SlideShare a Scribd company logo
BREAKING THE RULES OF IDLE GAMES IN
Jim Wagner
Producer
East Side Games
Dave Rohrl
Owner
Mobile Game Doctor LLC
DAVE ROHRL
Veteran designer, producer, and
studio leader
23 years industry experience
9 years free-to-play
Owner of Mobile Game Doctor, a free-to-
play design consulting agency
Outside designer on TPB
JIM WAGNER
Producer with 8 years
experience in mobile F2P.
East Side Games: Vancouver-based
mobile F2P studio: Bootstrapped and
Profitable.
Producer on TPB: Greasy Money.
Shipped on April 20, 2017.
Loves idle games.
CHARTS
#1 App & Game in Canada
#4 Game in the US - iOS
#8 Game in the US - Android
*Stats from App Annie on May 18
The most Canadian
collaboration ever.
Mockumentary about sh*tty, Canadian
criminals in a Nova Scotia trailer park.
Debuted in 2001 on a Canadian specialty
channel.
Revived on Netflix and discovered a new
audience.
TPB v1
Many grey hairs ago…
Idle tapper where you steal meat, siphon
gas while smoking, and flip off authority
figures.
Common idle conventions: resets,
ascension currency, cash upgrades, etc.
Everything to everyone.
Steaming pile of poop.
TPB: A NEW HOPE
Let’s try this again.
Reinvented as an idle simulation game.
Redefined our audience as the superfans
of the show.
Stakes were higher, we couldn’t just
make another cookie cutter idle game.
Dave came on to help us nail it.
THE RULES
Idle games
don’t have story.
THE RULES
Idle games
don’t have story.
THE RULES
Idle games
have freeform
gameplay.
Idle games
don’t have story.
THE RULES
Idle games
have freeform
gameplay.
Idle games
have low
ARPDAU.
Idle games
don’t have story.
BREAKIN’ THE RULES
IP has a wealth of characters and stories!
PLOT POINT TOOL
TPB and CHILL.
“What happens next?”
“Just one more!”
Binge-worthy gaming.
STORY AS REWARD
iOS ANDROID
RATINGS!
NARRATIVE WINS/LOSSES
WINS
Story is a cheap reward from a
system and asset POV.
Measurable progression:
“What season are you on?”
Fan service success!
LOSSES
Requires new skill set, labour
intensive.
Handling the end game, how do
we keep up with player
demand?
Finite number of stories to tell?
Idle games
have freeform
gameplay.
BREAKIN’ THE RULES
THE ASCENSION PROBLEM
PLAN A
ISSUES
Uneven delivery pace
Extra UI overhead
Non-linear trajectory
ALONG CAME SEASONS
SEASONS WINS/LOSSES
WINS
• Predictable content delivery
• Gameplay variability
• No messy decision
• Strong alignment of story &
structure
LOSSES
Handcrafted content
Tedious & expensive to create
Idle games
have low ARPDAU.
BREAKIN’ THE RULES
THE R IN ARPDAU
Problem: Idle games don’t make money.1
Problem: We like money.2
Good news! Gacha make money.3
1. http://www.pocketgamer.biz/news/62281/farm-away-arpu/
2. Seriously, are you looking for a citation on this?
3. https://sensortower.com/blog/clash-royale-one-billion-revenue
WE GACHA GOOD
GACHA WINS/LOSSES
WINS
• Great monetization
• Strong 4 hour callback cycle
• More strategic depth
LOSSES
Massive advantage for frequent
players
Non-deterministic player state
Coupled with fixed goals – oy
vey!
RULES WE UN-BROKED
Idle games CAN have:
• Story
• Structured Ascension
• Good ARPDAU
WHAT’S NEXT?
More Content!
New seasons, new characters, new story!
Limited-time events with exclusive
characters!
Increases ARPDAU and video ad views
by 3x.
WHAT’S NEXT?
More Features!
Customizable costumes.
Leaderboards and competitive events.
Social features.
WHAT’S NEXT?
More Platforms!
Facebook Gameroom
Kongregate
Steam
Game #2
WE’RE HIRING!
Jim Wagner
jim@eastsidegamestudio.com
Dave Rohrl
dave@mobilegamedoctor.com

More Related Content

What's hot

Introduction to Game Development and the Game Industry
Introduction to Game Development and the Game IndustryIntroduction to Game Development and the Game Industry
Introduction to Game Development and the Game Industry
Nataly Eliyahu
 
20 Game Ideas You Should Steal
20 Game Ideas You Should Steal20 Game Ideas You Should Steal
20 Game Ideas You Should Steal
Stuart Dredge
 
Game design through the eyes of gaming history
Game design through the eyes of gaming historyGame design through the eyes of gaming history
Game design through the eyes of gaming history
Dori Adar
 
2-Game Design (Game Design and Development)
2-Game Design (Game Design and Development)2-Game Design (Game Design and Development)
2-Game Design (Game Design and Development)
Hafiz Ammar Siddiqui
 
