keynote: how to build games for the core, active gamer that keep them playing and spending...
Post on 15-Jul-2015
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A F2P GAME DESIGNERS JOB:
FUNRETENTIONMONETIZATIONUSER ACQUISITION NEW USER ON-BOARDINGEXPANDABLE CONTENTEVENT DRIVEN SYSTEMS
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COMMON MANIFESTATIONS OFTHE GOLDEN RULE
ENERGY TIMERSCOLLECTION TIMERSAPPOINTMENT TIMERSLIMITED TIME EVENTS AND ITEMSDAILY REWARDSPUSH NOTIFICATIONSASYNCHRONOUS GAME PLAY
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CONTENT“UPDATE YOUR APP OFTEN WITH NEW CONTENT TO
KEEP YOUR PLAYERS ENGAGED”
PROBLEMS!PRODUCTION VALUES ARE RISINGCOST OF PRODUCING CONTENT IS GOING UPTIME TO PRODUCE CONTENT IS TAKING LONGERHIGH DEGREE OF FAILURE
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FREQUENCY IS LOW AND THE PLAYER HAS NO SENSEOF CONTROL
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COMMUNITYPLAYERS ENGAGING WITH EACH OTHER AND IN
ESSENCE CREATING CONTENT
NEAR ZERO COST FOR CREATING “CONTENT”REAL TIME AND SCALABLE “CONTENT” CREATIONEXTREMELY TARGETED “CONTENT”COMMUNITY GENERATED “CONTENT” HAS A LOWER
DEGREE OF FAILURE
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ADVANTAGES!
COMMUNITY CONTENT IS EXTREMELY FREQUENT,VARIABLE, AND HAS A HIGH SENSE OF CONTROL!
PLAYER DRIVEN IN GAMEECONOMIESPERSISTENT REAL TIME WORLDSCROSS PLATFORM REAL TIME
MULTIPLAYER GAMESMODERN AND COMPLETE IN
GAME COMMUNICATION SUITES
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THE FUTURE OF F2P GAME DESIGN
F2P DESIGN IS THE ART OFPROBLEM SOLVINGTHE GOLDEN RULE: YOU CAN
NOT MAKE MONEY IF THE PLAYERIS NOT PLAYING!COMMUNITY FEATURES ARE THE
MOST EFFICIENT TOOLS FORCREATING LONG TERMRETENTION
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KEYTAKEAWAYS
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