Game Design - Engagement
The Deck covers some of the basic aspects and mechanisms of social game design. This is the 1st out of 4 decks, covering the aspects needed for amplifying ENGAGEMENT among players and users
The series includes 4 chapters: Engagement, Virality, Retention, Monetization
2. ENGAGEMENT
Engagement encourages players to interact with
the game, by providing them with:
Fun, Fascination and Interest
Fun Addictive Rewarding
A game is all about Fun: A successful social game Virtual rewards, bonuses
If it looks bad, plays bad must generate an and even strengthening
and doesnât reward me⊠addictive âdaily ritualâ words
its not fun!
3.
4. THE DAILY RITUAL
Social games act like rituals;
Players get addicted to a series of given actions
conducted every day in the exact same manner
1. THE GATHERING 2. THE GRIND 3. THE PROMISE
The return to the The appliance of When should I come back?
game and the consecutive actions with What will I gain if I return?
gathering of rewards micro-rewards given for What will happen if i donât
each one return?
5.
6. FIRST TIME USER EXPERIENCE
The FTUE is crucial for the growth and success
of a social game. Players are guided through the
game basics, gradually grasping the mechanics
QUICK & CLEAR CONSTRUCTIVE INCENTIVES
Easy to understand. Step by step. Shower the player with
Short Instructions. Enable the player to rewards. Make him âfeel
Clean Graphics. gradually learn the game goodâ with himself
7.
8. MESSAGING
Messages are a visual medium with which the
game communicates with a player. It combines
visual, text and buttons
PROMPTS NOTIFICATIONS CALL FOR ACTION
Pop ups showing an Short messages sent to A central desired action
instant message and the playerâs notification to which the player is
call for action center in real time âguidedâ
9.
10. INCENTIVES
Rewards, bonuses and gifts given to a player in
order to motivate him and make him
âstrive for moreâ
CONSECUTIVE COMPETITIVE COLLECTIVE (group)
Player gains time- Players compete to gain a Players work together to
based bonuses, as daily/hourly grand achieve goals and gain
long as he sits in front bonuses group bonuses
of the game
11.
12. ACHIEVEMENTS
Virtual means used to motivate a player and
mark a specific in-game accomplishment.
(also Used by players for Bragging rights)
BADGES TROPHIES TITLE
A badge is a visual A trophy is a badge that A title is a textual label
icon representing an moves from hand to showing a specific
in-game hand, according to the designation or
accomplishment current winner accomplishment
13.
14. LEADERBOARD
A leaderboard exhibits a list of the leading
players in a specific game or venue.
It can usually be filtered by daily/monthly views
UNIVERSAL CATEGORICAL GEOGRAPHICAL
A general leaderboard A leaderboard of a A leaderboard based on
showing a constant specific game venue : a specific country or
change in the list of Mini game, tournament, continent
leading players day, eventâŠ
15.
16. SELF EXPRESSION
Self Expression enables players to model, design
and influence the game world in various
creative methods
CHARACTER ENVIRONMENT INSIGNIA
Dress-up, customize, Design, furnish, color or Design, equip and
style, equip or gear style your living habitat customize your teamâs
your avatar (city, room, hotelâŠ) emblem/symbol/flagâŠ
17.
18.
19. ATTRIBUTES
Attributes are metrics representing the playerâs
physical/social/mental
characteristics within the game world
TRAITS SKILLS PERKS
Traits are born Skills are taught or Perks are acquired or
characteristic acquired attributes born âuniqueâ abilities
(strength, charismaâŠ) (Hunting, GamblingâŠ) (Lucky, Quick-HandâŠ)
20.
21. ABILITIES
Abilities are âspecial powersâ that can be used
by players in order to âbend the rulesâ of the
game and gain a temporary benefit
BUFFS HEX STACKING
Buffs are positive Hex are negative effect A process in which a
effects applied on the applied on opponents player âstacks upâ buffs
player or his comrades (slowing or weakening or hexes on himself or
them) an opponent
22.
23. CAREERS
Careers are progression paths that enable a player to
evolve his âgame entityâ in a personalized manner
(as a mean of self expression)
PROFESSION METHOD FACTION
A profession A method represents the A faction represents a
represents an playerâs way of doing philosophy, a family or a
acquired line of work: things: Brute force, nation within the game
Soldier, scholar, etc Charms, Wits⊠world
24.
25. CAREERS - II
Careers are powerful engagement engines; they
grant players a feeling of personalization, by
allowing them to âmodelâ their progression
CLASS MULTI-CLASS PRESTIGE
A class is a unique A Multi Class mechanic A Prestige Class is a
career path offering enables players to pick to specialized class that
attributes, abilities classes and run them in unlocks at a specific
and options parallel level
26. QUEST
The Quest is a short-term task within the
gameplay world, offering players an immediate
course of action & reward
BRIEF FEEDBACK INCENTIVE
The brief tells the player The feedback is a The incentive is a reward
what he is required to do midterm pointer, telling given to the player for
in order to complete he the player he is on the completing the quest
quest right track