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Game Basics: Retention
RETENTION
    A series of game mechanisms and incentives
    that bring back players to play in a repetitive
         manner, over a long period of time




      STICKINESS                    REVENUE                LIFE TIME VALUE
The ratio between MAU       Daily active Users define   The overall period spent
 and DAU, showing the       the revenue pattern of a      by a player over the
overall retention of the           social game           game will establish his
          game                                                    value
DAILY BONUS
     A daily incentive given to a player upon his
   landing, providing a “bait” for the next day of
                      gameplay




       COLLECT                      PLAY                         PLAN
Collect a daily reward.    Gain a daily bonus by     Deploy a timed bonus, to be
 Grows according to         playing a mini game       collected on a nearby visit
  consecutive visits      when landing in the game     (harvest, Job, property)
MINI GAMES
     Mini Games are short-burst simple game
 engines that provide a differentiating moment
 of fresh gameplay during a repetitive sequence




  GAME OF SKILL               GAMES OF FUN                NARRATIVE
  Cards, roulettes,        Short-burst Platformer,      Short cut-scene
wheels of Fortune and     shooters and arcade like   experiences or visuals
   games of luck                  activity            narrating arc-stories
PROGRESSION
   A progression system is the heart & core of a
    persistent game. It provides a thread that
     connects the player’s individual sessions




       LEVELING                EXPERIENCE                MULTI SYSTEMS
 Unlock new content,     Collect Experience Points   Climb through multiple
   titles and game       by performing quests or     leveling systems (social,
options by climbing up    game actions, to gain       career, etc) to explore
 the leveling system       new levels and titles             the game
UNLOCKING MECHANISM
  As means of exploration, a good game slowly
 unveils content, options and goods, making the
      player curious about “what’s next?”




      CONTENT                    GOODS                     OPTIONS
Game environments,        Items, weapons, gifts,     Game modes, secret
Storylines, Non Player    power-ups and virtual     levels, career options
characters and visuals   goods found in the store       and bonuses
CAREERS - II
Careers are powerful engagement engines; they
  grant players a feeling of personalization, by
   allowing them to ‘model’ 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
INCENTIVES
  Rewards, bonuses and gifts given to a player in
      order to motivate him and make him
                ‘strive for more’




    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
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
REGENERATION
   An Attribute, a Bonus or a game option that
slowly renews itself every x seconds of gameplay.
  Used by players for planning their next move




      TIME STAMP                   QUANTITY                    PERSISTENCY
A timer counts backward       Fine balance of the        Regeneration continues
 to show the moment in     quantity of units gained is   to take place even when
which regeneration takes         crucial for this           the player is offline
          place                   mechanism
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
MASTERY SYSTEM
  A Mastery System is used to create replay ability
         of content and a way for players
             to generate specialization




          COLORS                      STARS                  PRE-REQUISITE
Complete each quest in 3      Try completing a quest      Complete a quest in a
 different levels: Bronze,   with a maximum of stars.   specific mastery levels in
        Silver, Gold           Performance based.        order to unlock content
PUBLIC QUEST
  A cooperative Quest, played by a small group of
     friends/strangers in a limited time frame




         TIMING                        LOCKED                     PRIZES!
A Public quest starts on a   From a moment a public      A Public Quest generates
   given time frame.         quest is launched, no one         rewards to all
Late-Birds must wait for        can leave or join it      participants, according
    the next round                                         to their performance
Game design - Retention
Game design - Retention

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Game design - Retention

  • 2. RETENTION A series of game mechanisms and incentives that bring back players to play in a repetitive manner, over a long period of time STICKINESS REVENUE LIFE TIME VALUE The ratio between MAU Daily active Users define The overall period spent and DAU, showing the the revenue pattern of a by a player over the overall retention of the social game game will establish his game value
  • 3.
  • 4. DAILY BONUS A daily incentive given to a player upon his landing, providing a “bait” for the next day of gameplay COLLECT PLAY PLAN Collect a daily reward. Gain a daily bonus by Deploy a timed bonus, to be Grows according to playing a mini game collected on a nearby visit consecutive visits when landing in the game (harvest, Job, property)
  • 5.
  • 6. MINI GAMES Mini Games are short-burst simple game engines that provide a differentiating moment of fresh gameplay during a repetitive sequence GAME OF SKILL GAMES OF FUN NARRATIVE Cards, roulettes, Short-burst Platformer, Short cut-scene wheels of Fortune and shooters and arcade like experiences or visuals games of luck activity narrating arc-stories
  • 7.
  • 8. PROGRESSION A progression system is the heart & core of a persistent game. It provides a thread that connects the player’s individual sessions LEVELING EXPERIENCE MULTI SYSTEMS Unlock new content, Collect Experience Points Climb through multiple titles and game by performing quests or leveling systems (social, options by climbing up game actions, to gain career, etc) to explore the leveling system new levels and titles the game
  • 9.
  • 10. UNLOCKING MECHANISM As means of exploration, a good game slowly unveils content, options and goods, making the player curious about “what’s next?” CONTENT GOODS OPTIONS Game environments, Items, weapons, gifts, Game modes, secret Storylines, Non Player power-ups and virtual levels, career options characters and visuals goods found in the store and bonuses
  • 11.
  • 12. CAREERS - II Careers are powerful engagement engines; they grant players a feeling of personalization, by allowing them to ‘model’ 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
  • 13.
  • 14. INCENTIVES Rewards, bonuses and gifts given to a player in order to motivate him and make him ‘strive for more’ 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
  • 15.
  • 16. 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
  • 17.
  • 18. REGENERATION An Attribute, a Bonus or a game option that slowly renews itself every x seconds of gameplay. Used by players for planning their next move TIME STAMP QUANTITY PERSISTENCY A timer counts backward Fine balance of the Regeneration continues to show the moment in quantity of units gained is to take place even when which regeneration takes crucial for this the player is offline place mechanism
  • 19.
  • 20. 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
  • 21.
  • 22.
  • 23. MASTERY SYSTEM A Mastery System is used to create replay ability of content and a way for players to generate specialization COLORS STARS PRE-REQUISITE Complete each quest in 3 Try completing a quest Complete a quest in a different levels: Bronze, with a maximum of stars. specific mastery levels in Silver, Gold Performance based. order to unlock content
  • 24. PUBLIC QUEST A cooperative Quest, played by a small group of friends/strangers in a limited time frame TIMING LOCKED PRIZES! A Public quest starts on a From a moment a public A Public Quest generates given time frame. quest is launched, no one rewards to all Late-Birds must wait for can leave or join it participants, according the next round to their performance