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Idle Chatter
What We All Can Learn from Self-Playing Games
Anthony Pecorella
Kongregate.com
Slides!
• You can download these slides right now from
developers.kongregate.com/blog
Who Am I?
• At Kongregate for 7 years,
directing our browser-based
F2P virtual goods business
• Producer for
AdVenture Capitalist mobile
• Also an indie designer,
cofounder of Level Up Labs
Kongregate.com
Kongregate Publishing
Why Are We Talking About This?
Why Are We Still Talking About This?
• It’s an adolescent genre
– Only 3 years old in its
modern form
– Beginning to mature
Cookie Clicker
Why Are We Still Talking About This?
• It has become
extremely popular!
Why Are We Still Talking About This?
• It has become
extremely popular!
Why Are We Still Talking About This?
• It has become
extremely popular!
Why Are We Still Talking About This?
• Steam created an MMO Idle for its 2015 Summer Sale
Why Are We Still Talking About This?
• Play patterns for idle games are very different
Why Are We Still Talking About This?
• Fabulous retention stats
– Some of the best-retaining games on all of Kongregate.com
Why Are We Still Talking About This?
Why Are We Still Talking About This?
• Generates great revenue
– ARPUs (average revenue per user) well-above most single-
player games on Kongregate.com
Why Are We Still Talking About This?
• Top-grossing single-player
games by ARPU
Why Are We Still Talking About This?
• Top-grossing single-player
games by ARPU
Why Are We Still Talking About This?
• It is the most exciting genre in games today
• The genre has a short gestation period (development
time) and lots of hosts
(developers)
• Result: Rapid evolution!
Idle Game Mechanics Crash Course
Idle Game Mechanics Crash Course
• Progress without interaction
– Low pressure experience
– Constant growth and progress
• There are no lose conditions!
– Quick check-ins can be very profitable by shifting up the
growth curve
• Great for social/mobile play patterns
Idle Game Mechanics Crash Course
• Progress without interaction
– Creates a celebratory moment
every time you return to the game
• The longer you don’t the play the
game, the bigger the reason to return!
– Forced appointment mechanics
become an unnecessary element
Tap Adventure
Idle Game Mechanics Crash Course
• Rapid growth of costs and power/rewards
– Humans love big numbers
AdVenture Capitalist
Idle Game Mechanics Crash Course
• Rapid growth of costs and power/rewards
– Core loop:
• Log in
• Spend all of your cash
• Log out, to return in a few hours
– Sound familiar?
Cityville
Idle Game Mechanics Crash Course
• Rapid growth of costs and power/rewards
– Creates a “natural” energy system without the need for an
energy currency
– More palatable to players (esp. “gamers”)
• Has real-world analog, makes sense
– “I’m out of cash, need to come back when I have more.”
• Player feels more ownership over this decision
– “I could wait, but my time is worth more than that.”
