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Rovio © 2018 . All rights reserved
Show me the Loot!
Top 5 mistakes designing F2P collectibles
Elad Drory, 2018
Rovio © 2018. All wrongs reversed
❖ I’m Elad Drory
❖ Senior game designer at Rovio 🎲
❖ Focused on F2P RPGs
❖ Previously at TabTale and SideKick ✡
❖ Just had a baby 👶
About me
Rovio © 2018. All wrongs reversed
❖ What we mean by “Collectibles”
❖ Our top 5 mistakes
➢ Cards that are too useful
➢ No use for duplicate cards
➢ Drops that are too random
➢ Emphasizing drops instead of upgrades
➢ Reducing complexity and limiting yourself
❖ Q&A
What are we talking about?
Rovio © 2018. All wrongs reversed
❖ Items the player can use in the core game
❖ I’m going to call these Cards, but in some
games they can be Heroes, Gear pieces,
Runes, etc!
❖ Not resources like currencies or craft
materials!
What are “Collectibles”?
Rovio © 2018. All wrongs reversed
❖ We’re going to talk about the elements that
feed into the “collection” part of this loop
❖ What makes players want to continue
collecting and enjoying for years?
Collect
The Collection Loop
PlayUpgrade
Collect
GachaExchangeEvents
Rovio © 2018. All wrongs reversed
❖ We will focus on mid-core F2P games, such as:
➢ Angry Birds Evolution
➢ Star Wars: Galaxy of Heroes
➢ Clash Royale
❖ Many lessons are relevant for any game with
collection loops, including more casual fare:
➢ Idle Miner Tycoon
➢ Pokemon Go
What do I mean by “RPG”?
Rovio © 2018. All wrongs reversed
Let’s get going :)
Rovio © 2018 . All rights reserved
Mistake #1
Making some cards TOO useful
Rovio © 2018. All wrongs reversed
❖ A classic mistake is allowing players to get through
the game with only a few strong cards
❖ If you make cards that are UNIVERSALLY USEFUL,
or overpowered, all other items will be less desirable
#1 - Making some cards TOO useful
Overpowered Cards
Rovio © 2018. All wrongs reversed
❖ You should also make items DISTINCTLY USEFUL
❖ Even if your cards are balanced, you don’t want any
good card to fit any challenge
❖ The fun in an RPG is collecting, upgrading, and
strategizing about best teams - if that stops after one
good team, players become bored
❖ We made this mistake at the launch of AB Evolution -
players only needed one team of 5 birds
#1 - Making some cards TOO useful
Non-Distinct Cards
Rovio © 2018. All wrongs reversed
❖ Give players the incentive to keep enjoying
collection and progression
❖ We do this via game rules:
➢ Gates
➢ Boosts
➢ Meta Balance
#1 - Making some cards TOO useful
Encourage collection diversity
Rovio © 2018. All wrongs reversed
❖ A “gate” is a hard requirement, for example “Only
red birds can enter this dungeon”
❖ Star Wars Galaxy of Heroes uses this extensively
❖ It’s also how the AB Evolution team solved the
initial diversity problem! Suddenly players needed
5 teams (1 for each color)
#1 - Making some cards TOO useful
Diversity via GATES
Rovio © 2018. All wrongs reversed
❖ A boost is a gameplay bonus for a specific card
❖ For example, “Red birds get double damage in this
dungeon!”
#1 - Making some cards TOO useful
Diversity via BOOSTS
Rovio © 2018. All wrongs reversed
❖ Gates are easier to understand for players, “You
need this to play”
❖ I recommend using gates most times
❖ However, boosts are better for multiplayer or
leaderboard based competition
❖ When you want as much participation as possible,
it’s best not to gate players
❖ Legendary Game of Heroes uses boosts really well
in their Raid Boss events
#1 - Making some cards TOO useful
What to use - Gates or Boosts?
Rovio © 2018. All wrongs reversed
❖ “The metagame” is the strategies players create around
the game - what are the best cards for what situation?
❖ Creating a diverse metagame is the toughest, but most
rewarding way of encouraging collection diversity
❖ Special abilities, counter-attacks, and synergy all create
need for diverse cards
❖ Every new card increases the matrix of possible teams,
and breathes life into your old cards
#1 - Making some cards TOO useful
Diversity via metagame balance
Rovio © 2018. All wrongs reversed
❖ It’s easy to introduce new cards that are better than
the previous ones, creating power creep
❖ Power creep is inevitable over time, especially in
more PvE based games, but keep it contained
❖ Players won’t want to keep collecting if you keep
making their hard-earned cards obsolete
❖ Make sure to re-use older cards in your event
schedule
#1 - Making some cards TOO useful
Try not to de-value past cards
Rovio © 2018. All wrongs reversed
Summary:
Don’t make cards broadly useful,
encourage a diverse collection
through new rules
Rovio © 2018 . All rights reserved
Mistake #2
No use for duplicates
Rovio © 2018. All wrongs reversed
❖ If your game has no use for duplicate items,
getting them again will just be frustrating
❖ If you remove duplicates from the drop tables
entirely, you’ll mess up your economy
❖ So we need duplicates, but what do they do?
