SlideShare a Scribd company logo
1 of 45
Download to read offline
Rovio © 2018 . All rights reserved
Show me the Loot!
Top 5 mistakes designing F2P collectibles
Elad Drory, 2018
Rovio © 2018. All wrongs reversed
❖ I’m Elad Drory
❖ Senior game designer at Rovio 🎲
❖ Focused on F2P RPGs
❖ Previously at TabTale and SideKick ✡
❖ Just had a baby 👶
About me
Rovio © 2018. All wrongs reversed
❖ What we mean by “Collectibles”
❖ Our top 5 mistakes
➢ Cards that are too useful
➢ No use for duplicate cards
➢ Drops that are too random
➢ Emphasizing drops instead of upgrades
➢ Reducing complexity and limiting yourself
❖ Q&A
What are we talking about?
Rovio © 2018. All wrongs reversed
❖ Items the player can use in the core game
❖ I’m going to call these Cards, but in some
games they can be Heroes, Gear pieces,
Runes, etc!
❖ Not resources like currencies or craft
materials!
What are “Collectibles”?
Rovio © 2018. All wrongs reversed
❖ We’re going to talk about the elements that
feed into the “collection” part of this loop
❖ What makes players want to continue
collecting and enjoying for years?
Collect
The Collection Loop
PlayUpgrade
Collect
GachaExchangeEvents
Rovio © 2018. All wrongs reversed
❖ We will focus on mid-core F2P games, such as:
➢ Angry Birds Evolution
➢ Star Wars: Galaxy of Heroes
➢ Clash Royale
❖ Many lessons are relevant for any game with
collection loops, including more casual fare:
➢ Idle Miner Tycoon
➢ Pokemon Go
What do I mean by “RPG”?
Rovio © 2018. All wrongs reversed
Let’s get going :)
Rovio © 2018 . All rights reserved
Mistake #1
Making some cards TOO useful
Rovio © 2018. All wrongs reversed
❖ A classic mistake is allowing players to get through
the game with only a few strong cards
❖ If you make cards that are UNIVERSALLY USEFUL,
or overpowered, all other items will be less desirable
#1 - Making some cards TOO useful
Overpowered Cards
Rovio © 2018. All wrongs reversed
❖ You should also make items DISTINCTLY USEFUL
❖ Even if your cards are balanced, you don’t want any
good card to fit any challenge
❖ The fun in an RPG is collecting, upgrading, and
strategizing about best teams - if that stops after one
good team, players become bored
❖ We made this mistake at the launch of AB Evolution -
players only needed one team of 5 birds
#1 - Making some cards TOO useful
Non-Distinct Cards
Rovio © 2018. All wrongs reversed
❖ Give players the incentive to keep enjoying
collection and progression
❖ We do this via game rules:
➢ Gates
➢ Boosts
➢ Meta Balance
#1 - Making some cards TOO useful
Encourage collection diversity
Rovio © 2018. All wrongs reversed
❖ A “gate” is a hard requirement, for example “Only
red birds can enter this dungeon”
❖ Star Wars Galaxy of Heroes uses this extensively
❖ It’s also how the AB Evolution team solved the
initial diversity problem! Suddenly players needed
5 teams (1 for each color)
#1 - Making some cards TOO useful
Diversity via GATES
Rovio © 2018. All wrongs reversed
❖ A boost is a gameplay bonus for a specific card
❖ For example, “Red birds get double damage in this
dungeon!”
#1 - Making some cards TOO useful
Diversity via BOOSTS
Rovio © 2018. All wrongs reversed
❖ Gates are easier to understand for players, “You
need this to play”
❖ I recommend using gates most times
❖ However, boosts are better for multiplayer or
leaderboard based competition
❖ When you want as much participation as possible,
it’s best not to gate players
❖ Legendary Game of Heroes uses boosts really well
in their Raid Boss events
#1 - Making some cards TOO useful
What to use - Gates or Boosts?
Rovio © 2018. All wrongs reversed
❖ “The metagame” is the strategies players create around
the game - what are the best cards for what situation?
❖ Creating a diverse metagame is the toughest, but most
rewarding way of encouraging collection diversity
❖ Special abilities, counter-attacks, and synergy all create
need for diverse cards
❖ Every new card increases the matrix of possible teams,
and breathes life into your old cards
#1 - Making some cards TOO useful
Diversity via metagame balance
Rovio © 2018. All wrongs reversed
❖ It’s easy to introduce new cards that are better than
the previous ones, creating power creep
❖ Power creep is inevitable over time, especially in
more PvE based games, but keep it contained
❖ Players won’t want to keep collecting if you keep
making their hard-earned cards obsolete
❖ Make sure to re-use older cards in your event
schedule
#1 - Making some cards TOO useful
Try not to de-value past cards
Rovio © 2018. All wrongs reversed
Summary:
Don’t make cards broadly useful,
encourage a diverse collection
through new rules
Rovio © 2018 . All rights reserved
Mistake #2
No use for duplicates
Rovio © 2018. All wrongs reversed
❖ If your game has no use for duplicate items,
getting them again will just be frustrating
❖ If you remove duplicates from the drop tables
entirely, you’ll mess up your economy
❖ So we need duplicates, but what do they do?
#2 - No use for duplicates
Your Economy Needs Duplicates
Rovio © 2018. All wrongs reversed
❖ Each time a player gets a collectible, it has value, even
if it’s a LOWER EXCHANGE VALUE
❖ There are 2 basic models of doing this:
➢ Fusion Model
➢ Token Model
❖ Each of these models requires additional layers in the
end-game, which I’ll discuss
#2 - No use for duplicates
Exchanging Cards
Rovio © 2018. All wrongs reversed
❖ In a fusion game you can get multiple copies of
the same card
❖ Cards can be sacrificed to power up others
❖ In theory, any card you acquire but don’t use, is
still useful as fusion material
#2 - No use for duplicates
Fusion model
Rovio © 2018. All wrongs reversed
❖ The token model only allows owning one copy
of each card
❖ Cards are unlocked, then upgraded when
duplicates are collected
❖ Heroes aren’t transferable and don’t tie into
each other’s progression, so there is more risk
of getting a “useless” drop
❖ Token games use more collection diversity
features for this reason
#2 - No use for duplicates
Token model
Rovio © 2018. All wrongs reversed
❖ No one actually uses high end gacha monsters
as feed
❖ In Puzzle and Dragons - rare monsters can be
sold for Monster Points, which can be used to
purchase valuable items
❖ In Summoners War you can “Craft” awesome
monsters out of other monsters
#2 - No use for duplicates
Fusion model - endgame
Rovio © 2018. All wrongs reversed
❖ What happens when you go past the max
tokens on a card?
❖ Need an overflow currency
❖ For example - “Shard fragments” that you get
for every token above max
❖ Not having this in the early days of your game
can be a disaster to fix in Live
❖ You can also add exchanging of cards as in
Clash Royale
#2 - No use for duplicates
Token model - endgame
Rovio © 2018. All wrongs reversed
Summary:
Don’t forget to make duplicate cards
useful, and make sure you plan for
end-game
Rovio © 2018 . All rights reserved
Mistake #3
Drops that are too random
Rovio © 2018. All wrongs reversed
❖ Your players aren’t stupid - and they don’t like
throwing money away
❖ If the gacha is too random and frustrating, you’re
going to see very low engagement with it
❖ This relates to the above mistakes! Less need to
roll if drops are “worthless” or I don’t need new
cards
#3 - Drops that are too random
Players understand value
Rovio © 2018. All wrongs reversed
#3 - Drops that are too random
Safety Nets
❖ A safety net is any system that mitigates risk.
In this case the risk of random spin,
❖ We want to help players progress towards the
collectibles they’re chasing
Rovio © 2018. All wrongs reversed
❖ Hidden pity counter - behind-the-scenes, ensures
you will get something valuable after X spins
#3 - Drops that are too random
Example safety nets
Rovio © 2018. All wrongs reversed
❖ Hidden pity counter - behind-the-scenes, ensures
you will get something valuable after X spins
❖ Visible pity counter - same, but players can see it
counting
#3 - Drops that are too random
Example safety nets
Rovio © 2018. All wrongs reversed
❖ Hidden pity counter - behind-the-scenes, ensures
you will get something valuable after X spins
❖ Visible pity counter - same, but players can see it
counting
❖ Guarantees on 10-spin - encourages buying
higher amounts, and guarantees certain item like
4-star+ hero, or featured/event hero
#3 - Drops that are too random
Example safety nets
Rovio © 2018. All wrongs reversed
❖ Hidden pity counter - behind-the-scenes, ensures
you will get something valuable after X spins
❖ Visible pity counter - same, but players can see it
counting
❖ Guarantees on 10-spin - encourages buying higher
amounts, and guarantees certain item like 4-star+
hero, or featured/event hero
❖ Currency drops - dust, ether, credits, etc. This
currency will allow you to buy specific items directly
#3 - Drops that are too random
Example safety nets
Rovio © 2018. All wrongs reversed
❖ Gacha is never truly safe, and everyone prefers a
guaranteed item
❖ This is where the fear and random nature of gacha
acts as a value anchor for real money offers
❖ If I know I could spend real money to buy a
collectible that takes forever to drop randomly, I’m
more likely to find the value
#3 - Drops that are too random
Gacha as a value anchor
Rovio © 2018. All wrongs reversed
Summary:
Don’t make your gacha so scary,
help players chase cards with
safety nets!
Rovio © 2018 . All rights reserved
Mistake #4
Focusing on drops instead
of upgrades
Rovio © 2018. All wrongs reversed
❖ Chasing something for a long time, then not being
able to do much with it, leads to a disappointed feeling
❖ This feeling gets worse the longer you chase the item
❖ It’s better to be generous with your drops - But how do
we do that without damaging monetization?
#4 - Focusing on drops instead of upgrades
The drop is not the goal
Rovio © 2018. All wrongs reversed
❖ If you design your systems right, you can afford to
be more generous
❖ Upgrading the card to useful state requires more
time and money than unlocking
❖ Getting the drop is a hook - now you have a shiny
new toy to play with and upgrade
❖ Hook for new synergy opportunities, so you want to
unlock more cards to match
#4 - Focusing on drops instead of upgrades
Make it about the UPGRADE
Rovio © 2018. All wrongs reversed
#4 - Focusing on drops instead of upgrades
Example Unlock vs Upgrade costs
Tokens Level Gear Skills
Low
Unlock
3 days
Level 45
250k gold
Tier 5
4 days
Beta
2 days
Mid
5 star
19 days
Level 60
1.1mil
Tier 9
14 days
Gamma
15 days
Max
7 star
42 days
Level 85
6.5mil
Tier 12
89 days
+ Raids
Omega and Zeta
Raids + Events
❖ Total: 131 days worth of stamina, 6.5 million gold, months of raids+events
❖ For a simple farmable character - rare characters cost much more time!
Rovio © 2018. All wrongs reversed
Summary:
Don’t make getting the card the goal,
let players enjoy it, and invest in
the journey to upgrade!
Rovio © 2018 . All rights reserved
Mistake #5
Limiting yourself for simplicity
Rovio © 2018. All wrongs reversed
❖ The reason players want to spend in the first place,
is that the cards are powerful and desirable
❖ You want to see your players theory-crafting
around the best teams and combos!
#5 - Limiting yourself for simplicity
A Deep Metagame is Key
Rovio © 2018. All wrongs reversed
❖ At Rovio, we think a lot about how to make
approachable games for the whole world
❖ With our mid-core games, we have to find a
balance between approachable and deep
❖ It’s easy to mistake “dumbed down” for
approachable, but you should never sacrifice depth
#5 - Limiting yourself for simplicity
Don’t confuse simple with
approachable
Rovio © 2018. All wrongs reversed
#5 - Limiting yourself for simplicity
Example of deep but approachable
A wealth of parameters lets Clash Royale introduce fresh, interesting cards
Rovio © 2018. All wrongs reversed
❖ There’s really no easy fix to making your own
game great
❖ Make sure you create enough depth of
parameters to play with, upgrade, and make
choices around
❖ If you’re having fun with your design, your
players will too!
#5 - Limiting yourself for simplicity
Give yourself a big enough toolbox!
Rovio © 2018 . All rights reserved
Good luck
&
Thank you!