Riot Games Interview presentation Product launch plan
Riot Games Interview presentation Product launch planRiot Games Interview presentation Product launch plan
Riot Games Interview presentation Product launch plan
Edward Hwang
 
GDC 2017: Evaluating Monetization Early
GDC 2017: Evaluating Monetization EarlyGDC 2017: Evaluating Monetization Early
GDC 2017: Evaluating Monetization Early
Adam Telfer
 
Zombi - Shoot for Survive
Zombi - Shoot for SurviveZombi - Shoot for Survive
Zombi - Shoot for Survive
Divy Singh Rathore
 
LAFS Game Design 6 - Conceptualization
LAFS Game Design 6 - ConceptualizationLAFS Game Design 6 - Conceptualization
LAFS Game Design 6 - Conceptualization
David Mullich
 
Introduction to Game Development
Introduction to Game DevelopmentIntroduction to Game Development
Introduction to Game Development
Shaan Alam
 
Phases of game development
Phases of game developmentPhases of game development
Phases of game development
Victor Terekhovskyi
 
Game Balance 3: Player Equality and Fairness
Game Balance 3: Player Equality and FairnessGame Balance 3: Player Equality and Fairness
Game Balance 3: Player Equality and Fairness
Marc Miquel
 
Game Development Step by Step
Game Development Step by StepGame Development Step by Step
Game Development Step by Step
Bayu Sembada
 
Introduction to game development
Introduction to game developmentIntroduction to game development
Introduction to game development
Gaetano Bonofiglio
 
ゲームの楽しさを図式化する ―楽しさを網羅的に分類する「主体性構造モデル」
ゲームの楽しさを図式化する ―楽しさを網羅的に分類する「主体性構造モデル」ゲームの楽しさを図式化する ―楽しさを網羅的に分類する「主体性構造モデル」
ゲームの楽しさを図式化する ―楽しさを網羅的に分類する「主体性構造モデル」
井戸 里志
 
뉴비라이터를 위한 게임라이팅 일반론
뉴비라이터를 위한 게임라이팅 일반론뉴비라이터를 위한 게임라이팅 일반론
뉴비라이터를 위한 게임라이팅 일반론
sinnoske
 
Game Design - Lecture 3
Game Design - Lecture 3Game Design - Lecture 3
Game Design - Lecture 3
Andrea Resmini
 
Gamification Player / User Types HEXAD
Gamification Player / User Types HEXADGamification Player / User Types HEXAD
Gamification Player / User Types HEXAD
Andrzej Marczewski
 
月商10億円を超えるメガヒットアプリを目指すのに必要な戦略まとめ《データ✕TVCM✕アプリ》
月商10億円を超えるメガヒットアプリを目指すのに必要な戦略まとめ《データ✕TVCM✕アプリ》月商10億円を超えるメガヒットアプリを目指すのに必要な戦略まとめ《データ✕TVCM✕アプリ》
月商10億円を超えるメガヒットアプリを目指すのに必要な戦略まとめ《データ✕TVCM✕アプリ》
株式会社メタップスホールディングス
 
Game development life cycle
Game development life cycleGame development life cycle
Game development life cycle
Sarah Alazab
 
Lean Live Ops - Free Your Devs (annotated edition) - Joe Raeburn
Lean Live Ops - Free Your Devs (annotated edition) - Joe RaeburnLean Live Ops - Free Your Devs (annotated edition) - Joe Raeburn
Lean Live Ops - Free Your Devs (annotated edition) - Joe Raeburn
Simon Hade
 

What's hot (20)

Introduction to Game Development and the Game Industry
Introduction to Game Development and the Game IndustryIntroduction to Game Development and the Game Industry
Introduction to Game Development and the Game Industry
 
20 Game Ideas You Should Steal
20 Game Ideas You Should Steal20 Game Ideas You Should Steal
20 Game Ideas You Should Steal
 
Game design through the eyes of gaming history
Game design through the eyes of gaming historyGame design through the eyes of gaming history
Game design through the eyes of gaming history
 
2-Game Design (Game Design and Development)
2-Game Design (Game Design and Development)2-Game Design (Game Design and Development)
2-Game Design (Game Design and Development)
 
Riot Games Interview presentation Product launch plan
Riot Games Interview presentation Product launch planRiot Games Interview presentation Product launch plan
Riot Games Interview presentation Product launch plan
 
GDC 2017: Evaluating Monetization Early
GDC 2017: Evaluating Monetization EarlyGDC 2017: Evaluating Monetization Early
GDC 2017: Evaluating Monetization Early
 
Zombi - Shoot for Survive
Zombi - Shoot for SurviveZombi - Shoot for Survive
Zombi - Shoot for Survive
 
LAFS Game Design 6 - Conceptualization
LAFS Game Design 6 - ConceptualizationLAFS Game Design 6 - Conceptualization
LAFS Game Design 6 - Conceptualization
 