#2 - No use for duplicates
Your Economy Needs Duplicates
Rovio © 2018. All wrongs reversed
❖ Each time a player gets a collectible, it has value, even
if it’s a LOWER EXCHANGE VALUE
❖ There are 2 basic models of doing this:
➢ Fusion Model
➢ Token Model
❖ Each of these models requires additional layers in the
end-game, which I’ll discuss
#2 - No use for duplicates
Exchanging Cards
Rovio © 2018. All wrongs reversed
❖ In a fusion game you can get multiple copies of
the same card
❖ Cards can be sacrificed to power up others
❖ In theory, any card you acquire but don’t use, is
still useful as fusion material
#2 - No use for duplicates
Fusion model
Rovio © 2018. All wrongs reversed
❖ The token model only allows owning one copy
of each card
❖ Cards are unlocked, then upgraded when
duplicates are collected
❖ Heroes aren’t transferable and don’t tie into
each other’s progression, so there is more risk
of getting a “useless” drop
❖ Token games use more collection diversity
features for this reason
#2 - No use for duplicates
Token model
Rovio © 2018. All wrongs reversed
❖ No one actually uses high end gacha monsters
as feed
❖ In Puzzle and Dragons - rare monsters can be
sold for Monster Points, which can be used to
purchase valuable items
❖ In Summoners War you can “Craft” awesome
monsters out of other monsters
#2 - No use for duplicates
Fusion model - endgame
Rovio © 2018. All wrongs reversed
❖ What happens when you go past the max
tokens on a card?
❖ Need an overflow currency
❖ For example - “Shard fragments” that you get
for every token above max
❖ Not having this in the early days of your game
can be a disaster to fix in Live
❖ You can also add exchanging of cards as in
Clash Royale
#2 - No use for duplicates
Token model - endgame
Rovio © 2018. All wrongs reversed
Summary:
Don’t forget to make duplicate cards
useful, and make sure you plan for
end-game
Rovio © 2018 . All rights reserved
Mistake #3
Drops that are too random
Rovio © 2018. All wrongs reversed
❖ Your players aren’t stupid - and they don’t like
throwing money away
❖ If the gacha is too random and frustrating, you’re
going to see very low engagement with it
❖ This relates to the above mistakes! Less need to
roll if drops are “worthless” or I don’t need new
cards
#3 - Drops that are too random
Players understand value
Rovio © 2018. All wrongs reversed
#3 - Drops that are too random
Safety Nets
❖ A safety net is any system that mitigates risk.
In this case the risk of random spin,
❖ We want to help players progress towards the
collectibles they’re chasing
Rovio © 2018. All wrongs reversed
❖ Hidden pity counter - behind-the-scenes, ensures
you will get something valuable after X spins
#3 - Drops that are too random
Example safety nets
Rovio © 2018. All wrongs reversed
❖ Hidden pity counter - behind-the-scenes, ensures
you will get something valuable after X spins
❖ Visible pity counter - same, but players can see it
counting
#3 - Drops that are too random
Example safety nets
Rovio © 2018. All wrongs reversed
❖ Hidden pity counter - behind-the-scenes, ensures
you will get something valuable after X spins
❖ Visible pity counter - same, but players can see it
counting
❖ Guarantees on 10-spin - encourages buying
higher amounts, and guarantees certain item like
4-star+ hero, or featured/event hero
#3 - Drops that are too random
Example safety nets
Rovio © 2018. All wrongs reversed
❖ Hidden pity counter - behind-the-scenes, ensures
you will get something valuable after X spins
❖ Visible pity counter - same, but players can see it
counting
❖ Guarantees on 10-spin - encourages buying higher
amounts, and guarantees certain item like 4-star+
hero, or featured/event hero
❖ Currency drops - dust, ether, credits, etc. This
currency will allow you to buy specific items directly
#3 - Drops that are too random
Example safety nets
Rovio © 2018. All wrongs reversed
❖ Gacha is never truly safe, and everyone prefers a
guaranteed item
❖ This is where the fear and random nature of gacha
acts as a value anchor for real money offers
❖ If I know I could spend real money to buy a
collectible that takes forever to drop randomly, I’m
more likely to find the value
#3 - Drops that are too random
Gacha as a value anchor
Rovio © 2018. All wrongs reversed
Summary:
Don’t make your gacha so scary,
help players chase cards with
safety nets!
