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Greg Costikyan
gcostik@rocketmail.com
Casual Connect 2013
Evil Game Design Challenge
Target Demographic
● Middle-aged women
● IP appeals to 20-something males
● Obviously need to change to...
Super MarioX
a
BrosXXXXSISTERS!
Image credit: Elzor_sl
Super Mario Bros....
● Is notable for crisp controls.
● Requires precise timing.
● Fans decry modern games as 'too easy'
● In other words:
Way too hard for our demographic!
It's All Gotta be Clicks
● Click to move.
● Click to defeat enemies.
You know, like Indiana Jones
Adventure World.
● ...swipes to jump in mobile suck.
● Annoying confirm dialog for keyboard use
when entering Flash full-screen.
● Charge energy for every click – Ka-Ching!
Content Creation Costs $
● Need to spin out content for months of play.
● So we want players to grind levels repeatedly.
We need:
● Mastery stars!
● Gate content: "You need 2 stars in stage 2-1 to
unlock stage 2-2."
● One of the core appeals of Super Mario Bros.
● But incompatible with grind replay.
● We need: Algorithmically generated
traps/enemies.
● Sayonara, careful level design... but necessary
to support our business model.
Careful Level Design
$ for Energy, Lives, Powerups
● Energy and lives regen on timers, but...
● "You're out of energy! Buy more for 4 gems?"
● "You died! Continue for 5 gems?"
● "A Super Mushroom would help you here. Buy
one for 10 gems?"
Ka-ching!
Speaking of Powerups...
● Mario can carry/use only one at a time...
● But we want to sell you lots...
● We need an inventory.
● Plus, we can sell you:
More inventory slots!
Ka-ching!
...And Other Permanent Stat Increases
● "One more max Life for 20 gems."
● "Triple-jumps for 40 gems."
● "Faster energy regen for 50 gems."
Ka-ching!
'Course, We Need Virals
● Invite Friends (like, 20 seconds into NUF)
● Daily free gifts
– Energy & Powerups, inventory caps (buy but
not receive above them)
● Brag shares (must uncheck tiny box or shared
automatically)
● Staffing...
Staffing?
● "Ask three friends to staff your castle to unlock
World 2."
● "...or unlock now for 10 gems."
● Oh, and "Maria is searching the castle for the
PrincessXX. Come back in 24 hours to see if she
found him!"
24 Hours?
● Only damn metrics your mgmt is going to care
about in geoalpha are 1-day retention and time
on site.
● So the FUE gives you 20-30 minutes of
gameplay + a hard stop and call to return
tomorrow.
● 'Cause we don't even get to launch if we don't
massage our metrics.
● Gaming the system is Job One!
New Worlds Gated by...
● Mastery stars.
● Staffing (or pay to bypass).
● Later on, an expansion resource
– Rare drop, or pay to buy.
● Timer (or pay to bypass).
Ka-ching!
Consumables & Bypasses Good, But...
● We need more Ka-Ching!
● Bonus Worlds for hard currency only.
● Week 2: a stage you NEED powerups to beat.
– We don't give you enough.
– MUST spam or monetize to progress.
Plus: Timed Quest Sequences
● 12+ quests, most requiring grind.
● New world, available for 2 weeks only.
● Big reward at the end: "Play as Princess Peach!
She can Triple Jump!"
● Each play requires a new special resource.
● Players seeded with some, + rare drop, + ask
friends for more.
● Daily cap on # you can receive.
Timed Quest Sequence (pt. 2)
● Tuned so you will NOT have enough of the
special resource to complete in the available
time.
● Unless you pay! Ka-ching!
● Suck the marks in with enough seeded
resources... Have them invest time and
emotional energy... Hold out a big reward...
● Double Ka-ching!
Plus the Usual Crap
● Hard currency/$ ratio at some weird prime, like
7, so it's harder for the marks to figure out how
much they're actually spending.
● Daily reward slot machine with HC cost for
more spins.
● "Get gems at 30% off but only if you act now."
● "You've got 2 extra inventory slots for the next
week" (but have to pay to keep them
afterwards).
Nice Little Game You Got There...
● Ah, nostalgia...
● Get over it!
● There's money to be made, boys.
KA-CHING!

