killer design patterns for f2p mobile/tablet games
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Killer Design Patterns for F2P mobile/tablet games Henric SuuronenPresident & Co-FounderNonstop Games
Henric Suuronen@henricgames
Director or PMHelsinki/Barcelona
Head of StudioBerlin
Co-FounderSingapore
Speaker Profile
Coming Soon
Fun Patterns
Killer Designs Patterns for F2P mobile/tablet games
Economy Patterns Social Patterns
#1: Core Loop Design
Core Loop is the Heart of the Game
Core Loop Design
Source: www.deconstructoroffun.blogspot.com
Good Game Loop?
• Real-life simulation• Fun 1 time – Fun 1000 times• Few steps (4-6 max)• PvP or Trading element• Smart-Depth• Good Closure (session
management)
Smart-Depth
An extra layer ON the core game loop that adds strategy and more ‘game’
- Placing Units More with Thought- Placing buildings optimally (=defenses)- Planning optimal builder assignment
Common loop mistakes
• Object disappears at the end• User does not get in-game money
from the Core loop -> focus else• Too complex/imaginary• Slow animations -> not responsive• Several Game Loops• Too simple
Core Loop Confusing
#2: Session Design
#2: Session DesignGame should encourage frequent short sessions but also
allow longer sessions
>10 10 min sessions per dayWhat do you do?
Can you enjoy game for longer sessions?
Frequent Session Support
“Supercell’s two games are now played by 8.5 million people every day, who play the games 10 times per day on average.”
APRIL 17, 2013
“AC” –mechanic great
http://henricsuuronen.com/blog/the-ac-mechanic/
Quickly becoming standard in successful games.
Great for: • Click distribution• Short game session• Progression balance• “Smth to do”
How to do Session Stop?
Pure Facebook Energy mechanic not optimal
Great Session StopLosing units (even surviving ones) creates a GREAT session stop in addition to strategical layer
#3: Made for Touch
#3: Made for Touch
• Touch Requires a different UI than desktop
• Still too much point and click
• Users expect to be able to pinch & swipe
• No compromises
Bad Porting UI – not touch friendly
Difficult to train Troops3 cluttered screens needed to train troops?
Tailor-made for TouchBig pics that you swipe
#4: The “Wow”
#4: The “WoW”
• Deliver NEW Emotion• Sets you apart from the
800000 other apps• Makes you memorable• Creates best virality: real
word of mouth. • Can be small details
“Wow” Examples: Visual Awe
“Wow”: Crazy Achievement
“WoW”: Pinch zoom transition
“Wow”: New Mechanic
“Wow”: Funny Easter Eggs
Fun Patterns Economy Patterns Social Patterns
#5: Progression Planning
#5: Progression planning
Basic Check-List• First session progression• Screenshot after first session • 1 week objective defining• The 6 month player “art test”• The “tile test” calculation• Complexity progression• Balancing, balancing, balancing
Tightly related to monetization & LTV
Unlock Features Progressively
• Un-lock new features or resources at 3 days, 1 week, 1 month, 2 months of play
• Don’t have new players overwhelmed
• High-level players bulk of revenue, the new stuff will increase their retention
Great support for High-level Player
#6: Monetization and LTV
#6: Monetization Design
• When doing F2P you must know math
• No money cap• Console Companies clueless• Can you spend >$5000?• LTV importance
Asian Style Items Evolvement can lead to high LTV
Free 2 Play – Not Pay to win!
Fun Patterns Economy Patterns Social Patterns
#7: Real Social Patterns
This is NOT social!
#7: Real Social Patterns
PvP, Co-opUGCTradingChattingForming AlliancesSending resourcesHelping newbies
Social is often time sensitiveGreat for mobile & Push Notif.
PvPFantasy SportsTradingBidding
Great Social Casino
• Most social casino• Player Profiles• Gifting (real money)• Messaging• Status• “Flirting”
Great Active Chat
• Social Glue• Very active• Social feeling• Means of
communication• Strategies,
resources sending• Make new friends
See the your Friends - competition
#8: Events
#8: Plan for Events
• Western publishers suck –Asia Rules!
• Events critical for long-term• Events are social• Events drive monetization• Kings of this in Asia
Puzzle & Dragons events• Game Feels fresh• Special enemies that
require special units to beat• Bosses• Special Item Drops• Themes
Continue to monetize high LTV players
Fun Patterns Economy Patterns Social Patterns
#1 Core Loop
#2 Session Mngmt
#3 Made for Touch
#4 The “Wow”
#5 Progression
#6 Monetization
#7 Real Social
#8 Events
“I think game design is the new MBA”
Bing Gordon
http://www.gamesindustry.biz/articles/2012-07-23-game-industry-legends-bing-gordon
Great Times for Game Design
Great Times for Game Design
“The San Francisco school of making games", where "you can optimise your way to everything: design doesn't matter, you can test everything and iterate your way to the end"
"Sure, they (Supercell) track analytics, but they make decisions based on what feels right from a design perspective. Instead of analysing things to death, they step back and say 'how do we make this a more-fun game?’
KRISTIAN SEGERSTRÅLE 2013
http://www.guardian.co.uk/technology/appsblog/2013/may/30/supercell-kristian-segerstrale-free-to-play-games
RETURN GAME DESIGNEROFTHE
Mobile Wars
Slides available on: www.nonstop-games.com
Henric Suuronen@henricgames
Thank you!Questions?
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