The toolbox approach to F2P game design Nicholas Lovell #f2ptoolbox
Jun 26, 2015
2. Early stageLate stageGame design 3. Frameworks andtoolboxes 4. A disclaimer 5. Nobody knowsanything 6. 1. The funnelARMAcquireRetainMonetiseKeep monetising 7. ARM yourself Hoping for the best is not good enough, you needto ARM yourself ACQUISITION: How do I get people through the doorcost-effectively? RETENTION: How do I keep people coming back formore? MONETISATION: How do I build money-makingstrategies into gameplay Acquisition and monetisation are important Retention is the most important, by far. 8. 2. The pyramid The Core Loop is thebeating heart ofyour game The RetentionGame is what keepsplayers playing The Superfan Gameis where theSuperfans live 9. 3. The CurvePRICEDemandRevenueopportunityMarketing opportunity 10. What AAA asksHow can I get customers who dontwant to spend $60 to spend $6? 11. What F2P asksHow can I get customers who do want to spend$60 to love spending $600, or $6,000? 12. There are many differenttoolboxes 4. The Heros Journey (read The WritersJourney by Christopher Vogler) 5. The psychology of marketing (readInfluence, the Principles of Persuasion, byRobert Cialdini) Any number of game design books (e.g. ATheory of Fun, Raph Koster, or A Book ofLenses, Jesse Schell.) 13. Here are some of mytools 14. Conclusion Use frameworks and tools that you find useful Have some for design AND some for business Find them from anywhere: Psychology Writing Marketing Economics Or just borrow mine 15. Thank you@nicholaslovell@gamesbriefwww.gamesbrief.comwww.f2ptoolbox.com#f2ptoolbox