When developers offer rewards to their community to thank them for their dedication, players will likely spend even more time in those games going forward, especially if the rewards they earn tie into the games themselves.

Raptr has launched numerous other reward campaigns in the last year, and they’ve all helped developers reach out to their players, thank them for their support, and further incentivize growth for their games.

Based on Raptr’s data, players are far more likely to engage with an online game if they’ll be rewarded for doing so, and these types of programs are a prime example of why everyone benefits when developers leverage Community as a Service.

For more case studies on using Community as a Service, be sure to check out Raptr’s full report here.