Delivered at Casual Connect Tel Aviv 2016. In this talk, Bytro Labs Managing Director Felix Faber will give an overview on how Bytro creates free-to-play games with high replayability and what the pros and cons of those games are. Most of the free to play online games rely heavily on content and lack replayability. Having board games as a role model, Bytro knows not only the benefits, but also the pitfalls and limitations which occur when creating F2P games that can be replayed for years.
19. Problems and Solutions
Players loose their progress
– Introduce meta game
Players loose
– Visualize skill improvement to ‚loosers‘
Strong players play against weaker players
– Match making
23. How to create replayability
*PvP
*Need game mechanism so content is generated through the user
*Everyone needs to have fair start positions
*Actions of one player must change options of other players
*Short opening phase. First blood should happen soon.
*Feindkontakt is where the fun is
*Many Non-linear strategies must be possible.
– *Rock paper scissors
*Possbility to catch up
– Rubberband
– Smaller gang up against bigger ones
– Surprise tactics
*Skill must matter. You need to be able to improve
*Langweilige Routinen vermeiden?
*Endgame: Game must be endable by players in order to avoid boring end game
*What about Luck?
Editor's Notes
Games with high replayability can have some disadvantages that you at first don‘t think about. And what these are I will tell you later
Replay because rules are fun, you earn skill, play against others, new situations are created by players
Opposite: Content driven games, linear game play.
Doesn‘t mean these games don‘t make money.
Board games need to have a high replayability because space in the box is limited
Chance, luck.
You play one level multiple times, but once you made it, you are unlikely to replay the level
seed
Game mechanics needed so content is generated by users
Playing field, arena where everyone gets together to compete
Fun is user generated
Or the AI needs to behave very humanlike
It is easier to design, if everybody has simillar starting positions. It can add to the game if starting postions are different.
Opening phase / planning phase: The part where you move your pieces, or build up your inital base in the case of Starcraft, or walk to your camp site in Counter Strike. Core games often have short intro phase.
Opening phase kurz gestalten ist besser für Spieler?
Enemy contact. This is where the fun is.
New situation and content is created each time the people who apply the rules of the game
Game mechanics need to enable many different tactics and strategies so that when players come together and play, they create new situations each time.
Every new round is different from the one before
Many many different ways must lead to victory.
Non-linear game play.
Know you did a good job if situations in your game appear, that you have not thought off.
Avoid boring routines like grinding
Options: for example in chess, decision tree is limited on one side and new options there on the other side. Each step, the decision tree needs to be evaluable again.
Optimization of decision tree is called fun.
Hidden states: there can be hidden states and decisions to make the game more fun. Calculations with probabilities starts
It must be possible, when repatedly playing the game, to improve Skill
Skill: show skill improvement
Skill must matter. You need to be able to improve
Important to be rewarding, even when you loose. Skill increase can be displayed.
Catch up: eg. By Rubberband. But also possible if smaller players gang up against bigger ones or surprise tactics: one player seems dominant, but forgott to build up air defense. Or chess player forgott a mate possibility. Luck factor?
Possbility to catch up
Rubberband
Smaller gang up against bigger ones
Surprise tactics
Chance Luck can be brough in. Sometimes destroys the game.
Endable endgame
Game must be endable by players in order to avoid boring end game
Meta game with content can be added.
Spiel überstanden reward
Neue strategien können durch neuen content das anreichern, frischer Wind
Andererseits muss man dem der sich hochkauft auch die Möglichkeit geben zu dominieren. Dass er was davon hat