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Game Basics: Engagement
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Game Design: Engagement

Nov 22, 2014

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Erez Yerushalmi

Game Design - Engagement
The Deck covers some of the basic aspects and mechanisms of social game design. This is the 1st out of 4 decks, covering the aspects needed for amplifying ENGAGEMENT among players and users
The series includes 4 chapters: Engagement, Virality, Retention, Monetization
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Transcript
Page 1: Game Design: Engagement

Game Basics: Engagement

Page 2: Game Design: 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

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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

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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

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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

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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’

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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)

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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

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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

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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

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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

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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)

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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

Page 26: Game Design: Engagement

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

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