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FamousAspect.com
New approaches
to F2P design
gdc next | oct 14
ethan levy | monetization design consultant | @FamousAspect
FamousAspect.com
FamousAspect.com
Slides + Audio available
• This presentation is best conveyed with audio
• Full slides + audio are available on youTube
•http://youtu.be/nNlPFcynu8c
FamousAspect.com
My motivation
help devs tackle monetization from day one
FamousAspect.com
FamousAspect.com
FamousAspect.com
FamousAspect.com
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takeaways
• should i f2p?
• 4 pleasures model for understanding players
• prototype your business model
FamousAspect.com
Should I F2P?
not every game is a match for the f2p business model
FamousAspect.com
Shattered Planet by Kitfox Games
FamousAspect.com
Featured on iOS
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100,000 downloads in 4 days
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Featured on Android
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300,000 downloads in 2 months
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“... the studio made as
much on Steam in one day
as it had on mobile in two
months.”
In its first week, Shattered
Planet sold 2,500 copies
on Steam.Tanya X Short, Creative Director
Kitfox Games
FamousAspect.com
a work in progress tool available at FamousAspect.com
the tool
FamousAspect.com
next steps for the tool
• Market data
• Tool tips to help inform decisions
• Spotting red flags
• Some form of sanity checking
FamousAspect.com
4 pleasures model
a mental framework to understand why players pay
FamousAspect.com
the 4 pleasures model
FamousAspect.com
a framework for F2P
• Physio-pleasure
• Socio-pleasure
• Psycho-pleasure
• Ideo-pleasure
FamousAspect.com
“This has to do with the body and with pleasures derived from the sensory organs”
physio-pleasure
FamousAspect.com
“This has to do with the body and with pleasures derived from the sensory organs”
physio-pleasure
FamousAspect.com
“This has to do with the body and with pleasures derived from the sensory organs”
physio-pleasure
FamousAspect.com
“This is the enjoyment derived from relationships with others.”
socio-pleasure
FamousAspect.com
“This is the enjoyment derived from relationships with others.”
socio-pleasure
FamousAspect.com
“This is the enjoyment derived from relationships with others.”
socio-pleasure
FamousAspect.com
“Psycho pleasure pertains to people’s cognitive and emotional reactions.”
psycho-pleasure
FamousAspect.com
“Psycho pleasure pertains to people’s cognitive and emotional reactions.”
psycho-pleasure
FamousAspect.com
“Psycho pleasure pertains to people’s cognitive and emotional reactions.”
psycho-pleasure
FamousAspect.com
“Ideo pleasures pertain to people’s values.”
ideo-pleasure
FamousAspect.com
“Ideo pleasures pertain to people’s values.”
ideo-pleasure
FamousAspect.com
“Ideo pleasures pertain to people’s values.”
ideo-pleasure
FamousAspect.com
model uses
• Connect developers to the intended audience
• Who are you building the game for?
• What is the emotional payoff for playing your game?
• How does paying enhance the emotional payoff?
FamousAspect.com
prototype your
business model
a tool for designing for F2P early in the dev process
FamousAspect.com
massive exit for the OpenFeint team
FamousAspect.com
major coverage of the product unveiling
FamousAspect.com
huge raise for a focused vision
FamousAspect.com
Editor’s Choice on launch
FamousAspect.com
And it gets great reviews
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Peaks at #5 download in the US during launch week
FamousAspect.com
Does not break into the top 150 grossing in first month
FamousAspect.com
two main mantras
• F2P is a long-term relationship
• Make purchasing present
FamousAspect.com
prototype your
business model
a tool for designing for F2P early in the dev process
FamousAspect.com
boxed development model
FamousAspect.com
boxed development model
FamousAspect.com
boxed development model
FamousAspect.com
fun = sales
therefore
prove run first
FamousAspect.com
f2p development model
FamousAspect.com
f2p development model
FamousAspect.com
f2p development model
FamousAspect.com
f2p development model
FamousAspect.com
f2p development model
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fun + ui = sales
therefore
prove ui first
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early stage f2p design
• game brief
• monetization strategy
• core loops / engagement
• ui prototype
FamousAspect.com
game brief
• name
• vision statement
• statement breakdown
• key features
• target player
• RunnerLands
• Borderlands x Spider
Man Unlimited
• shoot & loot action rpg
+ infinite runner
• shooter, loot engine,
crafting, fusion, squads,
premium chests, pvp
events, gvg events
• 18-34 male, mid-core
FamousAspect.com
monetization strategy
• emotions
• product catalog
• player life cycle
• content strategy
• Power & Dominance
• Loot chests, event
energy, coins
- early: basic, dailies
- mid: squad, pvp
- elder: gvg
• New dailies, new pvp/gvg
event art, monthly levels,
bi-monthly features
FamousAspect.com
run and gun loop
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squad run loop
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PvP weekly tournament loop
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GvG event loop
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early gamer - core gameplay engagement
FamousAspect.com
early gamer - daily mission
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mid game - squad runs
FamousAspect.com
mid game - pvp events
FamousAspect.com
elder game - gvg events
FamousAspect.com
core loop - home screen
FamousAspect.com
core loop - mission loadout
FamousAspect.com
core loop - fun goes here
FamousAspect.com
core loop - victory screen
FamousAspect.com
core loop - home screen
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core loop - chests
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core loop - crafting
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core loop - fusion
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next steps
• make it interactive
• add economic inputs and outputs
• add time modeling
• test the business model in motion!
FamousAspect.com
continue the conversation
• Email: ethan@FamousAspect.com
• Twitter: @FamousAspect
• Articles, tools and templates: FamousAspect.com

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New approaches to free-to-play game design - game monetization lecture from GDC Next '14