decentraland / decentraland/godot-explorer
Improve Retention and Playtime- RESEARCH
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- Rust
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Description
### PROBLEM
Current average playtime (~3 min) is below the mobile median (5-6 min).
The most likely cause isn't the absence of a task system, but that the first session doesn't close a complete value loop (learn → achieve something → want to come back), combined with the lack of a mechanism that directs traffic toward the quality content that already exists.
Guest user already solves the wallet/login friction, hat flow is preserved throughout everything below, with no wallet connection required before the user feels value.
_
### PROPOSAL: **6 points to tackle the problem from different angles.**
**1. Interactive Tutorial**
A guided mini-experience of 1-2 minutes, learn-by-doing instead of reading. Skippable for users who already know Decentraland.
1. Movement and camera with a simple objective: reach a marked point.
2. Chat / emotes by interacting with an NPC or another element.
3. Open the menu and equip a wearable.
4. Close centered on Discover, traveling to another scene.
5. Each step is taught one at a time, with a clear visual cue (arrow / highlight) showing what to do.
---
**2. First-Session Reward**
An exclusive wearable or emote delivered right after the tutorial ends, this is a must-have. A small Credits bonus for the marketplace stays as an optional second layer _(to be discussed)_
1. The delivery moment needs a "reveal": animation, sound, on-screen notification, it should feel like an achievement, not an item that just appeared.
2. If the Credits bonus is added, it gives a concrete reason to come back and buy / explore the marketplace
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**3. Smart Push Notifications**
Messages triggered by a specific action, never generic. They cover two moments: tutorial drop-off and the weekly quest cycle.
Some examples:
- _Onboarding_
1. Abandoned the tutorial midway → "You're one step away from your first wearable."
2. Completed the tutorial but hasn't returned in 24-48 hrs → reminder of the active weekly quest and that week's wearable.
- _Weekly quest_ (highest impact, a week-long quest is easy to forget halfway through)
1. Midweek with 0 of N experiences completed → "Don't miss out on this week's wearable."
2. Only 1 experience left to complete → the strongest hook, same pattern as Fortnite's "one more win."
3. 24 hrs before the quest closes without completion → final urgency notice, not generic.
---
**4. Weekly Quest to Creator Experiences with Wearables**
A weekly rotation of 3-5 creator experiences (curated or selected by quality/engagement metrics).
Reward: an exclusive wearable for that week, available only while the quest is live. Rotates continuously, with no gaps between weeks.
**Quest types** (not just "enter and throw an emote")
- _Secret hunter:_ 2-3 experiences with a hidden object or easter egg (a sculpture, a chest, a hidden NPC). The quest is to find them, not just enter. Turns the visit into a reason to explore the full scene, not just the spawn point.
- _Creator's challenge_: an experience with its own mini-game or mechanic (a race, a puzzle, trivia); complete it or reach a target score. Proves it's not an empty world.
- _Live event:_ attend a show / concert / trivia scheduled that week and stay active for a minimum amount of time. Adds a real social component, not just solo exploration.
- _Explorer's route:_ 3 experiences chained under a theme (e.g. "generative art tour," "3 horror worlds" for Halloween), with a specific action in each.
- _Collector (optional bonus, 5th slot):_ pieces of a set scattered across the week; collecting them all assembles the full wearable. Generates the most repeat sessions, higher effort, higher reward.
_Suggested weekly mix_
2 exploration/discovery quests, 1 mechanic/game quest, 1 social quest, and the optional 5th collector quest as a higher-effort bonus.
_Rotation system_
Don't repete same quest every week, but don't invent a new quest every week: rotate a small library of templates (the 5 types above) and vary which creator experience plugs into each template. that's what changes week to week, not the template itself. The exclusive reward always changes, regardless of whether the template repeats. Every 2-3 months, add a genuinely new template to the library so it doesn't feel predictable long-term.
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**5. Constant Content Cadence**
The single biggest driver of long-term retention. A 4-6 week cadence is associated with 25-35% higher D90 retention than an 8-12 week cadence. No task system sustains the game without this underneath, points 1 through 4 drive traffic and build habit, but they depend on quality new content existing for players to be directed toward.
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**6. App Review Prompt**
Ask for the app rating right after completing the first weekly quest and claiming the exclusive wearable (the highest emotional peak the system itself generates, with the user already at 3+ sessions)
- Never on first launch or during onboarding/tutorial: asking there increases app abandonment by up to 50%.
- Never mid-session: drops the average rating by ~0.4 stars.
- iOS caps prompts at 3 per user per year via SKStoreReviewController, with no custom button and no pre-question ("Do you like the app?") let the system decide whether to show it.
- Wait at least 24 hrs between one prompt and the next if the first one didn't fire.
---
**Next Steps:**
- Suggested implementation order:
- Tutorial + First-Session Reward first (highest impact given current playtime)
- Smart Push Notifications
- Weekly Quest (design + template of quest to rotate)
- All built on top of a constant new-content cadence.
Contributor guide
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