Introduction to Game Development
Introduction to Game DevelopmentIntroduction to Game Development
Introduction to Game Development
 
Phases of game development
Phases of game developmentPhases of game development
Phases of game development
 
Game Balance 3: Player Equality and Fairness
Game Balance 3: Player Equality and FairnessGame Balance 3: Player Equality and Fairness
Game Balance 3: Player Equality and Fairness
 
Game Development Step by Step
Game Development Step by StepGame Development Step by Step
Game Development Step by Step
 
Introduction to game development
Introduction to game developmentIntroduction to game development
Introduction to game development
 
ゲームの楽しさを図式化する ―楽しさを網羅的に分類する「主体性構造モデル」
ゲームの楽しさを図式化する ―楽しさを網羅的に分類する「主体性構造モデル」ゲームの楽しさを図式化する ―楽しさを網羅的に分類する「主体性構造モデル」
ゲームの楽しさを図式化する ―楽しさを網羅的に分類する「主体性構造モデル」
 
뉴비라이터를 위한 게임라이팅 일반론
뉴비라이터를 위한 게임라이팅 일반론뉴비라이터를 위한 게임라이팅 일반론
뉴비라이터를 위한 게임라이팅 일반론
 
Game Design - Lecture 3
Game Design - Lecture 3Game Design - Lecture 3
Game Design - Lecture 3
 
Gamification Player / User Types HEXAD
Gamification Player / User Types HEXADGamification Player / User Types HEXAD
Gamification Player / User Types HEXAD
 
月商10億円を超えるメガヒットアプリを目指すのに必要な戦略まとめ《データ✕TVCM✕アプリ》
月商10億円を超えるメガヒットアプリを目指すのに必要な戦略まとめ《データ✕TVCM✕アプリ》月商10億円を超えるメガヒットアプリを目指すのに必要な戦略まとめ《データ✕TVCM✕アプリ》
月商10億円を超えるメガヒットアプリを目指すのに必要な戦略まとめ《データ✕TVCM✕アプリ》
 
Game development life cycle
Game development life cycleGame development life cycle
Game development life cycle
 
Lean Live Ops - Free Your Devs (annotated edition) - Joe Raeburn
Lean Live Ops - Free Your Devs (annotated edition) - Joe RaeburnLean Live Ops - Free Your Devs (annotated edition) - Joe Raeburn
Lean Live Ops - Free Your Devs (annotated edition) - Joe Raeburn
 

Similar to Breaking the Rules of Idle Game Design in Trailer Park Boys: Greasy Money

FGS 2011: Keeping Yourself Honest in Game Design (SteamBirds)
FGS 2011: Keeping Yourself Honest in Game Design (SteamBirds)FGS 2011: Keeping Yourself Honest in Game Design (SteamBirds)
FGS 2011: Keeping Yourself Honest in Game Design (SteamBirds)
mochimedia
 
The Year in Mobile Games - GDC 2018
The Year in Mobile Games  - GDC 2018The Year in Mobile Games  - GDC 2018
The Year in Mobile Games - GDC 2018
Dave Rohrl
 
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
GAMESbrief
 
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
 
"От мобильных скачиваемых игр к мобильным социалкам" Юлия Палатовская, директ...
"От мобильных скачиваемых игр к мобильным социалкам" Юлия Палатовская, директ..."От мобильных скачиваемых игр к мобильным социалкам" Юлия Палатовская, директ...
"От мобильных скачиваемых игр к мобильным социалкам" Юлия Палатовская, директ...
Julia Lebedeva
 
Indie Analytics - PG Connects London
Indie Analytics - PG Connects LondonIndie Analytics - PG Connects London
Indie Analytics - PG Connects London
Sebastian Lindén
 
Gamenauts - company & games overview
Gamenauts - company & games overviewGamenauts - company & games overview
Gamenauts - company & games overview
Gamenauts
 
What are Game Publishers Looking For?
What are Game Publishers Looking For?What are Game Publishers Looking For?
What are Game Publishers Looking For?
Global Mobile Game Confederation (GMGC)
 
Understanding casual games
Understanding casual gamesUnderstanding casual games
Understanding casual games
Dori Adar
 
2. videojuegos una industria por explorar
2. videojuegos   una industria por explorar2. videojuegos   una industria por explorar
2. videojuegos una industria por explorarProColombia
 
Social Games in China - The New Import/Export Business!
Social Games in China - The New Import/Export Business!Social Games in China - The New Import/Export Business!
Social Games in China - The New Import/Export Business!
James Gwertzman
 
Seeking Transcendence: Demystifying Transmedia for Game Developers
Seeking Transcendence: Demystifying Transmedia for Game DevelopersSeeking Transcendence: Demystifying Transmedia for Game Developers
Seeking Transcendence: Demystifying Transmedia for Game Developers
Raphael van Lierop
 
Gaming Update London Games Conference
Gaming Update London Games ConferenceGaming Update London Games Conference
Gaming Update London Games ConferenceAdvance A/S
 
How to Monetize Emotions in Free-to-Play Games? - Yulia Palatovska - G5
How to Monetize Emotions in Free-to-Play Games? - Yulia Palatovska - G5How to Monetize Emotions in Free-to-Play Games? - Yulia Palatovska - G5
How to Monetize Emotions in Free-to-Play Games? - Yulia Palatovska - G5
Sociality Rocks!
 