Rovio © 2018 . All rights reserved
Mistake #4
Focusing on drops instead
of upgrades
Rovio © 2018. All wrongs reversed
❖ Chasing something for a long time, then not being
able to do much with it, leads to a disappointed feeling
❖ This feeling gets worse the longer you chase the item
❖ It’s better to be generous with your drops - But how do
we do that without damaging monetization?
#4 - Focusing on drops instead of upgrades
The drop is not the goal
Rovio © 2018. All wrongs reversed
❖ If you design your systems right, you can afford to
be more generous
❖ Upgrading the card to useful state requires more
time and money than unlocking
❖ Getting the drop is a hook - now you have a shiny
new toy to play with and upgrade
❖ Hook for new synergy opportunities, so you want to
unlock more cards to match
#4 - Focusing on drops instead of upgrades
Make it about the UPGRADE
Rovio © 2018. All wrongs reversed
#4 - Focusing on drops instead of upgrades
Example Unlock vs Upgrade costs
Tokens Level Gear Skills
Low
Unlock
3 days
Level 45
250k gold
Tier 5
4 days
Beta
2 days
Mid
5 star
19 days
Level 60
1.1mil
Tier 9
14 days
Gamma
15 days
Max
7 star
42 days
Level 85
6.5mil
Tier 12
89 days
+ Raids
Omega and Zeta
Raids + Events
❖ Total: 131 days worth of stamina, 6.5 million gold, months of raids+events
❖ For a simple farmable character - rare characters cost much more time!
Rovio © 2018. All wrongs reversed
Summary:
Don’t make getting the card the goal,
let players enjoy it, and invest in
the journey to upgrade!
Rovio © 2018 . All rights reserved
Mistake #5
Limiting yourself for simplicity
Rovio © 2018. All wrongs reversed
❖ The reason players want to spend in the first place,
is that the cards are powerful and desirable
❖ You want to see your players theory-crafting
around the best teams and combos!
#5 - Limiting yourself for simplicity
A Deep Metagame is Key
Rovio © 2018. All wrongs reversed
❖ At Rovio, we think a lot about how to make
approachable games for the whole world
❖ With our mid-core games, we have to find a
balance between approachable and deep
❖ It’s easy to mistake “dumbed down” for
approachable, but you should never sacrifice depth
#5 - Limiting yourself for simplicity
Don’t confuse simple with
approachable
Rovio © 2018. All wrongs reversed
#5 - Limiting yourself for simplicity
Example of deep but approachable
A wealth of parameters lets Clash Royale introduce fresh, interesting cards
Rovio © 2018. All wrongs reversed
❖ There’s really no easy fix to making your own
game great
❖ Make sure you create enough depth of
parameters to play with, upgrade, and make
choices around
❖ If you’re having fun with your design, your
players will too!
#5 - Limiting yourself for simplicity
Give yourself a big enough toolbox!
Rovio © 2018 . All rights reserved
Good luck
&
Thank you!

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Top 5 Mistakes Designing Your Card Collection

  • 1. Rovio © 2018 . All rights reserved Show me the Loot! Top 5 mistakes designing F2P collectibles Elad Drory, 2018
  • 2. Rovio © 2018. All wrongs reversed ❖ I’m Elad Drory ❖ Senior game designer at Rovio 🎲 ❖ Focused on F2P RPGs ❖ Previously at TabTale and SideKick ✡ ❖ Just had a baby 👶 About me
  • 3. Rovio © 2018. All wrongs reversed ❖ What we mean by “Collectibles” ❖ Our top 5 mistakes ➢ Cards that are too useful ➢ No use for duplicate cards ➢ Drops that are too random ➢ Emphasizing drops instead of upgrades ➢ Reducing complexity and limiting yourself ❖ Q&A What are we talking about?
  • 4. Rovio © 2018. All wrongs reversed ❖ Items the player can use in the core game ❖ I’m going to call these Cards, but in some games they can be Heroes, Gear pieces, Runes, etc! ❖ Not resources like currencies or craft materials! What are “Collectibles”?
  • 5. Rovio © 2018. All wrongs reversed ❖ We’re going to talk about the elements that feed into the “collection” part of this loop ❖ What makes players want to continue collecting and enjoying for years? