masterclass in self-publishing by nicholas lovell (part 2)
Post on 22-Oct-2014
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DESCRIPTION
At Interactive Scotland's Digital 2011 conference in Glasgow, Nicholas Lovell from Games Brief presented a workshop about self-publishing computer games, which has relevance for all digital media content creators. This is part one of three.TRANSCRIPT
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Session 2:Session 2:How to make a profitable How to make a profitable
mobile social gamemobile social game
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Killers, Achievers, Explorers, Socialisers
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KillersCompetitionTests of skillPvPGanking and griefing
It’s all about “beating” another human
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AchieversPoints, levels, trophies and stuffCompetition “with yourself”Who “gamification” was made for
Xbox Live AchievementsLevelling upGrind
Achievers want elite status, and to show it off
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ExplorersSearchExploreTake time DiscoverTransmedia-friendly
Explorers want to go where no one else has gone and know what no one else knows
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SocialisersFriendsCommunityCommunication
It doesn’t matter what they do as long as they do it with friends
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Everyone is a bit of everythingMy BARTLE TEST resultsExplorer (E.A.S.K.)
Explorer: 80%Achiever: 73%Socializer: 47%Killer: 0%
http://www.gamerdna.com/quizzes/bartle-test-of-gamer-psychology
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Farmville satisfies Killers
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Farmville satisfies Achievers
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Farmville satisfies Explorers
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Farmville satisfies Socialisers
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High spenders and the rule of 0-1-100
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The rule of 0-1-100Zero:
Make the game free to play and funOne:
Make it really easy to spend $1One hundred
Make it possible to spend $100
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Ideas for $100 – take notesConsumables:
Energy, tractor fuel, potions, power upsAesthetics:
Status, self-expression, belongingProgress
Time for moneyShowing off
Scores!
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The knife-edge balanceZynga successfully balances gamers:
Waiting (or Spinning their wheels)Spamming their friendsSpending their moneyVisiting sponsors
Done well, it’s great. Done badly, it’s cynical
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Group workTake the game you’ve already builtExplain:
What retention mechanics you will build in Gameplay Rewards Commitments
How you will deliver on 0-1-100 Free $1 $100 per month
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End of session 2End of session 2