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Freemium gamedesign
 

Freemium gamedesign

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Part of a work shop I did in the Media Design School regarding Freemium game design, industry trends and best practices.

Part of a work shop I did in the Media Design School regarding Freemium game design, industry trends and best practices.

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    Freemium gamedesign Freemium gamedesign Presentation Transcript

    • FREEMIUM GAME DESIGN Social Games and Free2play Games Prepared by: Fawzi Mesmar
    • ABOUT ME A passionate game designer with over 10 years of experience in the industry, I worked on multiple platforms (PC, Xbox360, XBLA, GBA, Facebook, iOS and Android). Projects I worked on includes My Little pony Friendship is magic, My Littlest Pet shop, Persona 3 Social and many others. Currently I’m the Principal game designer of Gameloft NZ
    • FUNDAMENTALS OF F2P DESIGN Basic components of Free to play games
    • GAME LOOP Successful free 2 play design employs infinite loops of gameplay
    • Get Pony Assign to shop MLP GAME LOOP - - Collect Reward wait The game’s main focus is the collection of ponies, so the loop has to be designed around that Ponies have to be the deciding factor around giving the player the available resources to get more ponies and so on
    • Plow land Plant crop FARMVILLE GAME LOOP - - Sell crop wait The trend setter of modern freemium game design The infinite loop provides monetization opportunities on each step which makes it successful.
    • CONTROLLED SESSIONS Limiting users from burning through your content
    • ENERGY SYSTEM - Definition: giving a limited number of resources that refill slowly over time. - Great for creating scheduled user behaviour not so good for users with easy access.
    • WAITING TIMES - An absolute time that you need to wait for a certain element in which you progress. - Has complete control on average playing sessions for players - Strong monetization
    • SUBSCRIPTION BASED - A prepaid amount for a certain time of gameplay. - Unsuccessful in most cases except for rare few game genres.
    • PROGRESSION GATING Intentional grinding segments to hinder player progress
    • 300000 250000 200000 150000 Series1 100000 50000 0 1 3 5 7 9 11 13 15 17 19 21 23 25 27 29 31 33 35 37 39 41 43 45 SAMPLE PROGRESSION CHART 47 49 51 53 55 57 59 61 63 65 67 69
    • HOOK PHASE - Insure that the player is introduced correctly the game’s mechanics - PAY WALLS - Once the player is familiar with gameplay introduce grind mechanics Have a taste of premium gameplay - Those mechanics become progressively harder to achieve - Rapid progression - - Strong tutorial Pay walls should be masked to be a natural part of the game to avoid frustration
    • SOCIAL GATING - Some games value user acquisition just as much as monetization - Can be a double edged sword, but great way to viralize the game - Has to be timed correctly
    • SOCIAL DESIGN Games that go viral are more likely to succeed
    • SOCIAL COMPONENTS - Freemium games are also known as social games for a reason - Gifts - Visiting - Help your friend
    • VIRAL FEATURES - The use of social networks is essentials for free to play games to succeed - Facebook - Game Centre - Steam
    • ASYNCHRONOUS SOCIAL DESIGN - Creating multiplayer experiences without having 2 players online at the same time - Study social interactions - Data transfer - AI supported
    • REAL TIME SOCIAL DESIGN - Two players playing with or against each other at the same time - Directly affect both players games in real time - Demands more of the players - Harder to pull off
    • RETENTION Getting the users to play the game, then wanting to come back for more
    • DECAY COMPONENTS - Creating game mechanics that cause the user to come back to the game - Elements can go broken or wasted if the player doesn’t check in regularly
    • WAITING TIMES - Among perfect example of features that would cause the player to constantly check on their game
    • DAILY REWARDS - Similar to coffee cards the object of those features is to create gaming habits as well as retention
    • MONETIZATION The concept of making money in a free to play game
    • HARD/PREMIUM CURRENCY - The player’s concept of what they’re spending is usually masked by having another currency layer - The player identifies that whatever is purchased with that currency is valuable, including time
    • PREMIUM ITEMS - Items that you can’t have in any other way than direct purchase. Usually used to complete a collection or for bragging rights.
    • CONSUMABLE STRATEGY - Items that are sold to aid in your game but for one time use only - Power ups - Revives - Extra lives
    • SHORTCUTS - Help the player skip the otherwise boring parts of the game - Those boring parts are intentionally placed as well
    • VANITY ITEMS - Its very important to capitalize on the players desire of self expression - Those items do not serve gameplay purposes but they look cool, and delivers a certain message to other players.
    • ANALYTICS The game of numbers beyond the game itself
    • DESIGN ON DEMAND ► UPDATING A GAME THAT’S ALREADY RELEASED By Data Mining, the designer now has instant access to what features are working and what aren’t; the ability to fix them on the spot and test different markets Soft Launch
    • WHAT TO TRACK ► USE THE GAME LOOP TO IDENTIFY THE GAMES MAIN FEATURES AND TRACK THOSE FIRST You need to keep track of user purchases of all items, how often any of those features are used, and A-B test the UI to find out what’s really working
    • DAU, MAU AND PAU ► NOT EVERYONE THAT DOWNLOAD THE GAME COUNT The initial download number of your game is a good indication of how successful the title is, however there are other metrics to measure how much REVENUE its likely to produce
    • CONVERSION AND RETENTION RATES ► ITS IMPORTANT TO FIND WAYS TO TURN DAU INTO PAU Having a massively successful game that’s not getting income means that you won’t be able to sustain it for long. You need to know why you’re losing users if you were and how to convert to paying users if you can.
    • LIVE OPS Maintaining freemium games after release
    • IMPACT OF UPDATES ON GAME ANALYTICS - Updates are important to return interest of users to the game - More content - New features - Bug Fixes
    • TIME LIMITED EVENTS AND ITEMS - Running server side events great help interaction with the game and the audience - Great source of income - Massively successful
    • THANK YOU Fawzi.mesmar@gameloft.com fawzi-games.blogspot.com +64 21 077 8587