Game Development Reference
Figure 15-1: OMGPOP's Draw Something, funded by Spark Capital.
What Interests Hyatt in a Gaming Startup
If a game remains below 13 percent day one retention after a couple of months despite several attempts to grow this number, it may be time
to kill it.
Besides user growth and revenue, Hyatt's number one metric for games that interest him as investment prospects
is the day one retention . This refers to new users coming back the next day to play again. This is an especially
important way for Hyatt to evaluate games he might not personally “get.” His rule of thumb: anything below 13
percent day one retention is bad, and a great target is toward the 60 percent range.
Hyatt also looks for teams to invest in who understand why their game is succeeding along various met-
rics—why players are rating the game highly, why day one retention is strong, or even something as simple as
why people smile while playing the game. “That tells me a lot about their thought process,” Hyatt says. “The
game companies in this new ecosystem that are doing better and better are the ones asking why.”
It used to be that games would evolve every few years with the launch of a new console; now, however, game
evolution cycles are happening on a near quarterly cycle. For that reason, Hyatt says, “It doesn't matter how
analytical you are or how cutthroat you are; it comes down to measuring those results to figure out how to get