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New	
  Horizons	
  
                           	
  
        of	
  Game	
  Design    	
  


       Aki	
  Järvinen	
  
  Crea8ve	
  Director,	
  Ph.D.
                              	
  
Sociality	
  Rocks,	
  Kiev,	
  September	
  30,	
  2011	
  
                                                               1
‘Tradi'onal’	
  VS	
  ‘New’	
  Game	
  Design?	
  




http://en.wikipedia.org/wiki/Advance_Wars   http://apps.facebook.com/armyattack

                                                                             2
The	
  context	
  for	
  social	
  game	
  design	
  




                  Gameplay	
  




                                                        3
Game	
  designers:	
  Spot	
  the	
  differences
                                              	
  




                                                     4
And	
  who’s	
  this	
  guy?	
  




 Meet	
  The	
  Product	
  Manager	
     5
From	
  Developers	
  	
  
to	
  Social	
  Game	
  Design...	
  




                                        6
Tradi8onal	
      	
  
     VS	
  
         	
  
    New       	
  
Game	
  Design          	
  



                               7
Mul'player	
  VS	
  Parallel	
  Play	
  




Asynchronous	
  context	
  =	
  Asynchronous	
  gameplay	
  
                                                          8
Levels	
  vs	
  Quests
                               	
  




Quest	
  design	
  is	
  the	
  new	
  level	
  design?	
  
                                                              9
Latest:	
  Level	
  design	
  is	
  prevailing	
  




                                                     10
 Linear	
  Core	
  Mechanics	
  VS	
  Core	
  Loops
                                                     	
  


                                             Buy	
  Plot	
  




                               Harvest	
  
                                                               Plant	
  Crop	
  
                                Crop	
  




                                                                                   11
Content	
  VS	
  Gameplay	
  




The	
  ‘homestead’	
  creates	
  emo'onal	
  aNachment	
  
     but	
  easily	
  turns	
  into	
  a	
  content	
  treadmill	
  
                                                                  12
Tutorials	
  VS	
  First-­‐'me	
  Flows
                                                    	
  
•  	
  	
  




         In	
  the	
  free	
  to	
  play	
  context,	
  onboarding	
  the	
  
                        player	
  is	
  even	
  more	
  crucial	
  
                                                                                13
Reviews	
  vs	
  Metrics
                                       	
  
•  metacri'c	
  vs	
  hockey	
  s'cks	
  




                                              14
On	
  to	
  the	
  New	
  




                             15
Free	
  to	
  Play	
  Service	
  




 This	
  is	
  the	
  NEW	
  in	
  the	
  horizon	
  for	
  
game	
  design	
  –	
  and	
  it’s	
  here	
  already!       	
  
                                                                    16
F2P	
  Service	
  Deployment
                           	
  




 http://www.flickr.com/photos/21975505@N04/4146587193/sizes/l/in/photostream/
                                                                                17
F2P:	
  New	
  standards	
  for	
  
                               	
  
      UI	
  accessibility	
  




                                      18
F2P	
  Design	
  PaNerns
                                          	
  
•  Case	
  ‘Fog	
  of	
  War’	
  	
  
    –  a	
  tried	
  and	
  tested	
  strategy	
  game	
  mechanic	
  in	
  the	
  
       tradi'onal	
  space	
  




                                                                                  19
F2P	
  =	
  Unlearning	
  Design	
  PaNerns
                                            	
  
•  In	
  Army	
  ANack,	
  removing	
  Fog	
  of	
  War	
  
   improved	
  ARPU	
  and	
  conversion	
  rate	
  
   significantly!	
  




                                                              20
F2P:	
  You	
  can	
  never	
  think	
  too	
  casual
                                                    	
  




                                                      21
F2P:	
  Reten'on	
  is	
  everything	
  




The	
  short	
  and	
  long	
  term	
  ‘winters’	
  need	
  to	
  
  be	
  crystal	
  clear	
  in	
  your	
  players’	
  minds	
  	
  
                                                                      22
The	
  F2P	
  dice	
  


D1,	
  D7,	
  D30                    	
  




    The	
  Reten'on	
  Metrics	
  
                                            23
 Reten'on	
  is	
  in	
  the	
  Core	
  Loops
                                               	
  




                                                      24
F2P:	
  Virtual	
  Goods
                       	
  




Scarcity	
  via	
  func'onal	
  items	
  
                                            25
F2P:	
  Social	
  Design	
  




Request	
  sub-­‐economies	
  trump	
  social	
  game	
  mechanics	
  
                                                                26
F2P:	
  	
  
Flirt	
  to	
  engage,	
  persuade	
  to	
  buy	
  




                                                      27
F2P:	
  Promiscuous	
  social	
  contexts
                                        	
  




               Gameplay	
  




                                               28
F2P	
  Game	
  Design	
  




                            29
Close	
  enough	
  to	
  F2P	
  is	
  not	
  enough	
  




                                                      30
Intui'on	
  and	
  Metrics
                         	
  




                                31
F2P:	
  Time	
  is	
  money	
  




                                  32
F2P:	
  Appointment	
  mechanics
                               	
  




                                      33
DnRU
Moving	
  the	
  Needle	
  




                                      	
  



Profitable	
  Game	
  Design	
  	
  
                                       34
BoNom	
  Line:	
  Retaining	
  Fun	
  




                                         35
Compe''on	
  is	
  fun	
  




                             36
Case:	
  Profitable	
  Game	
  Design	
  

       FB Credits Revenue Distribution




                                           37
Fun	
  mone'zes	
  well!
                       	
  




                              38
Thank	
  You!
                         	
  

   ajarvinen@digitalchocolate.com    	
  
          @aquito	
  on	
  TwiNer
                                	
  
hNp://games4networks.posterous.com        	
  

                                                 39

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