More Related Content

What's hot

Effective LiveOps Strategies for F2P Games
Effective LiveOps Strategies for F2P GamesEffective LiveOps Strategies for F2P Games
Effective LiveOps Strategies for F2P GamesJames Gwertzman
 
Personalisation as the key to optimising your game's revenue & LTV.
Personalisation as the key to optimising your game's revenue & LTV.Personalisation as the key to optimising your game's revenue & LTV.
Personalisation as the key to optimising your game's revenue & LTV.GameCamp
 
New tools and services to take your live ops to the next level
New tools and services to take your live ops to the next levelNew tools and services to take your live ops to the next level
New tools and services to take your live ops to the next levelCrystin Cox
 
Killer Design Patterns for F2P Mobile/Tablet Games
Killer Design Patterns for F2P Mobile/Tablet GamesKiller Design Patterns for F2P Mobile/Tablet Games
Killer Design Patterns for F2P Mobile/Tablet GamesHenric Suuronen
 
GDC Talk: Lifetime Value: The long tail of Mid-Core games
GDC Talk: Lifetime Value: The long tail of Mid-Core gamesGDC Talk: Lifetime Value: The long tail of Mid-Core games
GDC Talk: Lifetime Value: The long tail of Mid-Core gamesTamara (Tammy) Levy
 
