Papaya social design magic

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grgetherh Social Design Magic Tricks Oscar Clark Evangelist PapayaMobile Inc

description

This presentation was given at the first London Game Developer Meet-up (http://www.meetup.com/London-Game-Developers/) at the Innovation Warehouse on 27/01/12

Transcript of Papaya social design magic

Page 1: Papaya social design magic

grgetherh

Social Design Magic Tricks

Oscar Clark Evangelist

PapayaMobile Inc

Page 2: Papaya social design magic

Humans are social animals

• We all play games in some

form

• We all respond to social

pressures

• We all crave esteem

• What's self-actualising?

Image found via Flikr (Erica Glasier)

Page 3: Papaya social design magic

Games as a Service

Social games need to be

considered as a service

• Designers need to

monitor user behaviour

• They should to evolve

and improve over time

• Make regular small

improvements

• Minimum Viable Product

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Who are your players?

Different Players buy for

different reasons

• Collector:

– "Got to catch them all"

• Explorer:

– "Where can I go today?"

• Socialiser:

– "I want to be popular"

• Competitor:

– "I'm going to Pwn ya!"

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Its not a Free Lunch!

100 :10 :1 Rule

• Free-players are your

marketing channel

• And your comparison

for success

• And provide invaluable

data on play

• Don’t break their game

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Only worth what people will pay

How are players going to

pay? • Premium Pricing

• Try Before Buy

• Hybrid (Rent/Buy/Subscribe)

• Free or Ad-Funded

• Virtual in-game goods

• Virtual creative goods

• Extra Levels

• Consumables

• Gifting

• Advertising

• Offer wall

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Pricing is everything

Maximise the

opportunity • Purchases will be a barrier

• Reduce the risk to the user

• Understand Price Elasticity

• Retrofitting is very difficult

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Premium

Anticipation is

everything • Players have to crave your

game

• Guarantees that players will pay

to play

• You can't measure the players

you turn away

• Only a select few can sustain

this model

• But! Players are more willing to

see it through the learning curve

Page 9: Papaya social design magic

Advertising

Brand sponsored

experiences • Can be a vital revenue

stream

• Media buying is getting

much better

• Most effective when relevant

to the game

• Needs to be increasingly

smart

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Freemium

1:10:100 Rule* • Free-players are your data

and marketing

• Make it easy to spend the

first $1

• Offer goods to shoe off

creativity and skill

• Consumable in-game items

are key

• Make it possible to spend

$100 or more

* Apologies to Nicholas Lovell

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Understand the True Fans

True Fans are happy to

spend money

• Ensure that they get value

for paying

• Don't break the Free Player

experience

• Engage with your most

valuable players

• Will Churn when they find

'Blocking Events'

• Avoid the 'hangover'

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Feed the Habit

Why should they replay

your game?

• Daily Bonus/Challenge

• Leader boards

• Social Challenges

• Friendship Bonds

• Recharge systems

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Social Achievement

Playing the game should

grant me ‘Social Capital’

• Let me show off my

achievements

• Gifting and Reciprocation

• Items gained must be

desirable to others

• It's not social if I can't talk

about it

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Time Vs Money

Buying things should

make my game better

– Play for longer

– accelerate scores

– add special abilities

• Game balance must be

preserved

• Not fun if I have to spend!

• Don’t kill the game for Free-

players

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Consumable Goods

Give me a reason to

spend again and again

• Low-cost consumable items

are low risk for new users

• Higher cost bundles can

offer better value longer

• Unique purchases tied to

achievements adds rarity

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Scissor:Paper:Stone

Use Dilemma to help

maintain Game Balance

• Players should have

meaningful choices

• Different roles should

complement sharing

• Ambiguity in strategy leaves

room for players to debate

• Virtual goods can add new

choices in play

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Playing Metagames

What happens between

play sessions

• Metagames can build

retention

• High Scores don’t have to

be global

• Individual sessions form

part of a wider story arch

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Its My Game!

Its not your game any

more... Its your players!

• Players should be part of the

ongoing creative process

• Let them personalise their

experience

• Encourage emergent

behaviour

• Allow players to share their

experiences and 'Stories'

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What Next?

In Short...

• Social Games increase:

– Discovery

– Retention

– and Revenues

• Every game can benefit

from Social Techniques

• Mobile is perfect for Social

Games

Page 20: Papaya social design magic

Who are Papaya?

• Founded in 2008 with $22M raised through DCM and Keytone.

• 90 staff with offices in San Francisco, London and Beijing

• More than 80% of users come from US and Europe

• Popular games earn more than $1 million per year

• Winner of Best Games Service Provider ME Awards 2011

1,050,000,000

$16.45/

13,611,930

37

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...in the end it's all about the game

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Any Questions?

Thank you :)

[email protected]

Twitter: @Athanateus