Killer Design Patterns for F2P mobile/tablet games Henric Suuronen President & Co-Founder Nonstop Games
Product 1: Cross-platform Poker
Killer Design Patterns for F2P mobile/tablet games Henric SuuronenPresident & Co-FounderNonstop Games
What are we working on
1
Henric Suuronen@henricgames
Director or PMHelsinki/BarcelonaHead of StudioBerlinCo-FounderSingaporeSpeaker Profile
The topic of todays speech was Killer Benefits of HTML5 in Games
Start of with looking quickly on teh current stateThen dig into the actual benefits we foundAnd look shortly at the future
2
The topic of todays speech was Killer Benefits of HTML5 in Games
Start of with looking quickly on teh current stateThen dig into the actual benefits we foundAnd look shortly at the future
3
Coming Soon
The topic of todays speech was Killer Benefits of HTML5 in Games
Start of with looking quickly on teh current stateThen dig into the actual benefits we foundAnd look shortly at the future
4
Fun PatternsKiller Designs Patterns for F2P mobile/tablet games
Economy PatternsSocial Patterns
The topic of todays speech was Killer Benefits of HTML5 in Games
Start of with looking quickly on teh current stateThen dig into the actual benefits we foundAnd look shortly at the future
5
#1: Core Loop Design
The topic of todays speech was Killer Benefits of HTML5 in Games
Start of with looking quickly on teh current stateThen dig into the actual benefits we foundAnd look shortly at the future
6
Core Loop is the Heart of the Game
Core Loop Design
Source: www.deconstructoroffun.blogspot.com
Good Game Loop?Real-life simulationFun 1 time Fun 1000 timesFew steps (4-6 max)PvP or Trading elementSmart-DepthGood Closure (session management)
Things we do in real-life is easy to understand: Shopping, Restaurants, Real Estate, Norturing (babies, animals)Avoid too long animations that take too much time, will make the game loop lose it fun in the long-run(items/staffing/time speed up)Smart-depth and Closure are some of the key things in a killer game loops so I will go into depth of thsoe next.9
Smart-DepthAn extra layer ON the core game loop that adds strategy and more game
Placing Units More with ThoughtPlacing buildings optimally (=defenses)Planning optimal builder assignment
Origanally posted on insidesocialgames guest blog-post10
Common loop mistakesObject disappears at the endUser does not get in-game money from the Core loop -> focus elseToo complex/imaginarySlow animations -> not responsiveSeveral Game LoopsToo simple
While Millionaire City was a successful title Fishville was not that much? What went wrong?Objects disappear in: Fishville, Happy Hospital, Safari KingdomNo money: un-released wooga production / MMA pro fighter Too complex -> Hotel CitySlow animations -> Happy Hospital, Pirates AhoySeveral Loops -> MMA Pro Fighter, Pirates AhoyYou can and should have s simple game loop but then you must add smart-depth on it11
Core Loop Confusing
#2: Session Design
The topic of todays speech was Killer Benefits of HTML5 in Games
Start of with looking quickly on teh current stateThen dig into the actual benefits we foundAnd look shortly at the future
13
#2: Session Design
Game 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?
Frequent Session Support
Supercells 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
AC mechanic great
http://henricsuuronen.com/blog/the-ac-mechanic/Quickly becoming standard in successful games.
Great for: Click distributionShort game sessionProgression balanceSmth to do
How to do Session Stop?
Pure Facebook Energy mechanic not optimal
Great Session Stop
Losing units (even surviving ones) creates a GREAT session stop in addition to strategical layer
#3: Made for Touch
The topic of todays speech was Killer Benefits of HTML5 in Games
Start of with looking quickly on teh current stateThen dig into the actual benefits we foundAnd look shortly at the future
19
#3: Made for TouchTouch Requires a different UI than desktopStill too much point and clickUsers expect to be able to pinch & swipeNo compromises
Bad Porting UI not touch friendly
Difficult to train Troops3 cluttered screens needed to train troops?