Developing an effective LTV model at the soft launch and keeping it valid fur...
Developing an effective LTV model at the soft launch and keeping it valid fur...Developing an effective LTV model at the soft launch and keeping it valid fur...
Developing an effective LTV model at the soft launch and keeping it valid fur...GameCamp
 
Clash Royale Mobile Game Teardown or Deconstruction by Adrian Crook & Associa...
Clash Royale Mobile Game Teardown or Deconstruction by Adrian Crook & Associa...Clash Royale Mobile Game Teardown or Deconstruction by Adrian Crook & Associa...
Clash Royale Mobile Game Teardown or Deconstruction by Adrian Crook & Associa...Adrian Crook and Associates
 
Space Ape's Live Ops Stack: Engineering Mobile Games for Live Ops from Day 1
Space Ape's Live Ops Stack: Engineering Mobile Games for Live Ops from Day 1Space Ape's Live Ops Stack: Engineering Mobile Games for Live Ops from Day 1
Space Ape's Live Ops Stack: Engineering Mobile Games for Live Ops from Day 1Simon Hade
 
3 Useful Case Studies from Hyper-Casual Games and Ad-Funded Apps | Yaniv Nizan
3 Useful Case Studies from Hyper-Casual Games and Ad-Funded Apps | Yaniv Nizan3 Useful Case Studies from Hyper-Casual Games and Ad-Funded Apps | Yaniv Nizan
3 Useful Case Studies from Hyper-Casual Games and Ad-Funded Apps | Yaniv NizanJessica Tams
 
Life After Launch: How to Grow Mobile Games with In-Game Events
Life After Launch: How to Grow Mobile Games with In-Game EventsLife After Launch: How to Grow Mobile Games with In-Game Events
Life After Launch: How to Grow Mobile Games with In-Game EventsSimon Hade
 
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Gam...
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Gam...Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Gam...
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Gam...David Piao Chiu
 
3 lessons from 9 years of locomotive offers: Data based user segmentation and...
3 lessons from 9 years of locomotive offers: Data based user segmentation and...3 lessons from 9 years of locomotive offers: Data based user segmentation and...
3 lessons from 9 years of locomotive offers: Data based user segmentation and...GameCamp
 
Pocket Gamer Connect Helsinki - Recipe for Strong Gacha
Pocket Gamer Connect Helsinki - Recipe for Strong GachaPocket Gamer Connect Helsinki - Recipe for Strong Gacha
Pocket Gamer Connect Helsinki - Recipe for Strong GachaAdam Telfer
 
Game monetization: Overview of monetization methods for free-to-play games
Game monetization: Overview of monetization methods for free-to-play gamesGame monetization: Overview of monetization methods for free-to-play games
Game monetization: Overview of monetization methods for free-to-play gamesAndrew Dotsenko
 
User Acquisition focused on LTV on steroids
User Acquisition focused on LTV on steroidsUser Acquisition focused on LTV on steroids
User Acquisition focused on LTV on steroidsGameCamp
 
LiveOps 101 | Andrew Munden
LiveOps 101 | Andrew MundenLiveOps 101 | Andrew Munden
LiveOps 101 | Andrew MundenJessica Tams
 
Idle Clicker Games Presentation (Casual Connect USA 2017)
Idle Clicker Games Presentation (Casual Connect USA 2017)Idle Clicker Games Presentation (Casual Connect USA 2017)
Idle Clicker Games Presentation (Casual Connect USA 2017)David Piao Chiu
 
Why Live Ops Matters for Casual Games: 3 Stategic Mindset for POs
Why Live Ops Matters for Casual Games: 3 Stategic Mindset for POsWhy Live Ops Matters for Casual Games: 3 Stategic Mindset for POs
Why Live Ops Matters for Casual Games: 3 Stategic Mindset for POsTimShepherd83
 
Idle Games: The Mechanics and Monetization of Self-Playing Games
Idle Games: The Mechanics and Monetization of Self-Playing GamesIdle Games: The Mechanics and Monetization of Self-Playing Games
Idle Games: The Mechanics and Monetization of Self-Playing GamesKongregate
 

What's hot (20)

Effective LiveOps Strategies for F2P Games
Effective LiveOps Strategies for F2P GamesEffective LiveOps Strategies for F2P Games
Effective LiveOps Strategies for F2P Games
 
Personalisation as the key to optimising your game's revenue & LTV.
Personalisation as the key to optimising your game's revenue & LTV.Personalisation as the key to optimising your game's revenue & LTV.
Personalisation as the key to optimising your game's revenue & LTV.
 
New tools and services to take your live ops to the next level
New tools and services to take your live ops to the next levelNew tools and services to take your live ops to the next level
New tools and services to take your live ops to the next level
 
Killer Design Patterns for F2P Mobile/Tablet Games
Killer Design Patterns for F2P Mobile/Tablet GamesKiller Design Patterns for F2P Mobile/Tablet Games
Killer Design Patterns for F2P Mobile/Tablet Games
 
GDC Talk: Lifetime Value: The long tail of Mid-Core games
GDC Talk: Lifetime Value: The long tail of Mid-Core gamesGDC Talk: Lifetime Value: The long tail of Mid-Core games
GDC Talk: Lifetime Value: The long tail of Mid-Core games
 
Developing an effective LTV model at the soft launch and keeping it valid fur...
Developing an effective LTV model at the soft launch and keeping it valid fur...Developing an effective LTV model at the soft launch and keeping it valid fur...
Developing an effective LTV model at the soft launch and keeping it valid fur...
 
Clash Royale Mobile Game Teardown or Deconstruction by Adrian Crook & Associa...
Clash Royale Mobile Game Teardown or Deconstruction by Adrian Crook & Associa...Clash Royale Mobile Game Teardown or Deconstruction by Adrian Crook & Associa...
Clash Royale Mobile Game Teardown or Deconstruction by Adrian Crook & Associa...
 
Space Ape's Live Ops Stack: Engineering Mobile Games for Live Ops from Day 1
Space Ape's Live Ops Stack: Engineering Mobile Games for Live Ops from Day 1Space Ape's Live Ops Stack: Engineering Mobile Games for Live Ops from Day 1
Space Ape's Live Ops Stack: Engineering Mobile Games for Live Ops from Day 1
 
3 Useful Case Studies from Hyper-Casual Games and Ad-Funded Apps | Yaniv Nizan
3 Useful Case Studies from Hyper-Casual Games and Ad-Funded Apps | Yaniv Nizan3 Useful Case Studies from Hyper-Casual Games and Ad-Funded Apps | Yaniv Nizan
3 Useful Case Studies from Hyper-Casual Games and Ad-Funded Apps | Yaniv Nizan
 
Epic Fails in LiveOps
Epic Fails in LiveOpsEpic Fails in LiveOps
Epic Fails in LiveOps
 
Life After Launch: How to Grow Mobile Games with In-Game Events
Life After Launch: How to Grow Mobile Games with In-Game EventsLife After Launch: How to Grow Mobile Games with In-Game Events
Life After Launch: How to Grow Mobile Games with In-Game Events
 
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Gam...
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Gam...Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Gam...
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Gam...
 