Idle Game Mechanics Crash Course
• “Prestiging” (New Game+)
– Choose to reset your game to get a
boost the next time through
– Start back over, but with much more
power than before
– Provides an interesting strategic
decision for the player
Tap Titans
Idle Game Mechanics Crash Course
• “Prestiging” (New Game+)
Idle Game Mechanics Crash Course
• “Prestiging” (New Game+)
Idle Game Mechanics Crash Course
• “Prestiging” (New Game+)
Idle Game Mechanics Crash Course
• “Prestiging” (New Game+)
Idle Game Mechanics Crash Course
• “Prestiging” (New Game+)
Idle Game Mechanics Crash Course
• Make It Bumpy
– Smooth curves are boring, lack surprise and delight
Idle Game Mechanics Crash Course
• Make It Bumpy
– Smooth curves are boring, lack surprise and delight
Idle Game Mechanics Crash Course
• Make It Bumpy
– Smooth curves are boring, lack surprise and delight
Idle Game Mechanics Crash Course
• Make It Bumpy
Idle Game Mechanics Crash Course
• Make It Bumpy
Idle Game Mechanics Crash Course
• Make It Bumpy
Idle Game Mechanics Crash Course
• Make It Bumpy
– Realm Grinder: The Infamous
Reincarnation 16
• Getting to R16 is arduous
• Some players spend money,
some wait it out
• Regardless, getting to R16 is an
accomplishment, reinforced by the
introduction of an entirely new
mechanic
Gaminic, Kongregate Forums
Idle Game Mechanics Crash Course
• Make It Bumpy
Jetpack Joyride Teenage Mutant Ninja Turtles
Idle Game Mechanics Crash Course
• Prestige Currency
– Prestiging allows you to reign in growth
– Typically a slower, often linear-growth currency is
rewarded
• Effectively takes a log of the main currency
• Gives the developer an opportunity to more easily balance and
control progression
Idle Game Mechanics Crash Course
• Prestige Currency
– Idle Paws
Idle Game Mechanics Crash Course
• Canadian Puns
– AdVenture Capitalist
– Idle Paws
– Crusaders of the Lost Idols
– Idle Online Universe (IOU)
Welcome back Anthony!
You presented 21 slides while you were gone!
Would you like to watch an
ad to double your slides?
Thanks for watching!
You presented 21 42 slides while you were gone!
Monetization
• Time warp
– Get a percentage of current rate
• Speed multipliers
– Permanent, stackable bonuses
• Prestige claim
– Gain prestige currency without
resetting
AdVenture Capitalist
Clicker Heroes
Monetization
• One-time purchases
Trimps
Realm Grinder
Monetization
• Gacha system (random pulls of upgrades)
Crusaders of the Lost Idols
Monetization
• Banner/Interstitial ads
• Opt-in ads
– Quick burst of cash
– Small bit of premium currency
– Temporary boost
– Increase a reward
Monetization
• Opt-in ad models
– Game-initiated: the game offers
the option to watch the ad, must
be accepted or declined on the
spot
Bitcoin Billionaire
Monetization
• Opt-in ad models
– Player initiated: player
can choose to watch an
ad on-demand
AdVenture Capitalist
Monetization
• Opt-in ad models
Realm Grinder
Monetization
• Opt-in ad models
– Realm Grinder web data
Monetization
• Opt-in ad models
– Realm Grinder web data
Monetization
• This is not in lieu of spending
– Paying players will gladly engage too
– A bit of hard currency won’t appeal to spenders, but a
multiplier or time warp could
• Have value to both free and paying players
Monetization
• AdVenture Capitalist
mobile revenue split
Monetization
• Events
AdVenture Capitalist
Monetization
• Events
Crusaders of the Lost Idols
Idle Game 2015 Innovations
• So, what’s new in the last year?
Idle Game 2015 Innovations
• Prestige Variation
– Change the game rules when prestiging
– Keeps the game fresher more engaging, rather than the
same thing just faster
Idle Game 2.0 Innovations
• Prestige Variation
Realm Grinder
Idle Game 2.0 Innovations
• Meta Prestiging
Idle Game 2.0 Innovations
• Meta Prestiging
Realm Grinder
Idle Game 2.0 Innovations
• Meta Prestiging
Idle Game 2.0 Innovations
• Meta Prestiging
Idle Game 2.0 Innovations
• Meta Prestiging
– So far more pre-planned progression rather than choice
– Helps give clear aspirational goals
– Makes for good break points for new features
Idle Game 2.0 Innovations
• Meta Meta Prestiging
Idle Game 2.0 Innovations
• Meta Meta Prestiging
– Realm Grinder
• Abdicate
• Reincarnate
• Ascend
Idle Game 2.0 Innovations
• Selective Subset Synergies
Idle Game 2.0 Innovations
• Strategic Selective Subset Synergies (SSSsSs)
Idle Game 2.0 Innovations
• Strategic Selective Subset Synergies
– Players choose a subset of heroes/properties to have
active at a time
Idle Game 2.0 Innovations
• Strategic Selective Subset Synergies
Tap Cats: Idle Warfare
Idle Game 2.0 Innovations
• Strategic Selective Subset Synergies
Realm Grinder
Idle Game 2.0 Innovations
• What happens if we add another dimension?