Accidental Gamers
Accidental GamersAccidental Gamers
Accidental Gamers
Lars Jörnow
 
Game In Scotland 2012 - Digital Goldfish
Game In Scotland 2012 - Digital GoldfishGame In Scotland 2012 - Digital Goldfish
Game In Scotland 2012 - Digital Goldfishdigitalgoldfish
 
Pop cap游戏公司亚太区总裁james gwertzma 《植物大战僵尸》成功的秘密
Pop cap游戏公司亚太区总裁james gwertzma 《植物大战僵尸》成功的秘密Pop cap游戏公司亚太区总裁james gwertzma 《植物大战僵尸》成功的秘密
Pop cap游戏公司亚太区总裁james gwertzma 《植物大战僵尸》成功的秘密
yangdj
 
Pop cap游戏公司亚太区总裁james gwertzma 《植物大战僵尸》成功的秘密
Pop cap游戏公司亚太区总裁james gwertzma 《植物大战僵尸》成功的秘密Pop cap游戏公司亚太区总裁james gwertzma 《植物大战僵尸》成功的秘密
Pop cap游戏公司亚太区总裁james gwertzma 《植物大战僵尸》成功的秘密yangdj
 

Similar to Breaking the Rules of Idle Game Design in Trailer Park Boys: Greasy Money (20)

FGS 2011: Keeping Yourself Honest in Game Design (SteamBirds)
FGS 2011: Keeping Yourself Honest in Game Design (SteamBirds)FGS 2011: Keeping Yourself Honest in Game Design (SteamBirds)
FGS 2011: Keeping Yourself Honest in Game Design (SteamBirds)
 
The Year in Mobile Games - GDC 2018
The Year in Mobile Games  - GDC 2018The Year in Mobile Games  - GDC 2018
The Year in Mobile Games - GDC 2018
 
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
 
"От мобильных скачиваемых игр к мобильным социалкам" Юлия Палатовская, директ...
"От мобильных скачиваемых игр к мобильным социалкам" Юлия Палатовская, директ..."От мобильных скачиваемых игр к мобильным социалкам" Юлия Палатовская, директ...
"От мобильных скачиваемых игр к мобильным социалкам" Юлия Палатовская, директ...
 
Indie Analytics - PG Connects London
Indie Analytics - PG Connects LondonIndie Analytics - PG Connects London
Indie Analytics - PG Connects London
 
Gamenauts - company & games overview
Gamenauts - company & games overviewGamenauts - company & games overview
Gamenauts - company & games overview
 
What are Game Publishers Looking For?
What are Game Publishers Looking For?What are Game Publishers Looking For?
What are Game Publishers Looking For?
 
Gaming and india
Gaming and indiaGaming and india
Gaming and india
 
Understanding casual games
Understanding casual gamesUnderstanding casual games
Understanding casual games
 
2. videojuegos una industria por explorar
2. videojuegos   una industria por explorar2. videojuegos   una industria por explorar
2. videojuegos una industria por explorar
 
Social Games in China - The New Import/Export Business!
Social Games in China - The New Import/Export Business!Social Games in China - The New Import/Export Business!
Social Games in China - The New Import/Export Business!
 
Seeking Transcendence: Demystifying Transmedia for Game Developers
Seeking Transcendence: Demystifying Transmedia for Game DevelopersSeeking Transcendence: Demystifying Transmedia for Game Developers
Seeking Transcendence: Demystifying Transmedia for Game Developers
 
Gaming Update London Games Conference
Gaming Update London Games ConferenceGaming Update London Games Conference
Gaming Update London Games Conference
 
How to Monetize Emotions in Free-to-Play Games? - Yulia Palatovska - G5
How to Monetize Emotions in Free-to-Play Games? - Yulia Palatovska - G5How to Monetize Emotions in Free-to-Play Games? - Yulia Palatovska - G5
How to Monetize Emotions in Free-to-Play Games? - Yulia Palatovska - G5
 
Accidental Gamers
Accidental GamersAccidental Gamers
Accidental Gamers
 
Game In Scotland 2012 - Digital Goldfish
Game In Scotland 2012 - Digital GoldfishGame In Scotland 2012 - Digital Goldfish
Game In Scotland 2012 - Digital Goldfish
 