3 lessons from 9 years of locomotive offers: Data based user segmentation and...
3 lessons from 9 years of locomotive offers: Data based user segmentation and...3 lessons from 9 years of locomotive offers: Data based user segmentation and...
3 lessons from 9 years of locomotive offers: Data based user segmentation and...
 
Pocket Gamer Connect Helsinki - Recipe for Strong Gacha
Pocket Gamer Connect Helsinki - Recipe for Strong GachaPocket Gamer Connect Helsinki - Recipe for Strong Gacha
Pocket Gamer Connect Helsinki - Recipe for Strong Gacha
 
Game monetization: Overview of monetization methods for free-to-play games
Game monetization: Overview of monetization methods for free-to-play gamesGame monetization: Overview of monetization methods for free-to-play games
Game monetization: Overview of monetization methods for free-to-play games
 
User Acquisition focused on LTV on steroids
User Acquisition focused on LTV on steroidsUser Acquisition focused on LTV on steroids
User Acquisition focused on LTV on steroids
 
LiveOps 101 | Andrew Munden
LiveOps 101 | Andrew MundenLiveOps 101 | Andrew Munden
LiveOps 101 | Andrew Munden
 
Idle Clicker Games Presentation (Casual Connect USA 2017)
Idle Clicker Games Presentation (Casual Connect USA 2017)Idle Clicker Games Presentation (Casual Connect USA 2017)
Idle Clicker Games Presentation (Casual Connect USA 2017)
 
Why Live Ops Matters for Casual Games: 3 Stategic Mindset for POs
Why Live Ops Matters for Casual Games: 3 Stategic Mindset for POsWhy Live Ops Matters for Casual Games: 3 Stategic Mindset for POs
Why Live Ops Matters for Casual Games: 3 Stategic Mindset for POs
 
Idle Games: The Mechanics and Monetization of Self-Playing Games
Idle Games: The Mechanics and Monetization of Self-Playing GamesIdle Games: The Mechanics and Monetization of Self-Playing Games
Idle Games: The Mechanics and Monetization of Self-Playing Games
 

Similar to Top 5 Mistakes Designing Your Card Collection

DavidPChiu Kongregate - Maximizing Player Retention and Monetization in Free-...
DavidPChiu Kongregate - Maximizing Player Retention and Monetization in Free-...DavidPChiu Kongregate - Maximizing Player Retention and Monetization in Free-...
DavidPChiu Kongregate - Maximizing Player Retention and Monetization in Free-...David Piao Chiu
 
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Gam...
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Gam...Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Gam...
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Gam...David Piao Chiu
 
Ten things that tv companies always get wrong when making games
Ten things that tv companies always get wrong when making gamesTen things that tv companies always get wrong when making games
Ten things that tv companies always get wrong when making gamesGAMESbrief
 
Lovell ten things that tv companies always get wrong when making games
Lovell ten things that tv companies always get wrong when making gamesLovell ten things that tv companies always get wrong when making games
Lovell ten things that tv companies always get wrong when making gamesGAMESbrief
 
How to Succeed in the West: Stats, Best Practices and Common Mistakes for F2P...
How to Succeed in the West: Stats, Best Practices and Common Mistakes for F2P...How to Succeed in the West: Stats, Best Practices and Common Mistakes for F2P...
How to Succeed in the West: Stats, Best Practices and Common Mistakes for F2P...David Piao Chiu
 
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Gam...
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Gam...Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Gam...
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Gam...David Piao Chiu
 
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Gam...
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Gam...Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Gam...
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Gam...David Piao Chiu
 
Rummy - A Game of Skills & Quick Decisions
Rummy - A Game of Skills & Quick DecisionsRummy - A Game of Skills & Quick Decisions
Rummy - A Game of Skills & Quick DecisionsRummy Passion
 
R2 Games F2P Monetization Presentation (Dec 2015 Montevideo GameLab)
R2 Games F2P Monetization Presentation (Dec 2015 Montevideo GameLab)R2 Games F2P Monetization Presentation (Dec 2015 Montevideo GameLab)
R2 Games F2P Monetization Presentation (Dec 2015 Montevideo GameLab)David Piao Chiu
 
The Best of Both Worlds
The Best of Both WorldsThe Best of Both Worlds
The Best of Both WorldsCody Martell
 
Casual games design
Casual games designCasual games design
Casual games designNeomobile
 
Core Games, Real Numbers: Asian & Western Games
Core Games, Real Numbers: Asian & Western GamesCore Games, Real Numbers: Asian & Western Games
Core Games, Real Numbers: Asian & Western Gamesemily_greer
 
R2Games: Maximizing F2P Monetization Presentation from the Montreal Internati...
R2Games: Maximizing F2P Monetization Presentation from the Montreal Internati...R2Games: Maximizing F2P Monetization Presentation from the Montreal Internati...
R2Games: Maximizing F2P Monetization Presentation from the Montreal Internati...David Piao Chiu
 
F2P Design Crash Course (Casual Connect Kyiv 2013)
F2P Design Crash Course (Casual Connect Kyiv 2013)F2P Design Crash Course (Casual Connect Kyiv 2013)
F2P Design Crash Course (Casual Connect Kyiv 2013)Kongregate
 
Top 10 Social Tips
Top 10 Social TipsTop 10 Social Tips
Top 10 Social TipsPapayaMobile
 
Day1 1345 lovell_26_minutes
Day1 1345 lovell_26_minutesDay1 1345 lovell_26_minutes
Day1 1345 lovell_26_minutesMediabistro
 
Day1 1345 lovell_26_minutes
Day1 1345 lovell_26_minutesDay1 1345 lovell_26_minutes
Day1 1345 lovell_26_minutesMediabistro
 
Papaya 10 Social Design Tips
Papaya 10 Social Design TipsPapaya 10 Social Design Tips
Papaya 10 Social Design TipsOscar Clark
 
Micro Transaction, Gambling Features, And Virtual Currency In Chinese Online...
Micro Transaction, Gambling Features,  And Virtual Currency In Chinese Online...Micro Transaction, Gambling Features,  And Virtual Currency In Chinese Online...
Micro Transaction, Gambling Features, And Virtual Currency In Chinese Online...Zhan Ye
 

Similar to Top 5 Mistakes Designing Your Card Collection (20)

DavidPChiu Kongregate - Maximizing Player Retention and Monetization in Free-...
DavidPChiu Kongregate - Maximizing Player Retention and Monetization in Free-...DavidPChiu Kongregate - Maximizing Player Retention and Monetization in Free-...
DavidPChiu Kongregate - Maximizing Player Retention and Monetization in Free-...
 
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Gam...
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Gam...Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Gam...
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Gam...
 
