Author: Xianyu Technology — Jian Xin

In the past two years, user growth has attracted more and more attention in the Internet industry. Major Internet companies will set up professional teams for user growth, and Xianyu is no exception. When we talk about user growth, it actually has two meanings. The first layer is the number of users. The effective ways to increase the number of users include positioning potential customers, expanding high-quality channels, and improving funnel conversion efficiency. The second layer is user quality, where we care more about user value and retention. For the sake of the number and quality of users, the product needs enough ways to cover all users. For the same user, the product also wants multiple ways to race. Therefore, the characteristics of increasing ways are rich, diverse and flexible.

Under normal circumstances, technical students are most reluctant to meet such business requirements, because the development of case by case will lead to a long project cycle, and they cannot quickly respond to gameplay changes and have to work overtime. Therefore, it is necessary to summarize the abstract business model of all kinds of gameplay to precipitate common basic capabilities and reduce the development cost of gameplay. In the past six months, we have explored and practiced the growth of Xianyu users. Next, we will elaborate how to abstract and precipitate the growth gameplay from the perspective of overall and specific gameplay.

Xianyu user task system

First of all, on the whole, growth is varied and changeable, but it also has certain rules, including the following characteristics:

• Who: release to designated groups • How: play with limited conditions and completion timeliness • Where: rely on business events as trigger calculation progress • What: user completion has certain rights and interests rewards • Extend: play may have cycles and users need to be notified in child nodes

By summarizing the gameplay, I define the growth gameplay as user task. By defining the life cycle of the task, the common logic in the growth gameplay is precipitates into the system capability. The specific gameplay develops customized logic at the node of the task life cycle, and this system is the Idle fish user task system.

As you can see from the figure, there are two types of roles in the system:

• Publisher: task system administrator, responsible for defining and managing tasks • Participant: Idle fish users. Users receive tasks through channels, complete tasks, and receive rewards

The task life cycle is divided into the following nodes:

Task management

Task management is to manage task metadata configuration, including task completion conditions and completion benefits. Task management also maintains user-level task instances and records the progress and status of task instances.

Tasks on the

At present, the system supports to circle people in accordance with certain rules and inform target users of task details after circle people, so as to guide users to view and complete tasks.

Task tracking

Task tracing monitors user behavior events, triggers task progress calculation, and updates and maintains task progress and status. The task tracking module itself listens for common events of the business system, such as commodity release, viewing details, purchase and payment, as well as business customization events. Mission tracking is responsible for hiding differences between events.

Task and settlement

Task settlement uniformly monitors the progress and status change notifications of task instances, judges whether the task meets the completion condition based on the real-time information of task instances, and synchronizes the task completion information to the task reward node, so as to decouple task tracking and task reward node.

Quest rewards

Responsible for different types of equity, support equity surplus inventory check and business custom check rules. After the conditions are met, the rights and interests are issued to users to complete a task process.

Xianyu user task system has nothing to do with business. It is a task system that summarizes and abstracts the overall growth of gameplay, defines the task life cycle, and precipitates the general ability of gameplay.

Idle fish stroll to earn gameplay

The previous section introduced a quest system based on the overall abstraction of growth gameplay, and this section focuses on how specific growth gameplay can be extended through the quest system. Take the game of idle fish shopping to earn money as an example, the game of shopping to earn money is a cycle task, the cycle is 7 days, the user can browse 10 commodities every day in the cycle to complete the task of the day, after the task is completed, receive a cash red envelope reward. There are special rewards on designated days 2, 5 and 7 to attract users to continuously participate in the event and increase activity and retention.

Layered architecture

The task system of Idle fish users is extended to support the game of wandering and earning. The task system will split the game of wandering and earning more clearly, and the game of wandering and earning emphasizes the cycle and special node reward. The hierarchical architecture is as follows:

PS: The basic product layer is Xianyu business system, and the bottom dependency layer is Ali's internal encapsulated middleware service. There are basically corresponding products in Ali Cloud or open source.Copy the code

Through specific shopping to earn gameplay needs, I abstract three domain services under the task system: cycle domain, equity domain and scheduling domain.

• Cycle domain: A cycle domain manages task cycles and supports flexible configuration of cycles and special nodes. In terms of technical selection, MVEL expression engine is finally used to configure and calculate the rights and interests of special nodes through expressions. Rights and interests domain: rights and interests domain is responsible for connecting various types of rights and interests and calculating the remaining inventory to ensure that there will be no overissuance and capital loss. Schedule domain: Schedule domain manages the duration and schedule of gameplay

The internal implementation of domain service is based on the policy mode. For example, the period domain is divided into rolling period and sliding period, and the counting mode is divided into fixed, continuous and accumulative, which are all implementations of the periodic mode. The equity domain is divided into integral rights and interests, red envelope rights and interests.

Logic implementation

The logical implementation based on hierarchical architecture is as follows:

Gameplay service is a mission life cycle encapsulated by the template pattern, with the following nodes defined in terms of closed modification and open extension:

• Start a task • Add a task • Process a task • Complete a task • Close a task • Query the task progress

Each node will have a task-level general implementation, and reserved extension points. The game of shopping and earning can customize functions by realizing the extension points. The main process is connected by the task system, realizing both business customization and development efficiency to a certain extent.

Conclusion outlook

Idle fish user growth team in the last six months with increased a lot of play carefree fish cover user groups, business and technology are exploring how to quickly support online play to rapidly develop configuration, improve the efficiency of research and development, support the business fast, trial and error and experiment idle fish user gameplay system for the technical side for the business style of abstract summary part of the precipitation and growth methodology, Welcome interested students to join us to build xianyu user growth technology system.