6. Level
MMORPG SNS
• Mastery in months • Mastery in minutes
• Epic goal(s) • Daily goal(s)
• Level as • Level as
– Mastery time – Playing time
– Gateways to Mastery – Gateways to content
(skills, talents, bosses,…) – Monetization point
– Ranking
13. Energy
• 1 day = 1440 minutes = 288 energies
– 1 energy = 5 minutes
• 1 energy = 1 XP
– Control playing time
• 1 energy = xx Gold
– Control gold source
– More monetization potential
14. Time vs. Level
XP per Level Days
1,400 400
1,200 350
1,000 300
Days in total
XP per Level
250
800
200
600 504
150
400 100
200 72 50
0 0
1 11 21 31 41 51 61 71 81
Level
18. Takeaways
• Levels in SNS are a gateway to new
content.
• Gold/value ranking is a new trend.
• Monetization on Gold has more
potential.
• Energy is currently an elegant solution
for balancing level/gold.
Editor's Notes
Mr. Minh is the lead game designer of GSS, a 70-persons studio based in Ho Chi Minh City. He had 5 years experience as a Product Manager of many game titles, MMORPGs and Casuals. After that, he joins GSS as a game designer in develop new games and trains others in game design.Many game designers concern about game balancing, especially parameters such as: xp, levels, gold,… In this short presentation, we will review the level model of MMORPG, which is not very suitable for SNS for many reasons: short playing time, free-to-play, XP monetization is limited. And how SNS games solve these problems by adding energy.
Anyhow, in this presentation, I only introduce these concepts.
Let’s take a look at current games’ leveling curves 30 days to 85 in WoW 280 days to 85 in CityVille 4,000 days to max in CityVille
Every games have their goals: Kill the last boss (MMORPG) Fullset (MMORPG) Match 3 gems (Bejelwed) Kill opponents (FPS) Build the biggest home (The Sims Social) Build the crowdest city (SimCity Social) Top Level?
Let’s take a look at current games’ leveling curves 500 days to 99 in CityVille 7,000 days to 99 in CastleVille