Ten things that tv companies always get wrong when making games
Ten things that tv companies always get wrong when making gamesTen things that tv companies always get wrong when making games
Ten things that tv companies always get wrong when making games
 
Lovell ten things that tv companies always get wrong when making games
Lovell ten things that tv companies always get wrong when making gamesLovell ten things that tv companies always get wrong when making games
Lovell ten things that tv companies always get wrong when making games
 
How to Succeed in the West: Stats, Best Practices and Common Mistakes for F2P...
How to Succeed in the West: Stats, Best Practices and Common Mistakes for F2P...How to Succeed in the West: Stats, Best Practices and Common Mistakes for F2P...
How to Succeed in the West: Stats, Best Practices and Common Mistakes for F2P...
 
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Gam...
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Gam...Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Gam...
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Gam...
 
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Gam...
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Gam...Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Gam...
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Gam...
 
Rummy - A Game of Skills & Quick Decisions
Rummy - A Game of Skills & Quick DecisionsRummy - A Game of Skills & Quick Decisions
Rummy - A Game of Skills & Quick Decisions
 
R2 Games F2P Monetization Presentation (Dec 2015 Montevideo GameLab)
R2 Games F2P Monetization Presentation (Dec 2015 Montevideo GameLab)R2 Games F2P Monetization Presentation (Dec 2015 Montevideo GameLab)
R2 Games F2P Monetization Presentation (Dec 2015 Montevideo GameLab)
 
The Best of Both Worlds
The Best of Both WorldsThe Best of Both Worlds
The Best of Both Worlds
 
Casual games design
Casual games designCasual games design
Casual games design
 
02 vdj egdc_jordan blackman - edgc
02 vdj egdc_jordan blackman - edgc02 vdj egdc_jordan blackman - edgc
02 vdj egdc_jordan blackman - edgc
 
Core Games, Real Numbers: Asian & Western Games
Core Games, Real Numbers: Asian & Western GamesCore Games, Real Numbers: Asian & Western Games
Core Games, Real Numbers: Asian & Western Games
 
R2Games: Maximizing F2P Monetization Presentation from the Montreal Internati...
R2Games: Maximizing F2P Monetization Presentation from the Montreal Internati...R2Games: Maximizing F2P Monetization Presentation from the Montreal Internati...
R2Games: Maximizing F2P Monetization Presentation from the Montreal Internati...
 
F2P Design Crash Course (Casual Connect Kyiv 2013)
F2P Design Crash Course (Casual Connect Kyiv 2013)F2P Design Crash Course (Casual Connect Kyiv 2013)
F2P Design Crash Course (Casual Connect Kyiv 2013)
 
Top 10 Social Tips
Top 10 Social TipsTop 10 Social Tips
Top 10 Social Tips
 
Day1 1345 lovell_26_minutes
Day1 1345 lovell_26_minutesDay1 1345 lovell_26_minutes
Day1 1345 lovell_26_minutes
 
Day1 1345 lovell_26_minutes
Day1 1345 lovell_26_minutesDay1 1345 lovell_26_minutes
Day1 1345 lovell_26_minutes
 
Papaya 10 Social Design Tips
Papaya 10 Social Design TipsPapaya 10 Social Design Tips
Papaya 10 Social Design Tips
 
Micro Transaction, Gambling Features, And Virtual Currency In Chinese Online...
Micro Transaction, Gambling Features,  And Virtual Currency In Chinese Online...Micro Transaction, Gambling Features,  And Virtual Currency In Chinese Online...
Micro Transaction, Gambling Features, And Virtual Currency In Chinese Online...
 

Recently uploaded

专业一比一美国亚利桑那大学毕业证成绩单pdf电子版制作修改#真实工艺展示#真实防伪#diploma#degree
专业一比一美国亚利桑那大学毕业证成绩单pdf电子版制作修改#真实工艺展示#真实防伪#diploma#degree专业一比一美国亚利桑那大学毕业证成绩单pdf电子版制作修改#真实工艺展示#真实防伪#diploma#degree
专业一比一美国亚利桑那大学毕业证成绩单pdf电子版制作修改#真实工艺展示#真实防伪#diploma#degreeyuu sss
 
Karim apartment ideas 02 ppppppppppppppp
Karim apartment ideas 02 pppppppppppppppKarim apartment ideas 02 ppppppppppppppp
Karim apartment ideas 02 pppppppppppppppNadaMohammed714321
 
Pearl Disrtrict urban analyusis study pptx
Pearl Disrtrict urban analyusis study pptxPearl Disrtrict urban analyusis study pptx
Pearl Disrtrict urban analyusis study pptxDanielTamiru4
 
Color Theory Explained for Noobs- Think360 Studio
Color Theory Explained for Noobs- Think360 StudioColor Theory Explained for Noobs- Think360 Studio
Color Theory Explained for Noobs- Think360 StudioThink360 Studio
 
Karim apartment ideas 01 ppppppppppppppp
Karim apartment ideas 01 pppppppppppppppKarim apartment ideas 01 ppppppppppppppp
Karim apartment ideas 01 pppppppppppppppNadaMohammed714321
 
10 Best WordPress Plugins to make the website effective in 2024
10 Best WordPress Plugins to make the website effective in 202410 Best WordPress Plugins to make the website effective in 2024
10 Best WordPress Plugins to make the website effective in 2024digital learning point
 
澳洲UQ学位证,昆士兰大学毕业证书1:1制作
澳洲UQ学位证,昆士兰大学毕业证书1:1制作澳洲UQ学位证,昆士兰大学毕业证书1:1制作
澳洲UQ学位证,昆士兰大学毕业证书1:1制作aecnsnzk
 
'CASE STUDY OF INDIRA PARYAVARAN BHAVAN DELHI ,
'CASE STUDY OF INDIRA PARYAVARAN BHAVAN DELHI ,'CASE STUDY OF INDIRA PARYAVARAN BHAVAN DELHI ,
'CASE STUDY OF INDIRA PARYAVARAN BHAVAN DELHI ,Aginakm1
 
Design principles on typography in design
Design principles on typography in designDesign principles on typography in design
Design principles on typography in designnooreen17
 
怎么办理英国Newcastle毕业证纽卡斯尔大学学位证书一手渠道
怎么办理英国Newcastle毕业证纽卡斯尔大学学位证书一手渠道怎么办理英国Newcastle毕业证纽卡斯尔大学学位证书一手渠道
怎么办理英国Newcastle毕业证纽卡斯尔大学学位证书一手渠道yrolcks
 
guest bathroom white and blue ssssssssss
guest bathroom white and blue ssssssssssguest bathroom white and blue ssssssssss
guest bathroom white and blue ssssssssssNadaMohammed714321
 
Unit1_Syllbwbnwnwneneneneneneentation_Sem2.pptx
Unit1_Syllbwbnwnwneneneneneneentation_Sem2.pptxUnit1_Syllbwbnwnwneneneneneneentation_Sem2.pptx
Unit1_Syllbwbnwnwneneneneneneentation_Sem2.pptxNitish292041
 
