COMMUNITY  DRIVENRETENTION  DESIGN
GABRIEL LEYDONCO FOUNDER AND CEO                     2
JANUARY  2009          3
2012 TOPGROSSING           4
COIN OP BACKGROUND                     5
F2P IS A DESIGN DRIVEN        BUSINESS                    6
A F2P GAME DESIGNERS JOB:•   FUN•   RETENTION•   MONETIZATION•   USER ACQUISITION•   NEW USER ON-BOARDING•   EXPANDABLE CO...
F2P GAME DESIGN ISTHE ART OF PROBLEM      SOLVING                  8
THE GOLDEN RULEYOU CANNOT MAKE MONEY IF THEPLAYER IS NOT PLAYING YOUR GAME                              9
COMMON MANIFESTATIONS OFTHE GOLDEN RULE•   ENERGY TIMERS•   COLLECTION TIMERS•   APPOINTMENT TIMERS•   LIMITED TIME EVENTS...
MANUFACTURING RETENTION• FREQUENCY• VARIABLE OUTCOME• SENSE OF CONTROL                           11
CONTENT    VSCOMMUNITY            12
CONTENT“UPDATE YOUR APP OFTEN WITH NEW CONTENT TO         KEEP YOUR PLAYERS ENGAGED”                                      13
NEW CONTENT•   NEW LEVELS•   NEW ITEMS•   NEW CHARACTERS•   NEW ART•   NEW MUSIC                     14
CONTENT“UPDATE YOUR APP OFTEN WITH NEW CONTENT TO         KEEP YOUR PLAYERS ENGAGED”                  PROBLEMS! •   PRODUC...
CONTENT CENTRIC RETENTION DESIGN IS   PRIMARILY A PREMIUM GAMES             SOLUTION                                16
COMMUNITYPLAYERS ENGAGING WITH EACH OTHERAND IN ESSENCE CREATING “CONTENT”                               17
COMMUNITY•   CHAT•   PVP•   COMMENTS•   CLANS•   LEADER BOARDS•   PLAYER PROFILES•   AVATARS•   GIFTS                     ...
COMMUNITY    PLAYERS ENGAGING WITH EACH OTHER AND IN            ESSENCE CREATING CONTENT                 ADVANTAGES!•   NE...
Source: Flurry      20
THE FUTURE OF F2P GAME DESIGN• PLAYER DRIVEN IN GAME  ECONOMIES• PERSISTENT REAL TIME WORLDS• CROSS PLATFORM REAL TIME  MU...
KEY            TAKEAWAYS• F2P DESIGN IS THE ART OF  PROBLEM SOLVING• THE GOLDEN RULE: YOU CAN  NOT MAKE MONEY IF THE PLAYE...
THANK YOU        23
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KEYNOTE: How to Build Games for the Core, Active Gamer that Keep them Playing and Spending Money_Gabriel Leydon

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KEYNOTE: How to Build Games for the Core, Active Gamer that Keep them Playing and Spending Money_Gabriel Leydon

  1. 1. COMMUNITY DRIVENRETENTION DESIGN
  2. 2. GABRIEL LEYDONCO FOUNDER AND CEO 2
  3. 3. JANUARY 2009 3
  4. 4. 2012 TOPGROSSING 4
  5. 5. COIN OP BACKGROUND 5
  6. 6. F2P IS A DESIGN DRIVEN BUSINESS 6
  7. 7. A F2P GAME DESIGNERS JOB:• FUN• RETENTION• MONETIZATION• USER ACQUISITION• NEW USER ON-BOARDING• EXPANDABLE CONTENT• EVENT DRIVEN SYSTEMS 7
  8. 8. F2P GAME DESIGN ISTHE ART OF PROBLEM SOLVING 8
  9. 9. THE GOLDEN RULEYOU CANNOT MAKE MONEY IF THEPLAYER IS NOT PLAYING YOUR GAME 9
  10. 10. COMMON MANIFESTATIONS OFTHE GOLDEN RULE• ENERGY TIMERS• COLLECTION TIMERS• APPOINTMENT TIMERS• LIMITED TIME EVENTS AND ITEMS• DAILY REWARDS• PUSH NOTIFICATIONS• ASYNCHRONOUS GAME PLAY 10
  11. 11. MANUFACTURING RETENTION• FREQUENCY• VARIABLE OUTCOME• SENSE OF CONTROL 11
  12. 12. CONTENT VSCOMMUNITY 12
  13. 13. CONTENT“UPDATE YOUR APP OFTEN WITH NEW CONTENT TO KEEP YOUR PLAYERS ENGAGED” 13
  14. 14. NEW CONTENT• NEW LEVELS• NEW ITEMS• NEW CHARACTERS• NEW ART• NEW MUSIC 14
  15. 15. CONTENT“UPDATE YOUR APP OFTEN WITH NEW CONTENT TO KEEP YOUR PLAYERS ENGAGED” PROBLEMS! • PRODUCTION VALUES ARE RISING • COST OF PRODUCING CONTENT IS GOING UP • TIME TO PRODUCE CONTENT IS TAKING LONGER • HIGH DEGREE OF FAILUREFREQUENCY IS LOW AND THE PLAYER HAS NO SENSE OF CONTROL 15
  16. 16. CONTENT CENTRIC RETENTION DESIGN IS PRIMARILY A PREMIUM GAMES SOLUTION 16
  17. 17. COMMUNITYPLAYERS ENGAGING WITH EACH OTHERAND IN ESSENCE CREATING “CONTENT” 17
  18. 18. COMMUNITY• CHAT• PVP• COMMENTS• CLANS• LEADER BOARDS• PLAYER PROFILES• AVATARS• GIFTS 18
  19. 19. COMMUNITY PLAYERS ENGAGING WITH EACH OTHER AND IN ESSENCE CREATING CONTENT ADVANTAGES!• NEAR ZERO COST FOR CREATING “CONTENT”• REAL TIME AND SCALABLE “CONTENT” CREATION• EXTREMELY TARGETED “CONTENT”• COMMUNITY GENERATED “CONTENT” HAS A LOWER DEGREE OF FAILURECOMMUNITY CONTENT IS EXTREMELY FREQUENT,VARIABLE, AND HAS A HIGH SENSE OF CONTROL! 19
  20. 20. Source: Flurry 20
  21. 21. THE FUTURE OF F2P GAME DESIGN• PLAYER DRIVEN IN GAME ECONOMIES• PERSISTENT REAL TIME WORLDS• CROSS PLATFORM REAL TIME MULTIPLAYER GAMES• MODERN AND COMPLETE IN GAME COMMUNICATION SUITES 21
  22. 22. KEY TAKEAWAYS• F2P DESIGN IS THE ART OF PROBLEM SOLVING• THE GOLDEN RULE: YOU CAN NOT MAKE MONEY IF THE PLAYER IS NOT PLAYING!• COMMUNITY FEATURES ARE THE MOST EFFICIENT TOOLS FOR CREATING LONG TERM RETENTION 22
  23. 23. THANK YOU 23

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