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LiveOps Analysis

Offer Bundle Push Strategy Design

Automatically generate a fine-grained bundle push matrix by game genre and stat progression using the AE Engage module, covering behavior triggers, scenario triggers, and segment triggers.

IndustriesGames
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Agent · Skills Live
skill · loadedindustry+100
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Offer bundle

by segment
Starter$6
Core$15
Premium$68
Analysis readyevidence attached

Offer Bundle Push Strategy Design is a monetization-operations capability in ThinkingAI's industry Skill library. It helps game operations teams quickly create fine-grained bundle push strategies in the AE Engage module, automatically matching a push-scenario matrix to each game genre's stat-progression system, covering three modes: behavior triggers, scenario triggers, and segment triggers. This is ThinkingAI's decade of industry experience, packaged into ready-to-use Skills.

Live walkthrough

Agent
gift-package-push-strategy
Right now we push a $50 resource bundle to everyone, with only a 2.3% conversion rate. Redesign a push matrix by progression stage and payment segment for me, the kind that drops straight into Engage.
Identify the genre's numeric system: SLG: three main lines of stronghold level / combat power / season progress
Payment-segment stats: the user counts and last-30-day conversion baselines for the four tiers: non-payers / minnows / dolphins / whales
Behavior-trigger scenario mining: scan for high-willingness-to-pay moments
Resource depletion, consecutive PvP losses, stalled build queue, season start
Generate a three-dimensional "segment × trigger × bundle" matrix, matched to genre benchmark conversion rates
Output an AE Engage task configuration draft (audience / trigger / copy / frequency control)

Matrix designed. First, where your current problem is: pushing a $50 bundle to everyone is too expensive for non-payers (0.4% conversion) and too small for whales (4.1% conversion, but average order value capped). Behind the 2.3% average, both ends are missed.

1. Push matrix (segment × trigger × bundle)

Target audienceTrigger momentPushed bundlePriceEst. conversion*
Early game (stronghold ≤8, non-payer)First resource depletion (<10% left)Speed-up resource pack$68.5%
Early game (stronghold ≤8, non-payer)Build queue full + online >30 min7-day build-queue card$126.2%
Growth stage (stronghold 9–15, minnow)3 consecutive PvP lossesPower-surge bundle$305.2%
Growth stage (stronghold 9–15, minnow)First time raidedShield + resource-insurance pack$187.1%
Dolphins (VIP4–7)3 days before seasonSeason leaderboard-push bundle$686.8%
Whales (VIP8+)Season start daySeason resource pack (with limited decoration)$12815%
Returning usersDay 2 of returnComeback experience bundle$112%
All tiersMajor-update dayVersion celebration bundle$254.0%
← Scroll to see more

* Estimated conversion uses the tier benchmarks from the same genre's (SLG) historical matrix; recalibrate with actual data after launch.

2. The three design principles behind the matrix

Behavior triggers over calendar triggers: the moment of "3 consecutive PvP losses" is a peak of willingness to pay, converting 2–3× higher than fixed-time pushes
The price ladder follows progression: $6 ice-breaker for beginners → $18–30 in the growth stage → $128 for whales, each tier pushing only what "the current progress needs right now"
Frequency protection: a user receives at most 1 bundle push per 3 days, and after 2 consecutive non-clicks the frequency drops automatically; conversion rate takes priority over reach volume

3. Engage rollout checklist

1.8 push-task drafts generated (audience cohort conditions + trigger events + copy + frequency rules all configured)
2.Audience cohorts reuse existing AE tags: stronghold level / VIP level / last payment time
3.Copy is written to the SLG world (e.g. "My lord, the granary is critical; the supply caravan waits outside the walls"), not a generic template
4.Each task carries an A/B slot: two copy versions compared, with results auto-generated 7 days after launch
Conclusion
Referencing same-genre customer benchmarks: after switching from "one-size-fits-all" to a "segmented trigger matrix", overall conversion goes 2.3% → 6.8%, GMV +42% month-over-month, and the matrix design compresses from 3–5 days of manual combination to this single conversation. Once you confirm, I'll sync the 8 tasks to AE Engage, and you just click publish in the backend.
The matrix draft and Engage configuration sheet are generated, awaiting confirmation for one-click sync.

On your data

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The problem

Game operations often use a one-size-fits-all bundle push, sending the same bundle to all users, with a payment conversion of only 1% to 3%, while fine-grained segment pushes can reach 5% to 10%. The bundle matrix has many dimensions: crossing stat stage, gameplay preference, and payment segment produces 30 to 50 combinations, and arranging them by hand easily misses cases and takes huge effort, with a moderately complex strategy matrix often taking 3 to 5 days.

What it does

Automatically adapts to the stat-progression systems and gameplay categories of genres like SLG, MMORPG, card, casual, racing, and tower defense
Full coverage of three trigger modes: behavior triggers, scenario triggers, and segment triggers
Connects directly to the AE Engage module, completing everything from strategy design to configuration in one place

When to use it

01

Batch-planning a bundle push strategy matrix before a new game launch

02

Redesigning an existing push strategy that is underperforming

03

Different payment segments needing differentiated bundle pricing

04

Triggering a push at a specific behavioral node, such as consecutive failures, getting stuck on a level, or after the first top-up

05

Planning scenario-based bundle pushes during a holiday event

In the field

Case
An SLG game · bundle push matrix restructuring
The team previously pushed a uniform $50 resource bundle with only 2.3% payment conversion. Based on SLG stat progression, the Skill generated a matrix: a $6 speed-up bundle in the onboarding stage converted at 8.5%; a $30 power bundle after 3 consecutive PvP losses in the mid-game converted at 5.2%; and a $128 season resource pack for high-spend users converted at 15%. Overall conversion rose from 2.3% to 6.8%, GMV grew 42% month over month, and design time compressed from 5 days to 2 hours.

FAQ

How do push strategies differ across game genres?

Stat progression and gameplay categories differ completely by genre, and the Skill matches nodes and bundle content types by genre such as SLG, MMORPG, and card.

Can the strategy be configured directly into AE once designed?

Yes. After the Skill outputs the strategy matrix, you can connect to the AE Engage module to configure the push tasks.

What data do you need to start designing?

You need AE tracking data to judge behavior and stat progression, and bundle product info, and you can also provide a Lark requirements doc for the Skill to extract from.

Related Skills

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