Vector Hue, Anshika Agrawal, Freeelance Graphic Designer from Indore, Indore,...
Vector Hue, Anshika Agrawal, Freeelance Graphic Designer from Indore, Indore,...Vector Hue, Anshika Agrawal, Freeelance Graphic Designer from Indore, Indore,...
Vector Hue, Anshika Agrawal, Freeelance Graphic Designer from Indore, Indore,...Vector Hue
 
How to Empower the future of UX Design with Gen AI
How to Empower the future of UX Design with Gen AIHow to Empower the future of UX Design with Gen AI
How to Empower the future of UX Design with Gen AIyuj
 
Top 10 Modern Web Design Trends for 2025
Top 10 Modern Web Design Trends for 2025Top 10 Modern Web Design Trends for 2025
Top 10 Modern Web Design Trends for 2025Rndexperts
 
办理卡尔顿大学毕业证成绩单|购买加拿大文凭证书
办理卡尔顿大学毕业证成绩单|购买加拿大文凭证书办理卡尔顿大学毕业证成绩单|购买加拿大文凭证书
办理卡尔顿大学毕业证成绩单|购买加拿大文凭证书zdzoqco
 
cda.pptx critical discourse analysis ppt
cda.pptx critical discourse analysis pptcda.pptx critical discourse analysis ppt
cda.pptx critical discourse analysis pptMaryamAfzal41
 
Dubai Calls Girl Tapes O525547819 Real Tapes Escort Services Dubai
Dubai Calls Girl Tapes O525547819 Real Tapes Escort Services DubaiDubai Calls Girl Tapes O525547819 Real Tapes Escort Services Dubai
Dubai Calls Girl Tapes O525547819 Real Tapes Escort Services Dubaikojalkojal131
 
DAKSHIN BIHAR GRAMIN BANK: REDEFINING THE DIGITAL BANKING EXPERIENCE WITH A U...
DAKSHIN BIHAR GRAMIN BANK: REDEFINING THE DIGITAL BANKING EXPERIENCE WITH A U...DAKSHIN BIHAR GRAMIN BANK: REDEFINING THE DIGITAL BANKING EXPERIENCE WITH A U...
DAKSHIN BIHAR GRAMIN BANK: REDEFINING THE DIGITAL BANKING EXPERIENCE WITH A U...Rishabh Aryan
 
guest bathroom white and bluesssssssssss
guest bathroom white and bluesssssssssssguest bathroom white and bluesssssssssss
guest bathroom white and bluesssssssssssNadaMohammed714321
 

Recently uploaded (20)

专业一比一美国亚利桑那大学毕业证成绩单pdf电子版制作修改#真实工艺展示#真实防伪#diploma#degree
专业一比一美国亚利桑那大学毕业证成绩单pdf电子版制作修改#真实工艺展示#真实防伪#diploma#degree专业一比一美国亚利桑那大学毕业证成绩单pdf电子版制作修改#真实工艺展示#真实防伪#diploma#degree
专业一比一美国亚利桑那大学毕业证成绩单pdf电子版制作修改#真实工艺展示#真实防伪#diploma#degree
 
Karim apartment ideas 02 ppppppppppppppp
Karim apartment ideas 02 pppppppppppppppKarim apartment ideas 02 ppppppppppppppp
Karim apartment ideas 02 ppppppppppppppp
 
Pearl Disrtrict urban analyusis study pptx
Pearl Disrtrict urban analyusis study pptxPearl Disrtrict urban analyusis study pptx
Pearl Disrtrict urban analyusis study pptx
 
Color Theory Explained for Noobs- Think360 Studio
Color Theory Explained for Noobs- Think360 StudioColor Theory Explained for Noobs- Think360 Studio
Color Theory Explained for Noobs- Think360 Studio
 
Karim apartment ideas 01 ppppppppppppppp
Karim apartment ideas 01 pppppppppppppppKarim apartment ideas 01 ppppppppppppppp
Karim apartment ideas 01 ppppppppppppppp
 
10 Best WordPress Plugins to make the website effective in 2024
10 Best WordPress Plugins to make the website effective in 202410 Best WordPress Plugins to make the website effective in 2024
10 Best WordPress Plugins to make the website effective in 2024
 
澳洲UQ学位证,昆士兰大学毕业证书1:1制作
澳洲UQ学位证,昆士兰大学毕业证书1:1制作澳洲UQ学位证,昆士兰大学毕业证书1:1制作
澳洲UQ学位证,昆士兰大学毕业证书1:1制作
 
'CASE STUDY OF INDIRA PARYAVARAN BHAVAN DELHI ,
'CASE STUDY OF INDIRA PARYAVARAN BHAVAN DELHI ,'CASE STUDY OF INDIRA PARYAVARAN BHAVAN DELHI ,
'CASE STUDY OF INDIRA PARYAVARAN BHAVAN DELHI ,
 
Design principles on typography in design
Design principles on typography in designDesign principles on typography in design
Design principles on typography in design
 
怎么办理英国Newcastle毕业证纽卡斯尔大学学位证书一手渠道
怎么办理英国Newcastle毕业证纽卡斯尔大学学位证书一手渠道怎么办理英国Newcastle毕业证纽卡斯尔大学学位证书一手渠道
怎么办理英国Newcastle毕业证纽卡斯尔大学学位证书一手渠道
 
guest bathroom white and blue ssssssssss
guest bathroom white and blue ssssssssssguest bathroom white and blue ssssssssss
guest bathroom white and blue ssssssssss
 
Unit1_Syllbwbnwnwneneneneneneentation_Sem2.pptx
Unit1_Syllbwbnwnwneneneneneneentation_Sem2.pptxUnit1_Syllbwbnwnwneneneneneneentation_Sem2.pptx
Unit1_Syllbwbnwnwneneneneneneentation_Sem2.pptx
 
Vector Hue, Anshika Agrawal, Freeelance Graphic Designer from Indore, Indore,...
Vector Hue, Anshika Agrawal, Freeelance Graphic Designer from Indore, Indore,...Vector Hue, Anshika Agrawal, Freeelance Graphic Designer from Indore, Indore,...
Vector Hue, Anshika Agrawal, Freeelance Graphic Designer from Indore, Indore,...
 
