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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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Page 1: Killer Design Patterns for F2P Mobile/Tablet Games

Killer Design Patterns for F2P mobile/tablet games Henric SuuronenPresident & Co-FounderNonstop Games

Page 2: Killer Design Patterns for F2P Mobile/Tablet Games

Henric Suuronen@henricgames

Director or PMHelsinki/Barcelona

Head of StudioBerlin

Co-FounderSingapore

Speaker Profile

Page 3: Killer Design Patterns for F2P Mobile/Tablet Games
Page 4: Killer Design Patterns for F2P Mobile/Tablet Games

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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