Gaming and india
Gaming and indiaGaming and india
Gaming and india
 
Pop cap游戏公司亚太区总裁james gwertzma 《植物大战僵尸》成功的秘密
Pop cap游戏公司亚太区总裁james gwertzma 《植物大战僵尸》成功的秘密Pop cap游戏公司亚太区总裁james gwertzma 《植物大战僵尸》成功的秘密
Pop cap游戏公司亚太区总裁james gwertzma 《植物大战僵尸》成功的秘密
 
Pop cap游戏公司亚太区总裁james gwertzma 《植物大战僵尸》成功的秘密
Pop cap游戏公司亚太区总裁james gwertzma 《植物大战僵尸》成功的秘密Pop cap游戏公司亚太区总裁james gwertzma 《植物大战僵尸》成功的秘密
Pop cap游戏公司亚太区总裁james gwertzma 《植物大战僵尸》成功的秘密
 

Recently uploaded

Let's Summon Demons Shirt Let's Summon Demons Shirt
Let's Summon Demons Shirt Let's Summon Demons ShirtLet's Summon Demons Shirt Let's Summon Demons Shirt
Let's Summon Demons Shirt Let's Summon Demons Shirt
TeeFusion
 
Transforming Brand Perception and Boosting Profitability
Transforming Brand Perception and Boosting ProfitabilityTransforming Brand Perception and Boosting Profitability
Transforming Brand Perception and Boosting Profitability
aaryangarg12
 
vernacular architecture in response to climate.pdf
vernacular architecture in response to climate.pdfvernacular architecture in response to climate.pdf
vernacular architecture in response to climate.pdf
PrabhjeetSingh219035
 
原版定做(penn毕业证书)美国宾夕法尼亚大学毕业证文凭学历证书原版一模一样
原版定做(penn毕业证书)美国宾夕法尼亚大学毕业证文凭学历证书原版一模一样原版定做(penn毕业证书)美国宾夕法尼亚大学毕业证文凭学历证书原版一模一样
原版定做(penn毕业证书)美国宾夕法尼亚大学毕业证文凭学历证书原版一模一样
gpffo76j
 
一比一原版(Brunel毕业证书)布鲁内尔大学毕业证成绩单如何办理
一比一原版(Brunel毕业证书)布鲁内尔大学毕业证成绩单如何办理一比一原版(Brunel毕业证书)布鲁内尔大学毕业证成绩单如何办理
一比一原版(Brunel毕业证书)布鲁内尔大学毕业证成绩单如何办理
smpc3nvg
 
一比一原版(UCB毕业证书)伯明翰大学学院毕业证成绩单如何办理
一比一原版(UCB毕业证书)伯明翰大学学院毕业证成绩单如何办理一比一原版(UCB毕业证书)伯明翰大学学院毕业证成绩单如何办理
一比一原版(UCB毕业证书)伯明翰大学学院毕业证成绩单如何办理
h7j5io0
 
Borys Sutkowski portfolio interior design
Borys Sutkowski portfolio interior designBorys Sutkowski portfolio interior design
Borys Sutkowski portfolio interior design
boryssutkowski
 
一比一原版(Bristol毕业证书)布里斯托大学毕业证成绩单如何办理
一比一原版(Bristol毕业证书)布里斯托大学毕业证成绩单如何办理一比一原版(Bristol毕业证书)布里斯托大学毕业证成绩单如何办理
一比一原版(Bristol毕业证书)布里斯托大学毕业证成绩单如何办理
smpc3nvg
 
一比一原版(BU毕业证书)伯恩茅斯大学毕业证成绩单如何办理
一比一原版(BU毕业证书)伯恩茅斯大学毕业证成绩单如何办理一比一原版(BU毕业证书)伯恩茅斯大学毕业证成绩单如何办理
一比一原版(BU毕业证书)伯恩茅斯大学毕业证成绩单如何办理
h7j5io0
 
20 slides of research movie and artists .pdf
20 slides of research movie and artists .pdf20 slides of research movie and artists .pdf
20 slides of research movie and artists .pdf
ameli25062005
 
Can AI do good? at 'offtheCanvas' India HCI prelude
Can AI do good? at 'offtheCanvas' India HCI preludeCan AI do good? at 'offtheCanvas' India HCI prelude
Can AI do good? at 'offtheCanvas' India HCI prelude
Alan Dix
 
一比一原版(UAL毕业证书)伦敦艺术大学毕业证成绩单如何办理
一比一原版(UAL毕业证书)伦敦艺术大学毕业证成绩单如何办理一比一原版(UAL毕业证书)伦敦艺术大学毕业证成绩单如何办理
一比一原版(UAL毕业证书)伦敦艺术大学毕业证成绩单如何办理
708pb191
 
一比一原版(Bolton毕业证书)博尔顿大学毕业证成绩单如何办理
一比一原版(Bolton毕业证书)博尔顿大学毕业证成绩单如何办理一比一原版(Bolton毕业证书)博尔顿大学毕业证成绩单如何办理
一比一原版(Bolton毕业证书)博尔顿大学毕业证成绩单如何办理
h7j5io0
 
