Free to Play, Tricky to Design

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Free to Play, Tricky to Design Aki Järvinen, Crea9ve Director, Ph.D. Northern Game Summit, Kajaani, September 28, 2012

description

My talk from Northern Game Summit at Kajaani, Finland, focusing on tricks of the trade regarding design games that are free to play but monetize with micro-transactions such as in-app-purchases. The design problem is broken down to two approaches, with emphasis on the more complex model of monetizing with a variety of virtual goods. The presentation ends with 5 tips on how to design for F2P success.

Transcript of Free to Play, Tricky to Design

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Free  to  Play,  Tricky  to  Design  

1 Aki  Järvinen,  Crea9ve  Director,  Ph.D.      Northern  Game  Summit,  Kajaani,  September  28,  2012  

 

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Social  games?  •  Games  on  mobile  or  online  which  leverage  social  network  @es  for  gameplay  – Browser:  e.g.  Facebook  – Mobile:  iOS,  Android  

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5  Things  you  should  know  about  Social  Game  Development  

•  It’s:  – Metrics-­‐driven  – SoQware  as  Service  – Cross-­‐plaSorm  – Free-­‐to-­‐play  business  model  – Extremely  compe@@ve  market  

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Agenda  •  Free  to  Play  –  what  is  it?  •  Two  kinds  of  F2P  •  Tips:  How  to  design  for  F2P  success  

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Defining  Free  to  Play  

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What  is  it?  •  ‘Free-­‐to-­‐play  (F2P)  refers  to  any  video  game  or  social  or  mobile  applica@on  that  has  the  op@on  of  allowing  its  players/users  to  play/download  without  paying.’  h_p://en.wikipedia.org/wiki/Free_to_play  

•  The  term  ‘freemium’  implies  a  ‘premium’  version    •  F2P  ≠  Freemium  

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7 http://blog.sergeydgr8.com/2011/08/19/need-for-speed-world-sucks-other-free-to-play-games-suck-too/

“F2P  sucks”  –  well,  not.  

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F2P  games  and  game  design  •  Two  kinds,  in  terms  of  game  design:  

–  ‘Core’  F2P  model  –  ‘Surface’  F2P  model  

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Surface  

Core  

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’Surface'  F2P  game  design  model  •  Selling  more  content,  such  as  levels  or  addi@onal  tries  •  And/or  selling  specific  func@onality:  par@cular  game  mechanic  

for  e.g.  convenience    •  Design  is  embedded  into  the  content  structure,  or  single  /  

simple  core  mechanic  

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Surface  model  –  Tricky?    •  Pre_y  straighSorward  •  Surface  model  is  simple    •  It’s  value  proposi@on  is  immediately  clear  to  even  the  most  casual  of  players  

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Pay  to  play  more!  

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Surface  model:  Quali@es  •  Lives  and  dies  with  the  simple/single  mechanic    •  Tied  to  content  produc@on  •  No  need  to  include  a  virtual  currency  in  the  design  •  No  free  way  to  play  for  the  player  aQer  the  ini@al  wall  hit,  in  terms  of  content  or  difficulty  

•  Yet,  if  you  reach  significant  download  numbers,  can  be  very  profitable  

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Two  F2P  game  design  models  

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Surface  

Core  

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’Core'  F2P  game  design  model  •  Selling  variety  of  virtual  goods  rather  than  gameplay  content:    – Game  resources  – Func@onal  items  – Early  Access  – Time  – You  name  it!  

•  Sinks  &  sources  virtual  economy  model  

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Core  model  –  Tricky?  •  Definitely!  •  Core  brings  with  it  complex  systems;  mul@ple  con@ngencies  across  sinks  and  sources  

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Core  model:  Quali@es  •  Free  play  needs  to  be  accommodated  as  well  •  Thus,  conversion  a  lot  tougher  •  Yet  built  for  repeat  purchases  •  Flexibility:  More  items  means  more  price  points  

•  Result:  Supports  higher  customer  life9me  value  (LTV)goals  

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The  Latest  Hotness  in  Core  Model  

16 http://deconstructoroffun.blogspot.fi/2012/09/clash-of-clans-winning-formula.html

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Tradi@onal  VS  F2P  Game  Design  

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http://apps.facebook.com/armyattack http://en.wikipedia.org/wiki/Advance_Wars

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Core:  Tricky  to  Design  •  Bo_om  line:  

– Core  F2P  mechanics  are  a  breed  of  their  own  

– Core  F2P  is  a  ‘design  lens’  of  its  own  

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5  Tips  for  F2P  game  design  

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1.  Design  for  Reten@on  

•  retention |riˈten ch ən| •  noun •  the continued possession, use, or control of

something  20

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Moving  the  Needle  

DnRU  

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Profitable  Game  Design    

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Reten@on  is  everything  

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The  short  and  long  term  ‘winters’  need  to  be  crystal  clear  in  your  players’  minds    

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 Content-­‐driven  reten@on,  or  Skill-­‐driven  reten@on,  or  both  

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2.  Design  for  Virtual  Goods  and  how  to  surface  them  via  merchandizing  

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Case:  Profitable  Game  Design  

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FB Credits Revenue Distribution

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3.  Design  for  Rivalries  

•  =  Design  for  a  virtual  arms  race  between  individual  or  alliance  rivals  

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4.  Design  Away  from  Content  

•  Design  gameplay  systems  •  In  live  produc@on  context,  aim  for  profitable  game  design  =  feature  ROI  

 

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5.  Design  for  Pay  to  Win…  

•  …but  balance  for  grind  to  compete/commit    •  Furthermore,  design  for    

– Pay  to  progress  – Pay  for  convenience  

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6.  Design  away  from    audience  fa@gue  

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•  Design  for  conven@ons  yet  12  months  into  the  future  

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Execute  all  this…  

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…  and  you  are  designing    for  high  LTV!  

=  Your  players  Stay  and  Pay  within  the  Core  F2P  Model  

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Fun  mone9zes  well,  and  F2P  takes  nothing  away  from  the  fun!  

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h_ps://www.facebook.com/CrazyPenguinWars    

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Thank  You!  [email protected]  h_p://www.digitalchocolate.com  

@aquito  on  Twi_er  

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