Free-to-Play is not a game genre, it is a business model that can be applied to nearly all game categories - Action, strategy, puzzles, social and sport games - but traditional design rules do not necessarily apply to them. Actually, most freemium games must be designed around the specific design constraints imposed by this business model.
In this talk, I will cover the key design dimensions that set free-to-play games apart from traditional games and I will describe the step-by-step method I use when I work on the concept of a freemium game.
Developing a game - From concept to marketPascal Luban
In this short version of the talk held at the Transmedia Workshop 2014 in Solothurn (Switzerland), I summarize the key phases in the development of a video game and the main pitfalls to look for.
Developing a game - From concept to marketPascal Luban
In this short version of the talk held at the Transmedia Workshop 2014 in Solothurn (Switzerland), I summarize the key phases in the development of a video game and the main pitfalls to look for.
This presentation describes the game development process. Targeted at students following game related courses and others interested in game development. This presentation takes the producers view to the whole process.
Game asset creation is the process of executing design and aesthetics to create a game.
The game is created for entertainment or for educational purpose .
* Introduction
* Define "video game"
* Video Game Industry Overview
* Aspects of Game Development
* Game Development Community
* Careers Available in Game Development
* Testimonies
* Options for Developing Required Skillset
* Other Avenues for Career Development
This presentation describes the game development process. Targeted at students following game related courses and others interested in game development. This presentation takes the producers view to the whole process.
Game asset creation is the process of executing design and aesthetics to create a game.
The game is created for entertainment or for educational purpose .
* Introduction
* Define "video game"
* Video Game Industry Overview
* Aspects of Game Development
* Game Development Community
* Careers Available in Game Development
* Testimonies
* Options for Developing Required Skillset
* Other Avenues for Career Development
For more information, visit: www.adriancrook.com
There are many reasons to opt for the Free-To-Play monetization model. At the forefront is that Free-to-Play games are generating more money than premium sales at nearly a 10-1 margin.
It is not just the big AAA productions that can succeed. With an average of 15,000,000 Steam Players online at any given time and 90 million console gamers in the US alone, strictly considering a mobile publishing avenue severely limits your audience reach. In addition, plenty of these platforms are doing their best to embrace the F2P evolution in gaming.
A+C has 10 years and over 130 clients worth of freemium experience. From increased monetization to retention and virality, we have delivered for clients such as LEGO, Pokemon, Electronic Arts, Zynga and many more.
This is a presentation we gave at Gameplay Space in Montreal recently, to a room full of indie developers.
Contact us at www.adriancrook.com today.
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1,2,3,4...5 essential steps to define the concept for a freemium game
1. 1, 2, 3, 4, 5 ... essential steps to define the
concept for a freemium game
2. Typical thinking pattern for the design of a traditionnal
game (non-freemium)
The key difference in game design between premium and freemium games
Game concept
Detailed game mechanics
Level design
Tutorial
Marketing
3. New thinking pattern for a freemium game
Level
design
Game
mechanics
Monetization
strategy
Game
animation
Tutorial
The key difference in game design between premium and freemium games
4. Five steps to follow to define the concept of a freemium
game
Gameplay
intention
Target
players
Step 1
5. Five steps to follow to define the concept of a freemium
game
Gameplay
intention
Target
players
Step 1
Monetization
strategy
Step 2
7. What is a monetization strategy?
It is not what you sell …
… but how you drive players to spend money in a free game
How is it done?
8. Some freemium titles generate frustration to drive players
to spend money
Some games limit the player’s actions by giving him a limited number of actions
points
How?
9.
10. Some freemium titles generate frustration to drive players
to spend money
Some games limit the player’s actions by giving him a limited number of actions
points
Other games impose long delays before an action can be completed
How?
11.
12. Some freemium titles generate frustration to drive players
to spend money
Some games limit the player’s actions by giving him a limited number of actions
points
Other games impose long delays before an action can be completed
And others sell items or game upgrades at incredibly high prices
How?
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750 000
1500 000
2250 000
3000 000
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AMX 40 AMX 12t AMX 13 90
Purchasing cost for French light tanks branch
14. Is frustration mandatory in a freemium game ?
Not necessarily
Most free-to-play games feature a mix of frustration and another component:
Envy
15. ENVY versus FRUSTRATION
They talk about the same thing.
In both case, it is about desire.
The difference between ENVY and FRUSTRATION is the emotional response when fac
When you have ENVY, you feel you can, eventually, fulfill your need
When you have FRUSTRATION, you feel it is going to be nearly impossible or even
painful to fulfill your need.
