PM Case Study • Gaming
eFootball Mobile: Fixing the Retention Crisis
Why 70% of players quit after 2 weeks — and how to fix it with better UX, guaranteed progression, and respect for player time.
The Problem
eFootball Mobile has superior gameplay compared to FIFA Mobile — better physics, more realistic controls, and a passionate community. Yet it suffers from significantly worse player retention, with an estimated 70% of new players quitting within the first two weeks.
70%
Player Drop-off by Week 2
2 mins
Daily Task Time Waste
3.2★
Play Store Rating (vs FIFA's 4.1★)
Core Issues Identified
- Card Progression Wall: Players feel stuck after 2 weeks with no clear path to getting better cards despite consistent play
- Daily Task Friction: Mandatory penalty minigame has 90+ second unskippable animations, causing task abandonment
- Post-Maintenance Matchmaking Breaks: Every Thursday 2pm server maintenance causes matchmaking failures
- No Guaranteed Progression: Pure RNG with no pity system creates despair and "why bother?" moments
"I almost quit eFootball after not getting any good cards after consistent pack opening. Even in the recent free opening event, I didn't get a single big card. When you stop getting cards, it feels like the game isn't evolving for you anymore."
— Survey Respondent, 3+ month player
Research & Analysis
I conducted a mixed-methods research approach combining surveys, review analysis, and competitive benchmarking to understand the retention problem.
Methodology
User Survey: Surveyed active and lapsed eFootball players via Reddit (r/pesmobile), Discord communities, and gaming groups. Key questions focused on quit moments, daily task completion rates, and card acquisition frustration.
Review Analysis: Analyzed 200+ recent Google Play Store reviews mentioning "quit," "stop playing," "boring," and "waste of time" to identify common pain points.
Competitive Analysis: Compared eFootball's progression systems, daily tasks, and gacha mechanics against FIFA Mobile and other successful mobile games (Genshin Impact, Clash Royale).
Key Findings
85%
Cited card frustration as top issue
60%
Stopped doing daily tasks due to time waste
40%
Experienced post-maintenance bugs weekly
"I stopped playing daily penalty tasks. The animations are way too long — it takes 2 minutes every day just to watch the same cutscenes. The rewards aren't worth my time."
— Survey Respondent, former daily player
Proposed Solutions
Based on research findings, I designed three interconnected solutions targeting the core retention problems: progression despair, UX friction, and technical quality.
Solution 1: Daily Task UX Overhaul — "Respect Player Time"
The current daily penalty task flow forces players through 90+ seconds of unskippable animations. This adds up to 10+ hours per year of forced waiting for active players, creating friction that drives task abandonment.
Current Flow: Players tap "Daily Game" from home screen
Problem: Mandatory penalty kick with 90+ second unskippable animations
Problem: Multi-step progression board with individual reward animations
My Solution: Skip Animation Button
Solution: Add persistent "SKIP" button to all animations
Design Rationale:
- Persistent skip button in bottom-right maintains visual consistency across screens
- Reduces task time from 120 seconds to 20 seconds (83% reduction)
- Players still see rewards briefly, maintaining excitement without forcing extended viewing
- Simple implementation — no gameplay changes, pure UX improvement
Solution 2: Guaranteed Progression System (Pity Mechanic)
Implement a "soft pity" system similar to Genshin Impact to eliminate progression despair while maintaining gacha monetization.
- Pack Counter: After 50 packs with no Epic card → guaranteed Epic on next opening
- Weekly Milestones: Win 15 matches → choose 1 Legendary card from pool of 5
- Visual Progress Bar: Show "32/50 packs to guaranteed Epic" so players feel movement toward goal
- Transparent Odds: Display exact probabilities (required in many regions anyway)
Solution 3: Post-Maintenance Quality Gate
Reduce matchmaking failures and bugs after Thursday server maintenance through better QA process.
- Automated matchmaking regression tests before going live
- 30-minute beta window with 1% of users before full rollout
- Transparent "Known Issues" page updated within 1 hour of going live
- Rollback capability if critical bugs detected in first hour
Success Metrics & A/B Testing
I would measure the impact of these solutions through controlled A/B tests with clear success criteria.
Primary Metrics
| Metric |
Baseline |
Target (3 months) |
Measurement Method |
| D7 Retention Rate |
30% |
45% (+15pp) |
Cohort analysis by install date |
| D30 Retention Rate |
12% |
25% (+13pp) |
Cohort analysis by install date |
| Daily Task Completion |
35% |
65% (+30pp) |
% of DAU completing daily tasks |
| Average Session Length |
8.5 min |
12 min (+41%) |
Mean session duration |
Secondary Metrics
| Metric |
Target Direction |
Why It Matters |
| DAU/MAU Ratio |
↑ Increase |
Measures daily engagement vs installed base |
| Pack Opening Rate |
↑ Increase |
Are players more motivated to earn/open packs? |
| Play Store Rating |
↑ 3.2 → 3.8+ |
External signal of player satisfaction |
| Revenue per DAU |
→ Monitor (no decrease) |
Ensure retention gains don't hurt monetization |
Proposed A/B Test Structure
Test 1: Skip Animation Feature
- Control: Current flow (50% of new users)
- Treatment: Skip button enabled (50% of new users)
- Duration: 2 weeks
- Success Criteria: Daily task completion rate >50% in treatment group
Test 2: Guaranteed Progression System
- Control: Current pure RNG system
- Treatment: 50-pack pity + weekly milestones
- Duration: 4 weeks (full progression cycle)
- Success Criteria: D30 retention >20% AND revenue per user neutral or positive
Key Learnings & Reflections
This case study taught me several important PM principles that I'd apply to future product work:
- Small UX friction compounds over time: A 90-second animation seems minor, but it becomes 12 hours per year. Respecting user time is critical for retention.
- Data + empathy beats assumptions: I initially thought card balance was the issue, but research showed progression clarity mattered more than raw odds.
- Solutions should be testable and reversible: All my proposals can be A/B tested with clear metrics and rolled back if they fail.
- Product strength ≠ retention: eFootball has objectively better gameplay than FIFA Mobile, but poor UX and progression systems kill retention. Great product requires great experience.
- Always measure both sides: Any retention improvement must not tank revenue — measure both together.
Want to discuss this case study?
I'm actively looking for PM internship opportunities where I can apply this type of user-centered thinking to real product challenges.
email: mdomarkhan314@gmail.com
Get in Touch