Dan Rubenfeld, Ethan Levy, and I were each asked to discuss how we would transform Super Mario Bros. 3 into a free-to-play game as part of the "Evil Game Design Challenge." I took the tack of attempting to deeply horrify fans of the original game. The audience voted my presentation as the most evil.
4. Super Mario Bros....
β Is notable for crisp controls.
β Requires precise timing.
β Fans decry modern games as 'too easy'
β In other words:
Way too hard for our demographic!
5. It's All Gotta be Clicks
β Click to move.
β Click to defeat enemies.
You know, like Indiana Jones
Adventure World.
β ...swipes to jump in mobile suck.
β Annoying confirm dialog for keyboard use
when entering Flash full-screen.
β Charge energy for every click β Ka-Ching!
6. Content Creation Costs $
β Need to spin out content for months of play.
β So we want players to grind levels repeatedly.
We need:
β Mastery stars!
β Gate content: "You need 2 stars in stage 2-1 to
unlock stage 2-2."
7. β One of the core appeals of Super Mario Bros.
β But incompatible with grind replay.
β We need: Algorithmically generated
traps/enemies.
β Sayonara, careful level design... but necessary
to support our business model.
Careful Level Design
8. $ for Energy, Lives, Powerups
β Energy and lives regen on timers, but...
β "You're out of energy! Buy more for 4 gems?"
β "You died! Continue for 5 gems?"
β "A Super Mushroom would help you here. Buy
one for 10 gems?"
Ka-ching!
9. Speaking of Powerups...
β Mario can carry/use only one at a time...
β But we want to sell you lots...
β We need an inventory.
β Plus, we can sell you:
More inventory slots!
Ka-ching!
10. ...And Other Permanent Stat Increases
β "One more max Life for 20 gems."
β "Triple-jumps for 40 gems."
β "Faster energy regen for 50 gems."
Ka-ching!
11. 'Course, We Need Virals
β Invite Friends (like, 20 seconds into NUF)
β Daily free gifts
β Energy & Powerups, inventory caps (buy but
not receive above them)
β Brag shares (must uncheck tiny box or shared
automatically)
β Staffing...
12. Staffing?
β "Ask three friends to staff your castle to unlock
World 2."
β "...or unlock now for 10 gems."
β Oh, and "Maria is searching the castle for the
PrincessXX. Come back in 24 hours to see if she
found him!"
13. 24 Hours?
β Only damn metrics your mgmt is going to care
about in geoalpha are 1-day retention and time
on site.
β So the FUE gives you 20-30 minutes of
gameplay + a hard stop and call to return
tomorrow.
β 'Cause we don't even get to launch if we don't
massage our metrics.
β Gaming the system is Job One!
14. New Worlds Gated by...
β Mastery stars.
β Staffing (or pay to bypass).
β Later on, an expansion resource
β Rare drop, or pay to buy.
β Timer (or pay to bypass).
Ka-ching!
15. Consumables & Bypasses Good, But...
β We need more Ka-Ching!
β Bonus Worlds for hard currency only.
β Week 2: a stage you NEED powerups to beat.
β We don't give you enough.
β MUST spam or monetize to progress.
16. Plus: Timed Quest Sequences
β 12+ quests, most requiring grind.
β New world, available for 2 weeks only.
β Big reward at the end: "Play as Princess Peach!
She can Triple Jump!"
β Each play requires a new special resource.
β Players seeded with some, + rare drop, + ask
friends for more.
β Daily cap on # you can receive.
17. Timed Quest Sequence (pt. 2)
β Tuned so you will NOT have enough of the
special resource to complete in the available
time.
β Unless you pay! Ka-ching!
β Suck the marks in with enough seeded
resources... Have them invest time and
emotional energy... Hold out a big reward...
β Double Ka-ching!
18. Plus the Usual Crap
β Hard currency/$ ratio at some weird prime, like
7, so it's harder for the marks to figure out how
much they're actually spending.
β Daily reward slot machine with HC cost for
more spins.
β "Get gems at 30% off but only if you act now."
β "You've got 2 extra inventory slots for the next
week" (but have to pay to keep them
afterwards).
19. Nice Little Game You Got There...
β Ah, nostalgia...
β Get over it!
β There's money to be made, boys.
KA-CHING!