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Evil Game Design Challenge/Casual Connect 2013

  • 2. Target Demographic ● Middle-aged women ● IP appeals to 20-something males ● Obviously need to change to...
  • 4. Super Mario Bros.... ● Is notable for crisp controls. ● Requires precise timing. ● Fans decry modern games as 'too easy' ● In other words: Way too hard for our demographic!
  • 5. It's All Gotta be Clicks ● Click to move. ● Click to defeat enemies. You know, like Indiana Jones Adventure World. ● ...swipes to jump in mobile suck. ● Annoying confirm dialog for keyboard use when entering Flash full-screen. ● Charge energy for every click – Ka-Ching!
  • 6. Content Creation Costs $ ● Need to spin out content for months of play. ● So we want players to grind levels repeatedly. We need: ● Mastery stars! ● Gate content: "You need 2 stars in stage 2-1 to unlock stage 2-2."
  • 7. ● One of the core appeals of Super Mario Bros. ● But incompatible with grind replay. ● We need: Algorithmically generated traps/enemies. ● Sayonara, careful level design... but necessary to support our business model. Careful Level Design
  • 8. $ for Energy, Lives, Powerups ● Energy and lives regen on timers, but... ● "You're out of energy! Buy more for 4 gems?" ● "You died! Continue for 5 gems?" ● "A Super Mushroom would help you here. Buy one for 10 gems?" Ka-ching!
  • 9. Speaking of Powerups... ● Mario can carry/use only one at a time... ● But we want to sell you lots... ● We need an inventory. ● Plus, we can sell you: More inventory slots! Ka-ching!
  • 10. ...And Other Permanent Stat Increases ● "One more max Life for 20 gems." ● "Triple-jumps for 40 gems." ● "Faster energy regen for 50 gems." Ka-ching!
  • 11. 'Course, We Need Virals ● Invite Friends (like, 20 seconds into NUF) ● Daily free gifts – Energy & Powerups, inventory caps (buy but not receive above them) ● Brag shares (must uncheck tiny box or shared automatically) ● Staffing...
  • 12. Staffing? ● "Ask three friends to staff your castle to unlock World 2." ● "...or unlock now for 10 gems." ● Oh, and "Maria is searching the castle for the PrincessXX. Come back in 24 hours to see if she found him!"
  • 13. 24 Hours? ● Only damn metrics your mgmt is going to care about in geoalpha are 1-day retention and time on site. ● So the FUE gives you 20-30 minutes of gameplay + a hard stop and call to return tomorrow. ● 'Cause we don't even get to launch if we don't massage our metrics. ● Gaming the system is Job One!
  • 14. New Worlds Gated by... ● Mastery stars. ● Staffing (or pay to bypass). ● Later on, an expansion resource – Rare drop, or pay to buy. ● Timer (or pay to bypass). Ka-ching!
  • 15. Consumables & Bypasses Good, But... ● We need more Ka-Ching! ● Bonus Worlds for hard currency only. ● Week 2: a stage you NEED powerups to beat. – We don't give you enough. – MUST spam or monetize to progress.
  • 16. Plus: Timed Quest Sequences ● 12+ quests, most requiring grind. ● New world, available for 2 weeks only. ● Big reward at the end: "Play as Princess Peach! She can Triple Jump!" ● Each play requires a new special resource. ● Players seeded with some, + rare drop, + ask friends for more. ● Daily cap on # you can receive.
  • 17. Timed Quest Sequence (pt. 2) ● Tuned so you will NOT have enough of the special resource to complete in the available time. ● Unless you pay! Ka-ching! ● Suck the marks in with enough seeded resources... Have them invest time and emotional energy... Hold out a big reward... ● Double Ka-ching!
  • 18. Plus the Usual Crap ● Hard currency/$ ratio at some weird prime, like 7, so it's harder for the marks to figure out how much they're actually spending. ● Daily reward slot machine with HC cost for more spins. ● "Get gems at 30% off but only if you act now." ● "You've got 2 extra inventory slots for the next week" (but have to pay to keep them afterwards).
  • 19. Nice Little Game You Got There... ● Ah, nostalgia... ● Get over it! ● There's money to be made, boys. KA-CHING!