Tailor-made for TouchBig pics that you swipe
#4: The Wow
The topic of todays speech was Killer Benefits of HTML5 in Games
Start of with looking quickly on teh current stateThen dig into the actual benefits we foundAnd look shortly at the future
24
#4: The WoWDeliver NEW EmotionSets you apart from the 800000 other appsMakes you memorableCreates best virality: real word of mouth. Can be small details
Wow Examples: Visual Awe
Wow: Crazy Achievement
WoW: Pinch zoom transition
Wow: New Mechanic
Wow: Funny Easter Eggs
Fun Patterns
Economy PatternsSocial Patterns
The topic of todays speech was Killer Benefits of HTML5 in Games
Start of with looking quickly on teh current stateThen dig into the actual benefits we foundAnd look shortly at the future
31
#5: Progression Planning
The topic of todays speech was Killer Benefits of HTML5 in Games
Start of with looking quickly on teh current stateThen dig into the actual benefits we foundAnd look shortly at the future
32
#5: Progression planningBasic Check-ListFirst session progressionScreenshot after first session 1 week objective definingThe 6 month player art testThe tile test calculationComplexity progressionBalancing, balancing, balancingTightly related to monetization & LTV
Unlock Features ProgressivelyUn-lock new features or resources at 3 days, 1 week, 1 month, 2 months of playDont have new players overwhelmedHigh-level players bulk of revenue, the new stuff will increase their retention
Great support for High-level Player
#6: Monetization and LTV
The topic of todays speech was Killer Benefits of HTML5 in Games
Start of with looking quickly on teh current stateThen dig into the actual benefits we foundAnd look shortly at the future
36
#6: Monetization DesignWhen doing F2P you must know mathNo money capConsole Companies cluelessCan you spend >$5000?LTV importance
Asian Style Items Evolvement can lead to high LTV
Free 2 Play Not Pay to win!
Fun Patterns
Economy PatternsSocial Patterns
The topic of todays speech was Killer Benefits of HTML5 in Games
Start of with looking quickly on teh current stateThen dig into the actual benefits we foundAnd look shortly at the future
40
#7: Real Social Patterns
The topic of todays speech was Killer Benefits of HTML5 in Games
Start of with looking quickly on teh current stateThen dig into the actual benefits we foundAnd look shortly at the future
41
This is NOT social!
#7: Real Social PatternsPvP, Co-opUGCTradingChattingForming AlliancesSending resourcesHelping newbies
Social is often time sensitiveGreat for mobile & Push Notif.
PvPFantasy SportsTradingBidding
Great Social Casino
Most social casinoPlayer ProfilesGifting (real money)MessagingStatusFlirting
Great Active ChatSocial GlueVery activeSocial feelingMeans of communicationStrategies, resources sendingMake new friends
See the your Friends - competition
#8: Events
The topic of todays speech was Killer Benefits of HTML5 in Games
Start of with looking quickly on teh current stateThen dig into the actual benefits we foundAnd look shortly at the future
48
#8: Plan for EventsWestern publishers suck Asia Rules!Events critical for long-termEvents are socialEvents drive monetizationKings of this in Asia
Puzzle & Dragons events
Game Feels freshSpecial enemies that require special units to beatBossesSpecial Item DropsThemes
Continue to monetize high LTV players
Fun Patterns
Economy PatternsSocial Patterns
The topic of todays speech was Killer Benefits of HTML5 in Games
Start of with looking quickly on teh current stateThen dig into the actual benefits we foundAnd look shortly at the future
51
#1 Core Loop#2 Session Mngmt#3 Made for Touch#4 The Wow#5 Progression#6 Monetization#7 Real Social #8 Events
I think game design is the new MBABing Gordon
http://www.gamesindustry.biz/articles/2012-07-23-game-industry-legends-bing-gordonGreat Times for Game Design
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 SEGERSTRLE 2013
http://www.guardian.co.uk/technology/appsblog/2013/may/30/supercell-kristian-segerstrale-free-to-play-games
RETURN GAME DESIGNEROFTHEMobile Wars
Slides available on: www.nonstop-games.com
Henric Suuronen@henricgames
Thank you!Questions?