Common Designing Mistakes and How to avoid them
Common Designing Mistakes and How to avoid themCommon Designing Mistakes and How to avoid them
Common Designing Mistakes and How to avoid them
madhavlakhanpal29
 
Top Israeli Products and Brands - Plan it israel.pdf
Top Israeli Products and Brands - Plan it israel.pdfTop Israeli Products and Brands - Plan it israel.pdf
Top Israeli Products and Brands - Plan it israel.pdf
PlanitIsrael
 
Expert Accessory Dwelling Unit (ADU) Drafting Services
Expert Accessory Dwelling Unit (ADU) Drafting ServicesExpert Accessory Dwelling Unit (ADU) Drafting Services
Expert Accessory Dwelling Unit (ADU) Drafting Services
ResDraft
 
Research 20 slides Amelia gavryliuks.pdf
Research 20 slides Amelia gavryliuks.pdfResearch 20 slides Amelia gavryliuks.pdf
Research 20 slides Amelia gavryliuks.pdf
ameli25062005
 
一比一原版(UNUK毕业证书)诺丁汉大学毕业证如何办理
一比一原版(UNUK毕业证书)诺丁汉大学毕业证如何办理一比一原版(UNUK毕业证书)诺丁汉大学毕业证如何办理
一比一原版(UNUK毕业证书)诺丁汉大学毕业证如何办理
7sd8fier
 
PORTFOLIO FABIANA VILLANI ARCHITECTURE.pdf
PORTFOLIO FABIANA VILLANI ARCHITECTURE.pdfPORTFOLIO FABIANA VILLANI ARCHITECTURE.pdf
PORTFOLIO FABIANA VILLANI ARCHITECTURE.pdf
fabianavillanib
 
一比一原版(LSE毕业证书)伦敦政治经济学院毕业证成绩单如何办理
一比一原版(LSE毕业证书)伦敦政治经济学院毕业证成绩单如何办理一比一原版(LSE毕业证书)伦敦政治经济学院毕业证成绩单如何办理
一比一原版(LSE毕业证书)伦敦政治经济学院毕业证成绩单如何办理
jyz59f4j
 

Recently uploaded (20)

Let's Summon Demons Shirt Let's Summon Demons Shirt
Let's Summon Demons Shirt Let's Summon Demons ShirtLet's Summon Demons Shirt Let's Summon Demons Shirt
Let's Summon Demons Shirt Let's Summon Demons Shirt
 
Transforming Brand Perception and Boosting Profitability
Transforming Brand Perception and Boosting ProfitabilityTransforming Brand Perception and Boosting Profitability
Transforming Brand Perception and Boosting Profitability
 
vernacular architecture in response to climate.pdf
vernacular architecture in response to climate.pdfvernacular architecture in response to climate.pdf
vernacular architecture in response to climate.pdf
 
原版定做(penn毕业证书)美国宾夕法尼亚大学毕业证文凭学历证书原版一模一样
原版定做(penn毕业证书)美国宾夕法尼亚大学毕业证文凭学历证书原版一模一样原版定做(penn毕业证书)美国宾夕法尼亚大学毕业证文凭学历证书原版一模一样
原版定做(penn毕业证书)美国宾夕法尼亚大学毕业证文凭学历证书原版一模一样
 
一比一原版(Brunel毕业证书)布鲁内尔大学毕业证成绩单如何办理
一比一原版(Brunel毕业证书)布鲁内尔大学毕业证成绩单如何办理一比一原版(Brunel毕业证书)布鲁内尔大学毕业证成绩单如何办理
一比一原版(Brunel毕业证书)布鲁内尔大学毕业证成绩单如何办理
 
一比一原版(UCB毕业证书)伯明翰大学学院毕业证成绩单如何办理
一比一原版(UCB毕业证书)伯明翰大学学院毕业证成绩单如何办理一比一原版(UCB毕业证书)伯明翰大学学院毕业证成绩单如何办理
一比一原版(UCB毕业证书)伯明翰大学学院毕业证成绩单如何办理
 
Borys Sutkowski portfolio interior design
Borys Sutkowski portfolio interior designBorys Sutkowski portfolio interior design
Borys Sutkowski portfolio interior design
 
一比一原版(Bristol毕业证书)布里斯托大学毕业证成绩单如何办理
一比一原版(Bristol毕业证书)布里斯托大学毕业证成绩单如何办理一比一原版(Bristol毕业证书)布里斯托大学毕业证成绩单如何办理
一比一原版(Bristol毕业证书)布里斯托大学毕业证成绩单如何办理
 
一比一原版(BU毕业证书)伯恩茅斯大学毕业证成绩单如何办理
一比一原版(BU毕业证书)伯恩茅斯大学毕业证成绩单如何办理一比一原版(BU毕业证书)伯恩茅斯大学毕业证成绩单如何办理
一比一原版(BU毕业证书)伯恩茅斯大学毕业证成绩单如何办理
 
