Your SlideShare is downloading. ×
Five Ingredients For A Facebook Game
Upcoming SlideShare
Loading in...5
×

Thanks for flagging this SlideShare!

Oops! An error has occurred.

×

Saving this for later?

Get the SlideShare app to save on your phone or tablet. Read anywhere, anytime - even offline.

Text the download link to your phone

Standard text messaging rates apply

Five Ingredients For A Facebook Game

807
views

Published on

My five ingredients for a successful Facebook game, from the London Facebook Developer Garage in June 2009

My five ingredients for a successful Facebook game, from the London Facebook Developer Garage in June 2009

Published in: Technology, Sports

1 Comment
6 Likes
Statistics
Notes
  • Thx for informations check http://www.onlinegamesbestguide.co.cc/
       Reply 
    Are you sure you want to  Yes  No
    Your message goes here
No Downloads
Views
Total Views
807
On Slideshare
0
From Embeds
0
Number of Embeds
0
Actions
Shares
0
Downloads
55
Comments
1
Likes
6
Embeds 0
No embeds

Report content
Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
No notes for slide

Transcript

  • 1. What I’ve learned from building and running one
  • 2.
    • Relatively low production costs
      • (compared to conventional games)
    • Proven revenue generators
    • A living wage can be made with a few thousand daily users
    • No sign of user-appetite drying up
    11/12/09 Confidential. Copyright (c) 2009 by SocialCash.
  • 3.
    • Tens of thousands of Facebook applications
    • Thousands of games
    • Games need to:
    • Gain users
    • Retain users
    • Make money
    11/12/09 Confidential. Copyright (c) 2009 by SocialCash.
  • 4.
    • Write developer monetisation tools
    • Headliners (banner ads) for Social Cash
    • Develop applications:
    • Soccer Stars (20k MAU, 3k daily)
    • Six Degrees of Separation (75k MAU)
    • Which Vegetable Are You?
      • Plus “Which Car…?”, “Which Biscuit…?” etc
      • Combined 750k installs, and then sold on
    11/12/09 Confidential. Copyright (c) 2009 by SocialCash.
  • 5.
    • I wrote a handful of ZX Spectrum adventure games
    11/12/09 Confidential. Copyright (c) 2009 by SocialCash.
  • 6.
    • Focusing on the area between casual and hardcore social games
    • Create long-term engagement
    • A lifespan per user of months, not days
    • Virtual world/virtual economy game types
    11/12/09 Confidential. Copyright (c) 2009 by SocialCash.
  • 7.
    • Football management :
    • Challenge teams
    • Buy and sell players
    • Progress through a league structure
    • 20k MAU, 3k DAU
    • >15 pages/visit
    • 27% visit >200 times
    • Makes around $1k/week
    11/12/09 Confidential. Copyright (c) 2009 by SocialCash.
  • 8.
    • Aka Things I’ve learnt from building Soccer Stars and how I should have built it
    11/12/09 Confidential. Copyright (c) 2009 by SocialCash.
  • 9.
    • 5 things I’ve learnt, and how these have turned out in Soccer Stars
    • Assuming:
    • A small team or solo effort
    • Virtually non-existent marketing budget
    • No tie-in license
    11/12/09 Confidential. Copyright (c) 2009 by SocialCash.
  • 10.
    • 1. Be easily defined
    • Use an established game type or theme
      • Something users can easily understand even before they play
      • And will have emotional appeal
    • Choose a descriptive title
    • Strongly appeal to a minority rather than trying to suit all
      • 1% of 250 million users is enough
    11/12/09 Confidential. Copyright (c) 2009 by SocialCash.
  • 11.
    • 1. Be easily defined – Soccer Stars
    • “ Football Management” is an easily understandable subject
    • Could appeal to anybody who likes football (or soccer, given the US bias of the web)
    • Recognised game type
      • But not over-crowded on Facebook, and no “big name” competition
    11/12/09 Confidential. Copyright (c) 2009 by SocialCash.
  • 12.
    • 2. Recognise reasons for playing games
    • Types of players (from R.Bartle):
      • Explorers, Socialisers, Achievers, Controllers
    • Pay attention to the learning curve and player progress
    • Create a feature roadmap
      • and be prepared to throw it away as soon as you launch
    11/12/09 Confidential. Copyright (c) 2009 by SocialCash.
  • 13.
    • 2. Recognise reasons for playing – Soccer Stars
    • Explorers: stadium and facility upgrades
    • Socialisers: discussion boards, player rivalry
    • Achievers: move up the league system
    • Controllers: an active transfer market
    • Soccer Stars is biased towards the “achievers”, but has elements of the other types:
    11/12/09 Confidential. Copyright (c) 2009 by SocialCash.
  • 14.
    • 3. Enable playing with strangers
    • Add a social element
    • Users may only have 1 or 2 Facebook friends in the game
      • Playing with strangers is the primary mode
    • Aim to become a niche social network
      • Stickiness – users return
      • Defensibility – harder to copy the game
    11/12/09 Confidential. Copyright (c) 2009 by SocialCash.
  • 15.
    • 3. Enable playing with strangers – Soccer Stars
    • League structures and a challenge system
    • Try to place beginner teams in the same league as friends
    • League discussion boards add a social element
    11/12/09 Confidential. Copyright (c) 2009 by SocialCash.
  • 16.
    • 4. Give reasons to share
    • Viral mechanisms rarely work on their own
      • Users need some help, don’t assume they’ll share just because they want to
    • Incorporate virality through interaction into the gameplay
    • Build level-up accomplishments that users want to publish
    11/12/09 Confidential. Copyright (c) 2009 by SocialCash.
  • 17.
    • 4. Give reasons to share – Soccer Stars
    • Invite friends to get them to join your team as players
    • Recruiting fans for a team increases match income
    • Feed stories to promote achievements:
      • moving up the league
      • winning promotion
    11/12/09 Confidential. Copyright (c) 2009 by SocialCash.
  • 18.
    • 5. Build for monetisation
    • Create a need and provide a monetisable way to satisfy it
    • Design a system where wealth is (generally) proportional to time invested
      • Spending money shortcuts the time investment
    • Use the possibility of loss as a motivator
    11/12/09 Confidential. Copyright (c) 2009 by SocialCash.
  • 19.
    • 5. Build for monetisation – Soccer Stars
    • Virtual currency
    • Player transfer market
    • Stadium upgrades and coaching staff
    • Reject hostile bids for your players
      • some of which may be your friends or partner
    • Enable buying of virtual currency
    11/12/09 Confidential. Copyright (c) 2009 by SocialCash.
  • 20.
    • Summary
    • 1. Be easily defined
    • 2. Recognise reasons for playing
    • 3. Enable playing with strangers
    • 4. Give reasons to share
    • 5. Build for monetisation
    11/12/09 Confidential. Copyright (c) 2009 by SocialCash.
  • 21.
    • [email_address]
    • twitter.com/karlbunyan
    • apps.facebook.com/soccerstars
    11/12/09 Confidential. Copyright (c) 2009 by SocialCash.