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Killer Design Patterns for F2P mobile/tablet games Henric Suuronen President & Co-Founder Nonstop Games
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Killer Design Patterns for F2P Mobile/Tablet Games

Apr 21, 2017

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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?