20 slides of research movie and artists .pdf
20 slides of research movie and artists .pdf20 slides of research movie and artists .pdf
20 slides of research movie and artists .pdf
 
Can AI do good? at 'offtheCanvas' India HCI prelude
Can AI do good? at 'offtheCanvas' India HCI preludeCan AI do good? at 'offtheCanvas' India HCI prelude
Can AI do good? at 'offtheCanvas' India HCI prelude
 
一比一原版(UAL毕业证书)伦敦艺术大学毕业证成绩单如何办理
一比一原版(UAL毕业证书)伦敦艺术大学毕业证成绩单如何办理一比一原版(UAL毕业证书)伦敦艺术大学毕业证成绩单如何办理
一比一原版(UAL毕业证书)伦敦艺术大学毕业证成绩单如何办理
 
一比一原版(Bolton毕业证书)博尔顿大学毕业证成绩单如何办理
一比一原版(Bolton毕业证书)博尔顿大学毕业证成绩单如何办理一比一原版(Bolton毕业证书)博尔顿大学毕业证成绩单如何办理
一比一原版(Bolton毕业证书)博尔顿大学毕业证成绩单如何办理
 
Common Designing Mistakes and How to avoid them
Common Designing Mistakes and How to avoid themCommon Designing Mistakes and How to avoid them
Common Designing Mistakes and How to avoid them
 
Top Israeli Products and Brands - Plan it israel.pdf
Top Israeli Products and Brands - Plan it israel.pdfTop Israeli Products and Brands - Plan it israel.pdf
Top Israeli Products and Brands - Plan it israel.pdf
 
Expert Accessory Dwelling Unit (ADU) Drafting Services
Expert Accessory Dwelling Unit (ADU) Drafting ServicesExpert Accessory Dwelling Unit (ADU) Drafting Services
Expert Accessory Dwelling Unit (ADU) Drafting Services
 
Research 20 slides Amelia gavryliuks.pdf
Research 20 slides Amelia gavryliuks.pdfResearch 20 slides Amelia gavryliuks.pdf
Research 20 slides Amelia gavryliuks.pdf
 
一比一原版(UNUK毕业证书)诺丁汉大学毕业证如何办理
一比一原版(UNUK毕业证书)诺丁汉大学毕业证如何办理一比一原版(UNUK毕业证书)诺丁汉大学毕业证如何办理
一比一原版(UNUK毕业证书)诺丁汉大学毕业证如何办理
 
PORTFOLIO FABIANA VILLANI ARCHITECTURE.pdf
PORTFOLIO FABIANA VILLANI ARCHITECTURE.pdfPORTFOLIO FABIANA VILLANI ARCHITECTURE.pdf
PORTFOLIO FABIANA VILLANI ARCHITECTURE.pdf
 
一比一原版(LSE毕业证书)伦敦政治经济学院毕业证成绩单如何办理
一比一原版(LSE毕业证书)伦敦政治经济学院毕业证成绩单如何办理一比一原版(LSE毕业证书)伦敦政治经济学院毕业证成绩单如何办理
一比一原版(LSE毕业证书)伦敦政治经济学院毕业证成绩单如何办理
 