16. ENVY versus FRUSTRATION
ENVY is a key component of traditional (i.e premium) games, for instance:
• The completion of a level
• The defeat of an opponent in a multiplayer game
• Unlocking or finding a new game item or an upgrade
• The discovery of a secret zone
• Etc.
17. All successful freemium game are creating both envy and
frustration …
Game that
generate ENVY
Games that generate
FRUSTRATION
… but in different mixes.
18. Features that generate ENVY:
- Completion of a puzzle
- Beating a friend’score
Features that generate FRUSTRATION:
- Lack of moves to complete a
puzzle
Game that
generate ENVY
Games that generate
FRUSTRATION
19. Features that generate ENVY:
- The catalog of tanks
- The sweet taste of
victory
Features that generate FRUSTRATION:
- Increasing price of tanks
- The increasing risk of losing in-
game money during battles
Game that
generate ENVY
Games that generate
FRUSTRATION
20. A monetization strategy must offer a mix of envy and
frustration
Envy: The game has a lot to offer and the player understands he can get what he
wants by playing
Frustration: The game, on purpose, makes it nearly impossible or very lengthy to
easily obtain what the player may want.
This mix is unique and depends on the game genre, the target audience, the
platform, etc.
The goal of a monetization strategy is to create this mix of envy and frustration.
21. We do we need both frustration and envy?
Frustration will get the player to spend real money…
… but envy is what will get him to play in the first place and play for a very long
time:
For weeks, years
Envy creates engagement …
… and long term engagement is key to the success of a freemium title.
Experience shows that the longer a player is engaged in a game, the higher the proba
months,
22. The monetization strategy is defined by mixing several
monetization techniques
Main monetization techniques:
Ressource
limitation
Artificially limit the number of actions a player can
do or …
Make those actions very long to complete
Leveling The player is offered a very large choice of items to
access
To access an item, he must have acquired the
previous one
Cosmetic Game features that are not needed to play but
allow the player to differentiate himself
Advertising Banners, full page ads, optional videos
23. The monetization strategy is defined by mixing several
monetization techniques
Alternative monetization techniques:
Paymium The game must be bought to get access to all of its
features …
… but the player can spend extra money in it
Episodic
content
The game is sold in episodes
Each episode is sold at a moderate price
Restricted
access
The game is free and can be played that way
forever …
… but without all the features
Partnership The game is free for the players …
… but not for selected business partners that
finance the game.
25. Freemium games mix those techniques to build their own
monetization strategy
Candy
Crush
Temple
Run
Clash of
Clans
Infinity
Blade
games
World of
Tanks
Dungeons
& Dragons
Combat
Arms
Ressource limitation
Leveling
Cosmetic
Advertising
Restricted access
Paymium
26. Monetization strategy - A summary
• Frustration can be an effective tool to monetize a game
• but you must build envy first
• and make sure the game will be good enough to keep your players engaged for a
very long time
• Then, depending on your audience and game genre, you may - or not - build
frustration.
27. Five steps to follow to define the concept of a freemium
game
Gameplay
intention
Target
players
Step 1
Monetization
strategy
Step 2
Open loops & grinding
mechanism
Step 3
28. The open loops
Many freemium games are built around open loops.
Objective 1
Reward
A loop is made up of a clearly stated objective and reward:
The player clearly understands that he can reach the reward by playing the game
29. The open loops
How do they work?
At the beginning of the game, the loops are few and short:
Objective 1
Reward
Objective 2
Reward
30. The open loops
How do they work?
As the player progresses in the
game, the length of the loops
increase:
31. The open loops
How do they work?
As the player progresses in the
game, the length of the loops
increase …
… and their number increases as
well:
32. The open loops
What is the consequence?
• The player is facing a large number of
objectives that require an ever
increasing amount of time to
complete
• He spends more and more time in the
game …
• Eventually, he will spend money to
alleviate the frustration.
33. The open loops
Why are they so important?
They provide short term objectives that will « hook » the player to the game
They generate frustration
They give the player reasons to come back often, and for a long time, to the
game
They are used to control the player’s progression.
34. The open loops
Control over the player’s progression should lead to a
curve like this one
35. Five steps to follow to define the concept of a freemium
game
Gameplay
intention
Target
players
Monetization
strategy
Open loops & grinding
mechanism
Shop
strategy
Step 1
Step 2
Step 3
Step 4
36. The shop strategy
It covers three issues:
What to sell
How to sell it
At what price.
