6. Level
MMORPG
• Mastery in months
• Epic goal(s)
• Level as
– Mastery time
– Gateways to Mastery
(skills, talents, bosses,…)
SNS
• Mastery in minutes
• Daily goal(s)
• Level as
– Playing time
– Gateways to content
– Monetization point
– Ranking
13. Energy
• 1 day = 1440 minutes = 288 energies
– 1 energy = 5 minutes
• 1 energy = 1 XP
– Control playing time
• 1 energy = xx Gold
– Control gold source
– More monetization potential
18. Takeaways
• Levels in SNS are a gateway to new
content.
• Gold/value ranking is a new trend.
• Monetization on Gold has more
potential.
• Energy is currently an elegant solution
for balancing level/gold.
Hinweis der Redaktion
Mr. Minh is the lead game designer of GSS, a 70-persons studio based in Ho Chi Minh City. He had 5 years experience as a Product Manager of many game titles, MMORPGs and Casuals. After that, he joins GSS as a game designer in develop new games and trains others in game design.Many game designers concern about game balancing, especially parameters such as: xp, levels, gold,… In this short presentation, we will review the level model of MMORPG, which is not very suitable for SNS for many reasons: short playing time, free-to-play, XP monetization is limited. And how SNS games solve these problems by adding energy.
Anyhow, in this presentation, I only introduce these concepts.
Let’s take a look at current games’ leveling curves 30 days to 85 in WoW 280 days to 85 in CityVille 4,000 days to max in CityVille
Every games have their goals: Kill the last boss (MMORPG) Fullset (MMORPG) Match 3 gems (Bejelwed) Kill opponents (FPS) Build the biggest home (The Sims Social) Build the crowdest city (SimCity Social) Top Level?
Let’s take a look at current games’ leveling curves 500 days to 99 in CityVille 7,000 days to 99 in CastleVille