How to Empower the future of UX Design with Gen AI
How to Empower the future of UX Design with Gen AIHow to Empower the future of UX Design with Gen AI
How to Empower the future of UX Design with Gen AI
 
Top 10 Modern Web Design Trends for 2025
Top 10 Modern Web Design Trends for 2025Top 10 Modern Web Design Trends for 2025
Top 10 Modern Web Design Trends for 2025
 
办理卡尔顿大学毕业证成绩单|购买加拿大文凭证书
办理卡尔顿大学毕业证成绩单|购买加拿大文凭证书办理卡尔顿大学毕业证成绩单|购买加拿大文凭证书
办理卡尔顿大学毕业证成绩单|购买加拿大文凭证书
 
cda.pptx critical discourse analysis ppt
cda.pptx critical discourse analysis pptcda.pptx critical discourse analysis ppt
cda.pptx critical discourse analysis ppt
 
Dubai Calls Girl Tapes O525547819 Real Tapes Escort Services Dubai
Dubai Calls Girl Tapes O525547819 Real Tapes Escort Services DubaiDubai Calls Girl Tapes O525547819 Real Tapes Escort Services Dubai
Dubai Calls Girl Tapes O525547819 Real Tapes Escort Services Dubai
 
DAKSHIN BIHAR GRAMIN BANK: REDEFINING THE DIGITAL BANKING EXPERIENCE WITH A U...
DAKSHIN BIHAR GRAMIN BANK: REDEFINING THE DIGITAL BANKING EXPERIENCE WITH A U...DAKSHIN BIHAR GRAMIN BANK: REDEFINING THE DIGITAL BANKING EXPERIENCE WITH A U...
DAKSHIN BIHAR GRAMIN BANK: REDEFINING THE DIGITAL BANKING EXPERIENCE WITH A U...
 
guest bathroom white and bluesssssssssss
guest bathroom white and bluesssssssssssguest bathroom white and bluesssssssssss
guest bathroom white and bluesssssssssss
 