37. The shop strategy
1_What to sell
The typical families of items for sale:
Customization items
Ego-boosting items
Game content
Clan-related items
Confort items
Game ressources
Gameplay items
39. How to sell
There are three strategies to implement a store:
The shop
Strategy 1 – To offer a catalog of items as wide as possible
40. Strategy 1 – To offer an items catalog as wide as possible
Example: My Brute (iOS)
The shop strategy – How to sell
41. The shop strategy – How to sell
Strategy 1 – To offer an items catalog as wide as possible
Example: My Brute (iOS)
42. The shop strategy – How to sell
Strategy 1 – To offer an items catalog as wide as possible
Example: My Brute (iOS)
43. The shop strategy – How to sell
Strategy 1 – To offer an items catalog as wide as possible
Example: My Brute (iOS)
44. The shop strategy – How to sell
Strategy 1 – To offer an items catalog as wide as possible
Example: My Brute (iOS)
45. How to sell
There are three strategies to implement a store:
Strategy 1 – To offer a catalog of items as wide as possible
Strategy 2 – To sell as few items as possible
The shop strategy
46. Strategy 2 – To sell as few items as possible
Example: Rage of Bahamuth (iOS)
The shop strategy – How to sell
47. Strategy 2 – To sell as few items as possible
Example: Sovereign (iOS)
The shop strategy – How to sell
48. How to sell
There are three strategies to implement a store:
Strategy 1 – To offer a catalog of items as wide as possible
Strategy 2 – To sell as few items as possible
Strategy 3 – To sell directly in « real » money
The shop strategy
49. How to sell
Strategy 3 – To sell directly in « real » money
Example: Candy Crush Saga
The shop strategy – How to sell
51. The shop strategy – The price
You need to define two sets of price:
The price for items you will sell against real money
The price for items players can buy with soft currencies.
52. The shop strategy – The price
Price for items sold against real money
An easy issue: Most games sell packages of hard currency.
53. The shop strategy – The price
Why most games are selling packs of hard currency?
Most games sell packages of hard currency
It eases the pain of spending real money
The player needs to make a purchase once, then he can make several purchases
in the game without getting his credit card out.
It makes it possible to sell items at super low prices ($0.25).
54. The shop strategy – The price
Price for items sold against soft currencies
A much more complex issue because it is deeply related to the player’ progression
in the game, the speed at which he levels up.
55.
56. Five steps to follow to define the concept of a freemium
game
Gameplay
intention
Target
players
Monetization
strategy
Open loops & grinding
mechanism
Shop
strategy
Onboarding &
retention strategies
Step 1
Step 2
Step 3
Step 4
Step 5
57. Onboarding & retention strategies
What is onboarding?
It is NOT only about the tutorial.
Onboarding defines the design choices that support the discovery of the game.
It includes:
Tutorial features
Early rewards
Game pacing
Level of challenge.
58. Onboarding & retention strategies
A few guidelines to define the onboarding
Know your target. Onboarding design depends on the profile of gamers
(hardcore, casual, « non-gamers »)
Get the player into open loops as soon as possible
Adapt the level of challenge to your target audience
Make sure the player will not be disappointed by the first minutes of his game
experience …. And that starts with the first images he sees.
59. Onboarding & retention strategies
Retention strategies
Why are they so important:
The longer a user plays your game, the more likely he will make a purchase:
The game has become part of his life
He is good at it
He is facing many open loops.
60. Onboarding & retention strategies
The best retention strategies
Offer a great game …
… and make it genuinely free
See your game as a service, NOT an application:
Renew it very regularly with new content
Adapt the game to what your audience wants
Create events
Do sales
Multiply open loops
Drive the player to interact with friends
Add a strong multiplayer dimension, social or competitive..
61. Follow me on Twitter and be informed of the game industry
megatrends: @PASCAL_LUBAN
Looking for game design tutorials?
Check out my iOS/Android app: GAME DESIGN TOOLBOX
Editor's Notes
For a freemium game, the designer must take into account ALL aspects of the game at once, and they are all associated with a key aspect: the monetization strategy.
Defining the monetization strategy leads to the defininition of all the other aspects of the game.
For a freemium game, the designer must take into account ALL aspects of the game at once, and they are all associated with a key aspect: the monetization strategy.
Defining the monetization strategy leads to the defininition of all the other aspects of the game.
For a freemium game, the designer must take into account ALL aspects of the game at once, and they are all associated with a key aspect: the monetization strategy.
Defining the monetization strategy leads to the defininition of all the other aspects of the game.