Game Basics: Engagement
Nov 22, 2014
Game Basics: Engagement
Fun A game is all about Fun: If it looks bad, plays bad and doesn’t reward me…
its not fun!
Rewarding Virtual rewards, bonuses and even strengthening
words
Addictive A successful social game
must generate an addictive ‘daily ritual’
ENGAGEMENT Engagement encourages players to interact with
the game, by providing them with: Fun, Fascination and Interest
1. THE GATHERING The return to the
game and the gathering of rewards
3. THE PROMISE When should I come back? What will I gain if I return? What will happen if i don’t
return?
2. THE GRIND The appliance of
consecutive actions with micro-rewards given for
each one
THE DAILY RITUAL Social games act like rituals;
Players get addicted to a series of given actions conducted every day in the exact same manner
QUICK & CLEAR Easy to understand. Short Instructions.
Clean Graphics.
INCENTIVES Shower the player with
rewards. Make him “feel good” with himself
CONSTRUCTIVE Step by step.
Enable the player to gradually learn the game
FIRST TIME USER EXPERIENCE The FTUE is crucial for the growth and success
of a social game. Players are guided through the game basics, gradually grasping the mechanics
PROMPTS Pop ups showing an instant message and
call for action
CALL FOR ACTION A central desired action
to which the player is ‘guided’
NOTIFICATIONS Short messages sent to the player’s notification
center in real time
MESSAGING Messages are a visual medium with which the game communicates with a player. It combines
visual, text and buttons
CONSECUTIVE Player gains time-based bonuses, as
long as he sits in front of the game
COLLECTIVE (group) Players work together to achieve goals and gain
group bonuses
COMPETITIVE Players compete to gain a
daily/hourly grand bonuses
INCENTIVES Rewards, bonuses and gifts given to a player in
order to motivate him and make him ‘strive for more’
BADGES A badge is a visual
icon representing an in-game
accomplishment
TITLE A title is a textual label
showing a specific designation or
accomplishment
TROPHIES A trophy is a badge that
moves from hand to hand, according to the
current winner
ACHIEVEMENTS Virtual means used to motivate a player and
mark a specific in-game accomplishment. (also Used by players for Bragging rights)
UNIVERSAL A general leaderboard
showing a constant change in the list of
leading players
GEOGRAPHICAL A leaderboard based on
a specific country or continent
CATEGORICAL A leaderboard of a
specific game venue : Mini game, tournament,
day, event…
LEADERBOARD A leaderboard exhibits a list of the leading
players in a specific game or venue. It can usually be filtered by daily/monthly views
CHARACTER Dress-up, customize, style, equip or gear
your avatar
INSIGNIA Design, equip and
customize your team’s emblem/symbol/flag…
ENVIRONMENT Design, furnish, color or style your living habitat
(city, room, hotel…)
SELF EXPRESSION Self Expression enables players to model, design
and influence the game world in various creative methods
TRAITS Traits are born characteristic
(strength, charisma…)
PERKS Perks are acquired or
born “unique” abilities (Lucky, Quick-Hand…)
SKILLS Skills are taught or acquired attributes
(Hunting, Gambling…)
ATTRIBUTES Attributes are metrics representing the player’s
physical/social/mental characteristics within the game world
BUFFS Buffs are positive
effects applied on the player or his comrades
STACKING A process in which a
player “stacks up” buffs or hexes on himself or
an opponent
HEX Hex are negative effect applied on opponents (slowing or weakening
them)
ABILITIES Abilities are ‘special powers’ that can be used by players in order to ‘bend the rules’ of the
game and gain a temporary benefit
PROFESSION A profession
represents an acquired line of work: Soldier, scholar, etc
FACTION A faction represents a
philosophy, a family or a nation within the game
world
METHOD A method represents the
player’s way of doing things: Brute force,
Charms, Wits…
CAREERS Careers are progression paths that enable a player to
evolve his ‘game entity’ in a personalized manner (as a mean of self expression)
CLASS A class is a unique
career path offering attributes, abilities
and options
PRESTIGE A Prestige Class is a
specialized class that unlocks at a specific
level
MULTI-CLASS A Multi Class mechanic
enables players to pick to classes and run them in
parallel
CAREERS - II Careers are powerful engagement engines; they
grant players a feeling of personalization, by allowing them to ‘model’ their progression
BRIEF The brief tells the player what he is required to do in order to complete he
quest
INCENTIVE The incentive is a reward
given to the player for completing the quest
FEEDBACK The feedback is a
midterm pointer, telling the player he is on the
right track
QUEST The Quest is a short-term task within the
gameplay world, offering players an immediate course of action & reward