Idle Game 2.0 Innovations
• 2D Spatial Interactions
– Extra layers of strategy involved thanks to spatial relations
– Adds complexity to the game
Idle Game 2.0 Innovations
• 2D Spatial Interactions
Crusaders of the Lost Idols
Idle Game 2.0 Innovations
• 2D Spatial Interactions
Reactor Idle
Idle Game 2.0 Innovations
• 2D Spatial Interactions
Idle Game 2.0 Innovations
• Specialized Build Goals
– Give players targets to aim for beyond just making bigger
numbers
– Requires strategy to adjust resources to best optimize
towards that goal
Idle Game 2.0 Innovations
• Specialized Build Goals
Crusaders of the Lost Idols
Idle Game 2.0 Innovations
• Specialized Build Goals
Trimps
Idle Game 2.0 Innovations
• Creative and
Experimental
– True
Exponential
Idle Game 2.0 Innovations
• Creative and
Experimental
– Idle Quotes
On Auto-clickers
• Auto-clickers are considered necessary by any
“serious” idle game player.
– I substantially enjoyed idle games more when I broke
down and installed an auto-clicker
On Auto-clickers
• This is not cheating, this is an error in design.
– Think of Facebook games moving from clicking on
doobers to mousing-over them
– This is a needed quality of life improvement
On Auto-clickers
• Rapid clicking is fine occasionally but exhausting
and painful as the primary interaction
Clicker Heroes
On Auto-clickers
• Simplify repetitive and uninteresting tasks
– Tap and hold rather than repeated tapping
Farm Away!
On Auto-clickers
• Simplify repetitive and uninteresting tasks
– Allow saved “builds” or checkpoints for complex setups
– Don’t have the optimal strategy require clicking
constantly
Online vs. Offline
• Major design challenge, especially on mobile
• “What do you want the player experience to be
like?”
Online vs. Offline
• Why punish offline play?
– Timer limits, percentage limits, etc.
• These do pressure players to come back, but well-designed
games without them have great retention anyway
• Players don’t have to have your game open to be actively
playing it
Online vs. Offline
• Alternatives?
– Calculate offline the same as online
– Give players choices so they can decide if
they want to do online or offline play at
the moment
– Use the math of exponential growth as a
soft offline limit
Online vs. Offline
• Rapid growth of costs and power/rewards
Online vs. Offline
• Rapid growth of costs and power/rewards
Online vs. Offline
• Rapid growth of costs and power/rewards
Online vs. Offline
• Rapid growth of costs and power/rewards
Online vs. Offline
• Rapid growth of costs and power/rewards
Online vs. Offline
• Rapid growth of costs and power/rewards
Online vs. Offline
• Rapid growth of costs and power/rewards
Online vs. Offline
• Rapid growth of costs and power/rewards
Online vs. Offline
• Rapid growth of costs and power/rewards
Plot?
• Plot and characters a largely unused
• Given the long-term relationship from players, this
seems like a missed opportunity for storytelling
Spin-offs and Existing IP
• Spin-offs: Great way to kick-start with existing assets
Time Rifters Time Clickers
Spin-offs and Existing IP
• Spin-offs: Great way to kick-start with existing assets
Brave Tales
Tap Adventure
Spin-offs and Existing IP
• Spin-offs: Great way to kick-start with existing assets
Bush Whacker 2 Crusaders of the Lost Idols
Spin-offs and Existing IP
• Spin-offs: Great way to kick-start with existing assets
Cloudstone Clicker Heroes
Spin-offs and Existing IP
• Existing IP
Learn to Fly Idle
Spin-offs and Existing IP
• Existing IP
Spin-offs and Existing IP
• Existing IP
Tap My Katamari
Non-Idle Applications
• Examples and ideas for idle elements in non-idle
games
Non-Idle Applications
• Idle elements to welcome back
Metal Gear Solid V
Non-Idle Applications
• Put an idle game in your game!
