killer design patterns for f2p mobile/tablet games
DESCRIPTION
Presentation on Design Patterns for Mobile and Tablet games presented in July 2013 at ChinaJoy in Shanghai by Henric Suuronen, President & Co-Founder at Nonstop GamesTRANSCRIPT
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Killer Design Patterns for F2P mobile/tablet games Henric SuuronenPresident & Co-FounderNonstop Games
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Henric Suuronen@henricgames
Director or PMHelsinki/Barcelona
Head of StudioBerlin
Co-FounderSingapore
Speaker Profile
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Coming Soon
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Fun Patterns
Killer Designs Patterns for F2P mobile/tablet games
Economy Patterns Social Patterns
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#1: Core Loop Design
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Core Loop is the Heart of the Game
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Core Loop Design
Source: www.deconstructoroffun.blogspot.com
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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)
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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
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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
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Core Loop Confusing
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#2: Session Design
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#2: Session DesignGame should encourage frequent short sessions but also
allow longer sessions
>10 10 min sessions per dayWhat do you do?
Can you enjoy game for longer sessions?
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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
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“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”
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How to do Session Stop?
Pure Facebook Energy mechanic not optimal
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Great Session StopLosing units (even surviving ones) creates a GREAT session stop in addition to strategical layer
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#3: Made for Touch
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#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
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Bad Porting UI – not touch friendly
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Difficult to train Troops3 cluttered screens needed to train troops?
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Tailor-made for TouchBig pics that you swipe
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#4: The “Wow”
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#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
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“Wow” Examples: Visual Awe
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“Wow”: Crazy Achievement
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“WoW”: Pinch zoom transition
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“Wow”: New Mechanic
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“Wow”: Funny Easter Eggs
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Fun Patterns Economy Patterns Social Patterns
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#5: Progression Planning
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#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
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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
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Great support for High-level Player
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#6: Monetization and LTV
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#6: Monetization Design
• When doing F2P you must know math
• No money cap• Console Companies clueless• Can you spend >$5000?• LTV importance
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Asian Style Items Evolvement can lead to high LTV
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Free 2 Play – Not Pay to win!
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Fun Patterns Economy Patterns Social Patterns
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#7: Real Social Patterns
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This is NOT social!
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#7: Real Social Patterns
PvP, Co-opUGCTradingChattingForming AlliancesSending resourcesHelping newbies
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Social is often time sensitiveGreat for mobile & Push Notif.
PvPFantasy SportsTradingBidding
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Great Social Casino
• Most social casino• Player Profiles• Gifting (real money)• Messaging• Status• “Flirting”
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Great Active Chat
• Social Glue• Very active• Social feeling• Means of
communication• Strategies,
resources sending• Make new friends
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See the your Friends - competition
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#8: Events
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#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
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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
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Fun Patterns Economy Patterns Social Patterns
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#1 Core Loop
#2 Session Mngmt
#3 Made for Touch
#4 The “Wow”
#5 Progression
#6 Monetization
#7 Real Social
#8 Events
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“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
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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/2013/may/30/supercell-kristian-segerstrale-free-to-play-games
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RETURN GAME DESIGNEROFTHE
Mobile Wars
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Slides available on: www.nonstop-games.com
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Henric Suuronen@henricgames
Thank you!Questions?
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