Top 5 Mistakes Designing Your Card Collection

  • 1. Rovio © 2018 . All rights reserved Show me the Loot! Top 5 mistakes designing F2P collectibles Elad Drory, 2018
  • 2. Rovio © 2018. All wrongs reversed ❖ I’m Elad Drory ❖ Senior game designer at Rovio 🎲 ❖ Focused on F2P RPGs ❖ Previously at TabTale and SideKick ✡ ❖ Just had a baby 👶 About me
  • 3. Rovio © 2018. All wrongs reversed ❖ What we mean by “Collectibles” ❖ Our top 5 mistakes ➢ Cards that are too useful ➢ No use for duplicate cards ➢ Drops that are too random ➢ Emphasizing drops instead of upgrades ➢ Reducing complexity and limiting yourself ❖ Q&A What are we talking about?
  • 4. Rovio © 2018. All wrongs reversed ❖ Items the player can use in the core game ❖ I’m going to call these Cards, but in some games they can be Heroes, Gear pieces, Runes, etc! ❖ Not resources like currencies or craft materials! What are “Collectibles”?
  • 5. Rovio © 2018. All wrongs reversed ❖ We’re going to talk about the elements that feed into the “collection” part of this loop ❖ What makes players want to continue collecting and enjoying for years? Collect The Collection Loop PlayUpgrade Collect GachaExchangeEvents
  • 6. Rovio © 2018. All wrongs reversed ❖ We will focus on mid-core F2P games, such as: ➢ Angry Birds Evolution ➢ Star Wars: Galaxy of Heroes ➢ Clash Royale ❖ Many lessons are relevant for any game with collection loops, including more casual fare: ➢ Idle Miner Tycoon ➢ Pokemon Go What do I mean by “RPG”?
  • 7. Rovio © 2018. All wrongs reversed Let’s get going :)
  • 8. Rovio © 2018 . All rights reserved Mistake #1 Making some cards TOO useful
  • 9. Rovio © 2018. All wrongs reversed ❖ A classic mistake is allowing players to get through the game with only a few strong cards ❖ If you make cards that are UNIVERSALLY USEFUL, or overpowered, all other items will be less desirable #1 - Making some cards TOO useful Overpowered Cards
  • 10. Rovio © 2018. All wrongs reversed ❖ You should also make items DISTINCTLY USEFUL ❖ Even if your cards are balanced, you don’t want any good card to fit any challenge ❖ The fun in an RPG is collecting, upgrading, and strategizing about best teams - if that stops after one good team, players become bored ❖ We made this mistake at the launch of AB Evolution - players only needed one team of 5 birds #1 - Making some cards TOO useful Non-Distinct Cards
  • 11. Rovio © 2018. All wrongs reversed ❖ Give players the incentive to keep enjoying collection and progression ❖ We do this via game rules: ➢ Gates ➢ Boosts ➢ Meta Balance #1 - Making some cards TOO useful Encourage collection diversity
  • 12. Rovio © 2018. All wrongs reversed ❖ A “gate” is a hard requirement, for example “Only red birds can enter this dungeon” ❖ Star Wars Galaxy of Heroes uses this extensively ❖ It’s also how the AB Evolution team solved the initial diversity problem! Suddenly players needed 5 teams (1 for each color) #1 - Making some cards TOO useful Diversity via GATES
  • 13. Rovio © 2018. All wrongs reversed ❖ A boost is a gameplay bonus for a specific card ❖ For example, “Red birds get double damage in this dungeon!” #1 - Making some cards TOO useful Diversity via BOOSTS
  • 14. Rovio © 2018. All wrongs reversed ❖ Gates are easier to understand for players, “You need this to play” ❖ I recommend using gates most times ❖ However, boosts are better for multiplayer or leaderboard based competition ❖ When you want as much participation as possible, it’s best not to gate players ❖ Legendary Game of Heroes uses boosts really well in their Raid Boss events #1 - Making some cards TOO useful What to use - Gates or Boosts?
  • 15. Rovio © 2018. All wrongs reversed ❖ “The metagame” is the strategies players create around the game - what are the best cards for what situation? ❖ Creating a diverse metagame is the toughest, but most rewarding way of encouraging collection diversity ❖ Special abilities, counter-attacks, and synergy all create need for diverse cards ❖ Every new card increases the matrix of possible teams, and breathes life into your old cards #1 - Making some cards TOO useful Diversity via metagame balance
  • 16. Rovio © 2018. All wrongs reversed ❖ It’s easy to introduce new cards that are better than the previous ones, creating power creep ❖ Power creep is inevitable over time, especially in more PvE based games, but keep it contained ❖ Players won’t want to keep collecting if you keep making their hard-earned cards obsolete ❖ Make sure to re-use older cards in your event schedule #1 - Making some cards TOO useful Try not to de-value past cards
  • 17. Rovio © 2018. All wrongs reversed Summary: Don’t make cards broadly useful, encourage a diverse collection through new rules
  • 18. Rovio © 2018 . All rights reserved Mistake #2 No use for duplicates
  • 19. Rovio © 2018. All wrongs reversed ❖ If your game has no use for duplicate items, getting them again will just be frustrating ❖ If you remove duplicates from the drop tables entirely, you’ll mess up your economy ❖ So we need duplicates, but what do they do? #2 - No use for duplicates Your Economy Needs Duplicates
  • 20. Rovio © 2018. All wrongs reversed ❖ Each time a player gets a collectible, it has value, even if it’s a LOWER EXCHANGE VALUE ❖ There are 2 basic models of doing this: ➢ Fusion Model ➢ Token Model ❖ Each of these models requires additional layers in the end-game, which I’ll discuss #2 - No use for duplicates Exchanging Cards
  • 21. Rovio © 2018. All wrongs reversed ❖ In a fusion game you can get multiple copies of the same card ❖ Cards can be sacrificed to power up others ❖ In theory, any card you acquire but don’t use, is still useful as fusion material #2 - No use for duplicates Fusion model
  • 22. Rovio © 2018. All wrongs reversed ❖ The token model only allows owning one copy of each card ❖ Cards are unlocked, then upgraded when duplicates are collected ❖ Heroes aren’t transferable and don’t tie into each other’s progression, so there is more risk of getting a “useless” drop ❖ Token games use more collection diversity features for this reason #2 - No use for duplicates Token model
  • 23. Rovio © 2018. All wrongs reversed ❖ No one actually uses high end gacha monsters as feed ❖ In Puzzle and Dragons - rare monsters can be sold for Monster Points, which can be used to purchase valuable items ❖ In Summoners War you can “Craft” awesome monsters out of other monsters #2 - No use for duplicates Fusion model - endgame
  • 24. Rovio © 2018. All wrongs reversed ❖ What happens when you go past the max tokens on a card? ❖ Need an overflow currency ❖ For example - “Shard fragments” that you get for every token above max ❖ Not having this in the early days of your game can be a disaster to fix in Live ❖ You can also add exchanging of cards as in Clash Royale #2 - No use for duplicates Token model - endgame
  • 25. Rovio © 2018. All wrongs reversed Summary: Don’t forget to make duplicate cards useful, and make sure you plan for end-game
  • 26. Rovio © 2018 . All rights reserved Mistake #3 Drops that are too random
  • 27. Rovio © 2018. All wrongs reversed ❖ Your players aren’t stupid - and they don’t like throwing money away ❖ If the gacha is too random and frustrating, you’re going to see very low engagement with it ❖ This relates to the above mistakes! Less need to roll if drops are “worthless” or I don’t need new cards #3 - Drops that are too random Players understand value
  • 28. Rovio © 2018. All wrongs reversed #3 - Drops that are too random Safety Nets ❖ A safety net is any system that mitigates risk. In this case the risk of random spin, ❖ We want to help players progress towards the collectibles they’re chasing
  • 29. Rovio © 2018. All wrongs reversed ❖ Hidden pity counter - behind-the-scenes, ensures you will get something valuable after X spins #3 - Drops that are too random Example safety nets
  • 30. Rovio © 2018. All wrongs reversed ❖ Hidden pity counter - behind-the-scenes, ensures you will get something valuable after X spins ❖ Visible pity counter - same, but players can see it counting #3 - Drops that are too random Example safety nets
  • 31. Rovio © 2018. All wrongs reversed ❖ Hidden pity counter - behind-the-scenes, ensures you will get something valuable after X spins ❖ Visible pity counter - same, but players can see it counting ❖ Guarantees on 10-spin - encourages buying higher amounts, and guarantees certain item like 4-star+ hero, or featured/event hero #3 - Drops that are too random Example safety nets
  • 32. Rovio © 2018. All wrongs reversed ❖ Hidden pity counter - behind-the-scenes, ensures you will get something valuable after X spins ❖ Visible pity counter - same, but players can see it counting ❖ Guarantees on 10-spin - encourages buying higher amounts, and guarantees certain item like 4-star+ hero, or featured/event hero ❖ Currency drops - dust, ether, credits, etc. This currency will allow you to buy specific items directly #3 - Drops that are too random Example safety nets
  • 33. Rovio © 2018. All wrongs reversed ❖ Gacha is never truly safe, and everyone prefers a guaranteed item ❖ This is where the fear and random nature of gacha acts as a value anchor for real money offers ❖ If I know I could spend real money to buy a collectible that takes forever to drop randomly, I’m more likely to find the value #3 - Drops that are too random Gacha as a value anchor
  • 34. Rovio © 2018. All wrongs reversed Summary: Don’t make your gacha so scary, help players chase cards with safety nets!
  • 35. Rovio © 2018 . All rights reserved Mistake #4 Focusing on drops instead of upgrades
  • 36. Rovio © 2018. All wrongs reversed ❖ Chasing something for a long time, then not being able to do much with it, leads to a disappointed feeling ❖ This feeling gets worse the longer you chase the item ❖ It’s better to be generous with your drops - But how do we do that without damaging monetization? #4 - Focusing on drops instead of upgrades The drop is not the goal
  • 37. Rovio © 2018. All wrongs reversed ❖ If you design your systems right, you can afford to be more generous ❖ Upgrading the card to useful state requires more time and money than unlocking ❖ Getting the drop is a hook - now you have a shiny new toy to play with and upgrade ❖ Hook for new synergy opportunities, so you want to unlock more cards to match #4 - Focusing on drops instead of upgrades Make it about the UPGRADE
  • 38. Rovio © 2018. All wrongs reversed #4 - Focusing on drops instead of upgrades Example Unlock vs Upgrade costs Tokens Level Gear Skills Low Unlock 3 days Level 45 250k gold Tier 5 4 days Beta 2 days Mid 5 star 19 days Level 60 1.1mil Tier 9 14 days Gamma 15 days Max 7 star 42 days Level 85 6.5mil Tier 12 89 days + Raids Omega and Zeta Raids + Events ❖ Total: 131 days worth of stamina, 6.5 million gold, months of raids+events ❖ For a simple farmable character - rare characters cost much more time!
  • 39. Rovio © 2018. All wrongs reversed Summary: Don’t make getting the card the goal, let players enjoy it, and invest in the journey to upgrade!
  • 40. Rovio © 2018 . All rights reserved Mistake #5 Limiting yourself for simplicity
  • 41. Rovio © 2018. All wrongs reversed ❖ The reason players want to spend in the first place, is that the cards are powerful and desirable ❖ You want to see your players theory-crafting around the best teams and combos! #5 - Limiting yourself for simplicity A Deep Metagame is Key
  • 42. Rovio © 2018. All wrongs reversed ❖ At Rovio, we think a lot about how to make approachable games for the whole world ❖ With our mid-core games, we have to find a balance between approachable and deep ❖ It’s easy to mistake “dumbed down” for approachable, but you should never sacrifice depth #5 - Limiting yourself for simplicity Don’t confuse simple with approachable
  • 43. Rovio © 2018. All wrongs reversed #5 - Limiting yourself for simplicity Example of deep but approachable A wealth of parameters lets Clash Royale introduce fresh, interesting cards
  • 44. Rovio © 2018. All wrongs reversed ❖ There’s really no easy fix to making your own game great ❖ Make sure you create enough depth of parameters to play with, upgrade, and make choices around ❖ If you’re having fun with your design, your players will too! #5 - Limiting yourself for simplicity Give yourself a big enough toolbox!
  • 45. Rovio © 2018 . All rights reserved Good luck & Thank you!