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Free to Play, Tricky to Design
 

Free to Play, Tricky to Design

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My talk from Northern Game Summit at Kajaani, Finland, focusing on tricks of the trade regarding design games that are free to play but monetize with micro-transactions such as in-app-purchases. The ...

My talk from Northern Game Summit at Kajaani, Finland, focusing on tricks of the trade regarding design games that are free to play but monetize with micro-transactions such as in-app-purchases. The design problem is broken down to two approaches, with emphasis on the more complex model of monetizing with a variety of virtual goods. The presentation ends with 5 tips on how to design for F2P success.

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  • @pdumas Makes sense, even if some of the content/surface examples I give are, strictly speaking, ones related to gameplay mechanics rather than content as such.

    That said, I went deliberately with a pair of terms that have qualitative flavor to them i.e. that in terms of game design, designing core is trickier than designing surface.
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  • Aki, I would rename/simplify Core & Surface models with Context & Content models... what do you think ?
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  • top notch !
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    Free to Play, Tricky to Design Free to Play, Tricky to Design Presentation Transcript