– The Executive. Brawler with an idle game for stats.
Non-Idle Applications
• Launch games
– Tight-loop prestige
systems
– Usually no choice over
“prestige point”
Learn to Fly 3
Non-Idle Applications
• Launch games
– Allow players to
select their reset
point
Destination Kepler
Non-Idle Applications
• Launch games
– Consider varying launch goals/parameters to keep
launches feeling fresh
• Challenge player to specific activities per launch
• Random rule changes on a launch, with a bonus for success
Non-Idle Applications
• RPG
– Prestiging came from RPGs (New Game+)
Non-Idle Applications
• Shooter
– Time Rifters uses this for
single-player co-op
Non-Idle Applications
• High Score Action Games
Meta Clicker
Non-Idle Applications
• CCG
– Build prestige into the core
gameplay
• Solforge evoked this with
cards leveling up mid-game
Non-Idle Applications
• PvP
– When to prestige is an interesting tactical question, can
you make it competitive?
Idle Genre Blends
• Idle Puzzle
– Puzzle Fuzz Idle Stories
Idle Genre Blends
• Idle MMORPG
Idle Online Universe
Idle Genre Blends
• Idle Rhythm
– Groove Planet by Animoca Brands
Idle Genre Blends
• Idle Dating
– Crush Crush
Thank You!
• Check out developers.kongregate.com
• Browser games: apps@kongregate.com
• Mobile games: bd@kongregate.com
• Me: anthony@kongregate.com

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Idle Chatter - GDC 2016

  • 1. Idle Chatter What We All Can Learn from Self-Playing Games Anthony Pecorella Kongregate.com
  • 2. Slides! • You can download these slides right now from developers.kongregate.com/blog
  • 3. Who Am I? • At Kongregate for 7 years, directing our browser-based F2P virtual goods business • Producer for AdVenture Capitalist mobile • Also an indie designer, cofounder of Level Up Labs
  • 6. Why Are We Talking About This?
  • 7. Why Are We Still Talking About This? • It’s an adolescent genre – Only 3 years old in its modern form – Beginning to mature Cookie Clicker
  • 8. Why Are We Still Talking About This? • It has become extremely popular!
  • 9. Why Are We Still Talking About This? • It has become extremely popular!
  • 10. Why Are We Still Talking About This? • It has become extremely popular!
  • 11. Why Are We Still Talking About This? • Steam created an MMO Idle for its 2015 Summer Sale
  • 12. Why Are We Still Talking About This? • Play patterns for idle games are very different
  • 13. Why Are We Still Talking About This? • Fabulous retention stats – Some of the best-retaining games on all of Kongregate.com
  • 14. Why Are We Still Talking About This?
  • 15. Why Are We Still Talking About This? • Generates great revenue – ARPUs (average revenue per user) well-above most single- player games on Kongregate.com
  • 16. Why Are We Still Talking About This? • Top-grossing single-player games by ARPU
  • 17. Why Are We Still Talking About This? • Top-grossing single-player games by ARPU
  • 18. Why Are We Still Talking About This? • It is the most exciting genre in games today • The genre has a short gestation period (development time) and lots of hosts (developers) • Result: Rapid evolution!
  • 19. Idle Game Mechanics Crash Course
  • 20. Idle Game Mechanics Crash Course • Progress without interaction – Low pressure experience – Constant growth and progress • There are no lose conditions! – Quick check-ins can be very profitable by shifting up the growth curve • Great for social/mobile play patterns
  • 21. Idle Game Mechanics Crash Course • Progress without interaction – Creates a celebratory moment every time you return to the game • The longer you don’t the play the game, the bigger the reason to return! – Forced appointment mechanics become an unnecessary element Tap Adventure
  • 22. Idle Game Mechanics Crash Course • Rapid growth of costs and power/rewards – Humans love big numbers AdVenture Capitalist
  • 23. Idle Game Mechanics Crash Course • Rapid growth of costs and power/rewards – Core loop: • Log in • Spend all of your cash • Log out, to return in a few hours – Sound familiar? Cityville
  • 24. Idle Game Mechanics Crash Course • Rapid growth of costs and power/rewards – Creates a “natural” energy system without the need for an energy currency – More palatable to players (esp. “gamers”) • Has real-world analog, makes sense – “I’m out of cash, need to come back when I have more.” • Player feels more ownership over this decision – “I could wait, but my time is worth more than that.”
  • 25. Idle Game Mechanics Crash Course • “Prestiging” (New Game+) – Choose to reset your game to get a boost the next time through – Start back over, but with much more power than before – Provides an interesting strategic decision for the player Tap Titans
  • 26. Idle Game Mechanics Crash Course • “Prestiging” (New Game+)
  • 27. Idle Game Mechanics Crash Course • “Prestiging” (New Game+)
  • 28. Idle Game Mechanics Crash Course • “Prestiging” (New Game+)
  • 29. Idle Game Mechanics Crash Course • “Prestiging” (New Game+)
  • 30. Idle Game Mechanics Crash Course • “Prestiging” (New Game+)
  • 31. Idle Game Mechanics Crash Course • Make It Bumpy – Smooth curves are boring, lack surprise and delight
  • 32. Idle Game Mechanics Crash Course • Make It Bumpy – Smooth curves are boring, lack surprise and delight
  • 33. Idle Game Mechanics Crash Course • Make It Bumpy – Smooth curves are boring, lack surprise and delight
  • 34. Idle Game Mechanics Crash Course • Make It Bumpy
  • 35. Idle Game Mechanics Crash Course • Make It Bumpy
  • 36. Idle Game Mechanics Crash Course • Make It Bumpy
  • 37. Idle Game Mechanics Crash Course • Make It Bumpy – Realm Grinder: The Infamous Reincarnation 16 • Getting to R16 is arduous • Some players spend money, some wait it out • Regardless, getting to R16 is an accomplishment, reinforced by the introduction of an entirely new mechanic Gaminic, Kongregate Forums
  • 38. Idle Game Mechanics Crash Course • Make It Bumpy Jetpack Joyride Teenage Mutant Ninja Turtles
  • 39. Idle Game Mechanics Crash Course • Prestige Currency – Prestiging allows you to reign in growth – Typically a slower, often linear-growth currency is rewarded • Effectively takes a log of the main currency • Gives the developer an opportunity to more easily balance and control progression
  • 40. Idle Game Mechanics Crash Course • Prestige Currency – Idle Paws
  • 41. Idle Game Mechanics Crash Course • Canadian Puns – AdVenture Capitalist – Idle Paws – Crusaders of the Lost Idols – Idle Online Universe (IOU)
  • 42.
  • 43. Welcome back Anthony! You presented 21 slides while you were gone!
  • 44. Would you like to watch an ad to double your slides?
  • 45.
  • 46. Thanks for watching! You presented 21 42 slides while you were gone!
  • 47. Monetization • Time warp – Get a percentage of current rate • Speed multipliers – Permanent, stackable bonuses • Prestige claim – Gain prestige currency without resetting AdVenture Capitalist Clicker Heroes
  • 49. Monetization • Gacha system (random pulls of upgrades) Crusaders of the Lost Idols
  • 50.
