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Killer Design Patterns for F2P
mobile/tablet games
Henric Suuronen
President & Co-Founder
Nonstop Games
Henric Suuronen
@henricgames
Director or PM
Helsinki/Barcelona
Head of Studio
Berlin
Co-Founder
Singapore
Speaker Profile
Coming Soon
Fun Patterns
Killer Designs Patterns for F2P
mobile/tablet games
Economy Patterns Social Patterns
#1:
Core Loop Design
Core Loop is the Heart of the Game
Core Loop Design
Source: www.deconstructoroffun.blogspot.com
Good Game Loop?
• Real-life simulation
• Fun 1 time – Fun 1000 times
• Few steps (4-6 max)
• PvP or Trading element
• Smart-Depth
• Good Closure (session
management)
Smart-Depth
An extra layer ON the core
game loop that adds strategy
and more „game‟
- Placing Units More with Thought
- Placing buildings optimally (=defenses)
- Planning optimal builder assignment
Common loop mistakes
• Object disappears at the end
• User does not get in-game money
from the Core loop -> focus else
• Too complex/imaginary
• Slow animations -> not responsive
• Several Game Loops
• Too simple
Core Loop Confusing
#2:
Session Design
#2: Session Design
Game should encourage frequent short sessions but also
allow longer sessions
>10 10 min sessions per day
What do you do?
Can you enjoy game for
longer sessions?
Frequent Session Support
“Supercell‟s two games are now
played by 8.5 million people every
day, who play the games 10
times per day on average.”
APRIL 17, 2013
“AC” –mechanic great
http://henricsuuronen.com/blog/the-ac-mechanic/
Quickly becoming
standard in successful
games.
Great for:
• Click distribution
• Short game session
• Progression balance
• “Smth to do”
How to do Session Stop?
Pure Facebook Energy
mechanic not optimal
Great Session Stop
Losing units (even surviving ones) creates a GREAT session
stop in addition to strategical layer
#3:
Made for Touch
#3: Made for Touch
• Touch Requires a
different UI than desktop
• Still too much point and
click
• Users expect to be able
to pinch & swipe
• No compromises
Bad Porting UI – not touch friendly
Difficult to train Troops
3 cluttered screens needed to train troops?
Tailor-made for Touch
Big pics that you swipe
#4:
The “Wow”
#4: The “WoW”
• Deliver NEW Emotion
• Sets you apart from the
800000 other apps
• Makes you memorable
• Creates best virality: real
word of mouth.
• Can be small details
“Wow” Examples: Visual Awe
“Wow”: Crazy Achievement
“WoW”: Pinch zoom transition
“Wow”: New Mechanic
“Wow”: Funny Easter Eggs
Fun Patterns Economy Patterns Social Patterns
#5:
Progression
Planning
#5: Progression planning
Basic Check-List
• First session progression
• Screenshot after first session
• 1 week objective defining
• The 6 month player “art test”
• The “tile test” calculation
• Complexity progression
• Balancing, balancing, balancing
Tightly related to monetization & LTV
Unlock Features Progressively
• Un-lock new features or
resources at 3 days, 1 week,
1 month, 2 months of play
• Don’t have new players
overwhelmed
• High-level players bulk of
revenue, the new stuff will
increase their retention
Great support for High-level Player
#6:
Monetization
and LTV
#6: Monetization Design
• When doing F2P you must
know math
• No money cap
• Console Companies clueless
• Can you spend >$5000?
• LTV importance
Asian Style Items Evolvement can
lead to high LTV
Free 2 Play – Not Pay to win!
Fun Patterns Economy Patterns Social Patterns
#7:
Real Social
Patterns
This is NOT social!
#7: Real Social Patterns
PvP, Co-op
UGC
Trading
Chatting
Forming Alliances
Sending resources
Helping newbies
Social is often time sensitive
Great for mobile & Push Notif.
PvP
Fantasy Sports
Trading
Bidding
Great Social Casino
• Most social casino
• Player Profiles
• Gifting (real money)
• Messaging
• Status
• “Flirting”
Great Active Chat
• Social Glue
• Very active
• Social feeling
• Means of
communication
• Strategies,
resources sending
• Make new friends
See the your Friends - competition
#8:
Events
#8: Plan for Events
• Western publishers suck –
Asia Rules!
• Events critical for long-term
• Events are social
• Events drive monetization
• Kings of this in Asia
Puzzle & Dragons events
• Game Feels fresh
• Special enemies that
require special units to beat
• Bosses
• Special Item Drops
• Themes
Continue to
monetize high
LTV players
Fun Patterns Economy Patterns Social Patterns
#1
Core Loop
#2
Session Mngmt
#3
Made for Touch
#4
The “Wow”
#5
Progression
#6
Monetization
#7
Real Social
#8
Events
“I think game
design is the
new MBA”
Bing Gordon
http://www.gamesindustry.biz/articles/2012-07-
23-game-industry-legends-bing-gordon
Great Times for Game Design
Great Times for Game Design
“The San Francisco school of making
games", where "you can optimise your
way to everything: design doesn't
matter, you can test everything and
iterate your way to the end"
"Sure, they (Supercell) track analytics,
but they make decisions based on
what feels right from a design
perspective. Instead of analysing
things to death, they step back and
say 'how do we make this a more-fun
game?‟
KRISTIAN SEGERSTRÅLE 2013
http://www.guardian.co.uk/technology/appsblog/2
013/may/30/supercell-kristian-segerstrale-free-to-
play-games
RETURN GAME DESIGNEROF
THE
Mobile Wars
Slides available on:
www.nonstop-games.com
Henric Suuronen
@henricgames
Thank you!
Questions?
Killer Design Patterns for F2P Mobile/Tablet Games

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Killer Design Patterns for F2P Mobile/Tablet Games

Editor's Notes

  1. Things we do in real-life is easy to understand: Shopping, Restaurants, Real Estate, Norturing (babies, animals)Avoid too long animations that take too much time, will make the game loop lose it fun in the long-run(items/staffing/time speed up)Smart-depth and Closure are some of the key things in a killer game loops so I will go into depth of thsoe next.
  2. Origanally posted on insidesocialgames guest blog-post
  3. While Millionaire City was a successful title Fishville was not that much? What went wrong?Objects disappear in: Fishville, Happy Hospital, Safari KingdomNo money: un-released wooga production / MMA pro fighter Too complex -> Hotel CitySlow animations -> Happy Hospital, Pirates AhoySeveral Loops -> MMA Pro Fighter, Pirates AhoyYou can and should have s simple game loop but then you must add smart-depth on it