Breaking the Rules of Idle Game Design in Trailer Park Boys: Greasy Money

Editor's Notes

  1. ---Slides--- I love idle games, and even though we’re talking about breaking the rules and making references to other games in the genre, it’s not to say that those games did it wrong, these were things that were right for our game. Can you tell I’m Canadian?
  2. Trailer Park Boys: Greasy Money is an idle simulation game based on the Netflix series Trailer Park Boys.
  3. On launch we were the #1 App in Canada. In the US, on iOS and Android we were #4 Game and #8 Game respectively. And since then we have been persistently in the top 100 in over 100 countries charts for both free and grossing. How did we do this with an idle game and a niche IP?
  4. How many people here have watched the show? --Slides-- The MOST Canadian collaboration EVER. We had been talking with their team for a while, we were personally very passionate about the IP, and we finally had schedules align in a way that we had the resources available to do the project. However, this was still a niche IP, so we wanted something quick to market to test out how viable it was.
  5. We decided to go with a idle tapper game, seen as quick and easy. 1. 2. 3. We wanted mass appeal beyond the IP because ARPDAU is typically lower on idle games. Old fans, new fans, non-fans, we wanted to appeal to all of them. 4. REALLY bad. We leaned on conventions so heavily in a quest to get something out quickly, we ended up with something that didn’t serve the customer, didn’t serve the IP, and we weren’t proud of. Had this been our own IP we would have killed it, but this was something we were passionate about and didn’t want to give up on. For reference on how bad this first version was: we showed this to Dave and he was speechless, and if you know Dave that is a pretty rare thing.
  6. We doubled down. --Slides-- Rather than follow the conventions of other idle games, we needed to frame the development as how do we best serve the IP & the fans? And make the mechanics fit that. We were gonna have to break some rules.
  7. Idle games typically don’t have much in terms of story, especially linear narrative. We didn’t like that rule.
  8. Idle games are very sand-boxy. Great for some player types, but we wanted to deliver a much more focused experience to a niche audience.
  9. We were committing to a longer development cycle, and as much as I talk about passion, we are still a business, so we wanted to make our money back. But at the same time we didn’t have the resources or the size of audience to try to make a hardcore card battler. We really didn’t like this rule.
  10. Rule #1 Idle games don't have story. Why was this a problem?
  11. IP has a wealth of characters and story. First hurdle: how do we show them off? We had stoned cougars, shotgun-wielding veterinarians, and mustard tigers. Oh my. We NEED to get those in the game. But felt limited in v1, following the conventions made for a very open game which was difficult to tell a linear story. We wanted to do all the crazy stuff from the show and more! Things like:
  12. We wanted to have the boys concoct their latest get rich quick scheme every season.
  13. Or square off against a shit-talking, drunk, trailer park supervisor with delusions of authority.
  14. Or have a greasy Grade 9 dropout kidnap your hard partying goldfish and hold it ransom at gunpoint. How do we do that?
  15. Our solution was to build a designer tool that allowed us to create a wide variety of narrative scenes with no need for engineering or art support to get them into the game. Designers have full control to place characters, pan, cut, and add or remove effects independently. So we started cramming story everywhere we could. And we found something surprising to us:
  16. As we playtested, we found that players were motivated by these plot points - As they got to a slower part of the game, they were to motivated to grind because "what happened next?" - When they got to a new story, we saw increased engagement because "Just one more episode!" - Had that golden playtest moment where the playtest was over but people sat in the room and kept playing Sound familiar? If you’ve ever seen that passive-aggressive message on Netflix "are you still watching?", you know what I’m talking about. It was binge-worthy gaming. Result: The highest ratings and retention I’d seen out of a game a launch. Fans loved it.
  17. There is no power creep for story. It never disrupts an economy and if done right the player always wants more. Progression can be hard to measure for many idle games. For our game it’s ”What season are you on?” ”I’m on season 20” “Is that the one where the piss factory breaks down?”No, it’s the one where they are siphoning jet fuel to launch dope rockets “ One of the risks we saw was the fans wanting something more than an idle game, wanting grand theft auto sunnyvale and not being able to live up to expectations, but by doubling down on story and nailing that, we actually brought a lot of players into the idle genre who had never played before. But not without it's challenges. Big risk: having the content end. More jarring that other games.
  18. One of the problems we wanted to solve in the game was helping players figure out when to ascend. The is often confusing and clunky. For instance, is now a good time to ascend in Adventure Capitalist? What about now? Who the hell knows?
  19. We also struggling with figuring out the best way to deliver narrative. Initially, we thought about playing little standalone stories when the player hit certain milestones, like Achievements in many idle games But there were some issues with that plan, like 1 2 3
  20. So we decided to get two birds stoned with one idea: Seasons & Goals. Seasons came first with a simple idea: instead of having random little vignettes, let’s tell a simple, linear story, like a TV season of TPB, with story snippets at the beginning, middle, and end of each season. This allowed us to deliver a classic 3-act story in a simple, understandable structure. To move through a season, a player must complete a certain number of goals, each of which asks the player to focus on a different aspect of the game, like upgrading a specific business or collecting a certain number of cards. Once players complete enough goals, they can finish the season by fighting a boss. Usually some sort of law enforcement figure. The boys invariably wind up getting busted, perhaps because they fight gun-toting lawmen by flipping them the bird. When they go to jail, their businesses fall apart and they start again the next season in classic idle game fashion.
  21. Slide #3: Next Up - Adding more content (5 new seasons, 1 business, 2 characters)
  22. There’s a well-known problem with idle games. They don’t tend to generate much revenue per user. In fact, developer Future Play did some press around the fact that they were making about $0.08 per user per day. This is about 40% of what I expect from a strong casual game. And, having committed to doing a TPB idle game, that gave us a challenge. As it turns out, we like money. And doing a generic idle was unlikely to make that happen for a studio with limited marketing power.
  23. We put in a pretty typical gacha system. Random cards drop during gameplay, representing TPB characters and businesses. The player needs to collect a certain number of cards for any character they want to upgrade. On top of that, they have to collect Liquor, a secondary currency, mostly gained from breaking into Mr. Lahey’s trunk every four hours. And we made sure that the gacha system was central to gameplay by forcing players to upgrade characters in order to automate cash product, something every idle game player loves to do.
  24. Slide #3: Next Up - Adding more content (5 new seasons, 1 business, 2 characters)
  25. Come up to beautiful British Columbia and enjoy our all your can eat poutine bar.