  • 51. Monetization • Banner/Interstitial ads • Opt-in ads – Quick burst of cash – Small bit of premium currency – Temporary boost – Increase a reward
  • 52. Monetization • Opt-in ad models – Game-initiated: the game offers the option to watch the ad, must be accepted or declined on the spot Bitcoin Billionaire
  • 53. Monetization • Opt-in ad models – Player initiated: player can choose to watch an ad on-demand AdVenture Capitalist
  • 54. Monetization • Opt-in ad models Realm Grinder
  • 55. Monetization • Opt-in ad models – Realm Grinder web data
  • 56. Monetization • Opt-in ad models – Realm Grinder web data
  • 57. Monetization • This is not in lieu of spending – Paying players will gladly engage too – A bit of hard currency won’t appeal to spenders, but a multiplier or time warp could • Have value to both free and paying players
  • 61. Idle Game 2015 Innovations • So, what’s new in the last year?
  • 62. Idle Game 2015 Innovations • Prestige Variation – Change the game rules when prestiging – Keeps the game fresher more engaging, rather than the same thing just faster
  • 63. Idle Game 2.0 Innovations • Prestige Variation Realm Grinder
  • 64. Idle Game 2.0 Innovations • Meta Prestiging
  • 65. Idle Game 2.0 Innovations • Meta Prestiging Realm Grinder
  • 66. Idle Game 2.0 Innovations • Meta Prestiging
  • 67. Idle Game 2.0 Innovations • Meta Prestiging
  • 68. Idle Game 2.0 Innovations • Meta Prestiging – So far more pre-planned progression rather than choice – Helps give clear aspirational goals – Makes for good break points for new features
  • 69. Idle Game 2.0 Innovations • Meta Meta Prestiging
  • 70. Idle Game 2.0 Innovations • Meta Meta Prestiging – Realm Grinder • Abdicate • Reincarnate • Ascend
  • 71. Idle Game 2.0 Innovations • Selective Subset Synergies
  • 72. Idle Game 2.0 Innovations • Strategic Selective Subset Synergies (SSSsSs)
  • 73. Idle Game 2.0 Innovations • Strategic Selective Subset Synergies – Players choose a subset of heroes/properties to have active at a time
  • 74. Idle Game 2.0 Innovations • Strategic Selective Subset Synergies Tap Cats: Idle Warfare
  • 75. Idle Game 2.0 Innovations • Strategic Selective Subset Synergies Realm Grinder
  • 76. Idle Game 2.0 Innovations • What happens if we add another dimension?
  • 77. Idle Game 2.0 Innovations • 2D Spatial Interactions – Extra layers of strategy involved thanks to spatial relations – Adds complexity to the game
  • 78. Idle Game 2.0 Innovations • 2D Spatial Interactions Crusaders of the Lost Idols
  • 79. Idle Game 2.0 Innovations • 2D Spatial Interactions Reactor Idle
  • 80. Idle Game 2.0 Innovations • 2D Spatial Interactions
  • 81. Idle Game 2.0 Innovations • Specialized Build Goals – Give players targets to aim for beyond just making bigger numbers – Requires strategy to adjust resources to best optimize towards that goal
  • 82. Idle Game 2.0 Innovations • Specialized Build Goals Crusaders of the Lost Idols
  • 83. Idle Game 2.0 Innovations • Specialized Build Goals Trimps
  • 84. Idle Game 2.0 Innovations • Creative and Experimental – True Exponential
  • 85. Idle Game 2.0 Innovations • Creative and Experimental – Idle Quotes
  • 86. On Auto-clickers • Auto-clickers are considered necessary by any “serious” idle game player. – I substantially enjoyed idle games more when I broke down and installed an auto-clicker
  • 87. On Auto-clickers • This is not cheating, this is an error in design. – Think of Facebook games moving from clicking on doobers to mousing-over them – This is a needed quality of life improvement
  • 88. On Auto-clickers • Rapid clicking is fine occasionally but exhausting and painful as the primary interaction Clicker Heroes
  • 89. On Auto-clickers • Simplify repetitive and uninteresting tasks – Tap and hold rather than repeated tapping Farm Away!
