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CREATING NOVELTY
EXPLORING THE FINAL FRONTIER
OF MOBILE GAME DESIGN
AMSTERDAM
FEBRUARY 16 - 18, 2016
BRETT SEYLER
Founder & CEO
Previously:
General Manager at Unity Technologies
General Manager at GarageGames
F2P Economist / Consultant at Upsight (and elsewhere)
ANGEL INVESTOR / ADVISOR
HOW TO MAKE BETTER GAMES
This talk is about…
NOVELTY
noun nov·el·ty ˈnä-vəl-tē
: the quality or state of being new, different, and interesting
: something unusual and entertaining
HOW ARE GAMES NOVEL?
1.IP / FICTION
1.IP / FICTION
2.SKILLS / MASTERY
1.IP / FICTION
2.SKILLS / MASTERY
3.DEPTH
1.IP / FICTION
2.SKILLS / MASTERY
3.DEPTH
4.IMMERSION
1.IP / FICTION
2.SKILLS / MASTERY
3.DEPTH
4.IMMERSION
5.AGENCY
1.IP / FICTION
2.SKILLS / MASTERY
3.DEPTH
4.IMMERSION
5.AGENCY
6.CONNECTION
1.IP / FICTION
2.SKILLS / MASTERY
3.DEPTH
4.IMMERSION
5.AGENCY
6.CONNECTION
HOW DO WE APPLY THIS?
FREE
COSTLY
INCONVENIENTEASY
FREE
COSTLY
INCONVENIENTEASY
FREE
COSTLY
INCONVENIENTEASY
FREE
COSTLY
INCONVENIENTEASY
IP / FICTION SKILLS / MASTERY
DEPTH
IMMERSION
AGENCY
CONNECTION
IMMERSION IS INCONVENIENT AND EXPENSIVE
TAKEAWAY #1:
…FOR NOW
PEOPLE WILL CHASE IMMERSION
(LIKE ANY OTHER SOURCE OF NOVELTY)
…BUT COST & CONVENIENCE WIN
…IN THE END
TAKEAWAY #2:
DIDN’T I SAY SOMETHING ABOUT
MAKING BETTER GAMES?
FREE
COSTLY
INCONVENIENTEASY
IP / FICTION SKILLS / MASTERY
DEPTH
IMMERSION
AGENCY
CONNECTION
MOBILE PCCONSOLE
VERY STRONG
STRONG
MODERATE
WEAK
VERY WEAK OPPORTUNITY
YOU DON’T HAVE TO TAKE MY WORD FOR IT…
COOL, SO HOW EXACTLY WILL
MOBILE DESIGN REACH ITS POTENTIAL?
A FEW HINTS…
WONDER BATTLE
SANGUL
APRIL 2014
IF YOU WANT TO KNOW MORE…
DESIGNING TO WIN
CREATE NOVELTY THROUGH CONNECTION + AGENCY
VIA SOCIAL CONSTRUCTS & SHARED SPACES
DO THE WORK
THANKS!
(Q&A)
BRETT SEYLER
Founder & CEO

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Creating Novelty: Exploring the Final Frontier of Game Design | Brett Seyler

Editor's Notes

  1. Was titled “wisdom of the crowd” MMO design in the mobile era… you’re not at the wrong talk, you’re just going to get a better one 
  2. A persistent, dynamic world full of thousands of other players, and challenges for multiple modes of play
  3. Classic guns vs. butter strategy & management, designed from the ground up to be a complete mobile MMO.
  4. I'm also a investor with bets on several exciting companies in the space.
  5. Not better looking. Not more innovative. BETTER. Meaning more people want to play, and play for longer periods of time (measured not in hours, days or weeks, but months and years).
  6. This is a framework I developed from years of broadly considering what makes people want to play games, and keep playing some games more than others.
  7. Just a note that some of this is explored in more detail in the “Strong Social Constructs” talk I did last year at MGF and Casual Connect
  8. The big list
  9. IP / Fiction Even if we don’t know anything about the way this game played, what skills were available, how deep it was, how *in* the action you felt, how much freedom you’d have, or whether anyone else in the world was playing with you, there’s something about this fantasy and mystery that we want to explore.
  10. SKILLS / MASTERY The feeling of executing a difficult thing well, or simply building skill in a difficult to master thing, is incredibly satisfying for humans. It doesn’t have to be fast and tactical either. Chess players continue to invest their time and energy in what is, even for most high level players, often a very slow, thoughtful game.
  11. The big list
  12. DEPTH The appeal of depth to gamers is not universal, but for many, the appearance of endless options and content creates the desire to continue investment of time and energy, seeking similarly novel experiences.
  13. The big list
  14. IMMERSION The latest wave of innovation in games is a focus on this dimension of novelty. Without any interaction with the world, opportunity to build skill, apparent depth or variety in experience, or connection to other players, the convincing illusion of being somewhere else is undoubtedly novel.
  15. The big list
  16. AGENCY The freedom to perform nearly any action a player can imagine, whether violent, explorative, or socially taboo is deeply novel for obvious reasons – most of these experiences are simply not available to us in real life.
  17. The big list
  18. CONNECTION While many of like to escape our day-to-day experience in games, for most of us,
  19. Noteworthy point: we haven’t looked at any mobile games delivering standout novelty. Why?
  20. Right now, our diagonal axis pretty much looks like immersion (least to greatest). But isn’t immersion a good thing? YES! But right now, it’s inconvenient and expensive. As such, our TAM (largest to smallest) follows a similar curve, approximately inversely proportional to immersion.
  21. Right now, our diagonal axis pretty much looks like immersion (least to greatest). But isn’t immersion a good thing? YES! But right now, it’s inconvenient and expensive. As such, our TAM (largest to smallest) follows a similar curve, approximately inversely proportional to immersion.
  22. EASY = runs on hardware you already have, and is a highly interruptible experience INCONVENIENT = requires dedicated hardware / space and is socially awkward / alienating FREE = novel experiences in this dimension are readily available at no cost COSTLY = novel experiences in this dimension require significant consumer investment
  23. EASY = runs on hardware you already have, and is a highly interruptible experience INCONVENIENT = requires dedicated hardware / space and is socially awkward / alienating FREE = novel experiences in this dimension are readily available at no cost COSTLY = novel experiences in this dimension require significant consumer investment
  24. Unless you’re gung ho on investing in immersion and hoping cost & convenience arrive in time to find a market, let’s look at what happens when we consider slicing by the three most mature platforms at present mobile / PC / console
  25. Unless you’re gung ho on investing in immersion and hoping cost & convenience arrive in time to find a market, let’s look at what happens when we consider slicing by the three most mature platforms at present mobile / PC / console