  • 90. On Auto-clickers • Simplify repetitive and uninteresting tasks – Allow saved “builds” or checkpoints for complex setups – Don’t have the optimal strategy require clicking constantly
  • 91. Online vs. Offline • Major design challenge, especially on mobile • “What do you want the player experience to be like?”
  • 92. Online vs. Offline • Why punish offline play? – Timer limits, percentage limits, etc. • These do pressure players to come back, but well-designed games without them have great retention anyway • Players don’t have to have your game open to be actively playing it
  • 93. Online vs. Offline • Alternatives? – Calculate offline the same as online – Give players choices so they can decide if they want to do online or offline play at the moment – Use the math of exponential growth as a soft offline limit
  • 94. Online vs. Offline • Rapid growth of costs and power/rewards
  • 95. Online vs. Offline • Rapid growth of costs and power/rewards
  • 96. Online vs. Offline • Rapid growth of costs and power/rewards
  • 97. Online vs. Offline • Rapid growth of costs and power/rewards
  • 98. Online vs. Offline • Rapid growth of costs and power/rewards
  • 99. Online vs. Offline • Rapid growth of costs and power/rewards
  • 100. Online vs. Offline • Rapid growth of costs and power/rewards
  • 101. Online vs. Offline • Rapid growth of costs and power/rewards
  • 102. Online vs. Offline • Rapid growth of costs and power/rewards
  • 103. Plot? • Plot and characters a largely unused • Given the long-term relationship from players, this seems like a missed opportunity for storytelling
  • 104. Spin-offs and Existing IP • Spin-offs: Great way to kick-start with existing assets Time Rifters Time Clickers
  • 105. Spin-offs and Existing IP • Spin-offs: Great way to kick-start with existing assets Brave Tales Tap Adventure
  • 106. Spin-offs and Existing IP • Spin-offs: Great way to kick-start with existing assets Bush Whacker 2 Crusaders of the Lost Idols
  • 107. Spin-offs and Existing IP • Spin-offs: Great way to kick-start with existing assets Cloudstone Clicker Heroes
  • 108. Spin-offs and Existing IP • Existing IP Learn to Fly Idle
  • 109. Spin-offs and Existing IP • Existing IP
  • 110. Spin-offs and Existing IP • Existing IP Tap My Katamari
  • 111. Non-Idle Applications • Examples and ideas for idle elements in non-idle games
  • 112. Non-Idle Applications • Idle elements to welcome back Metal Gear Solid V
  • 113. Non-Idle Applications • Put an idle game in your game! – The Executive. Brawler with an idle game for stats.
  • 114. Non-Idle Applications • Launch games – Tight-loop prestige systems – Usually no choice over “prestige point” Learn to Fly 3
  • 115. Non-Idle Applications • Launch games – Allow players to select their reset point Destination Kepler
  • 116. Non-Idle Applications • Launch games – Consider varying launch goals/parameters to keep launches feeling fresh • Challenge player to specific activities per launch • Random rule changes on a launch, with a bonus for success
  • 117. Non-Idle Applications • RPG – Prestiging came from RPGs (New Game+)
  • 118. Non-Idle Applications • Shooter – Time Rifters uses this for single-player co-op
  • 119. Non-Idle Applications • High Score Action Games Meta Clicker
  • 120. Non-Idle Applications • CCG – Build prestige into the core gameplay • Solforge evoked this with cards leveling up mid-game
  • 121. Non-Idle Applications • PvP – When to prestige is an interesting tactical question, can you make it competitive?
  • 122. Idle Genre Blends • Idle Puzzle – Puzzle Fuzz Idle Stories
  • 123. Idle Genre Blends • Idle MMORPG Idle Online Universe
  • 124. Idle Genre Blends • Idle Rhythm – Groove Planet by Animoca Brands
  • 125. Idle Genre Blends • Idle Dating – Crush Crush
  • 126.
  • 127. Thank You! • Check out developers.kongregate.com • Browser games: apps@kongregate.com • Mobile games: bd@kongregate.com • Me: anthony@kongregate.com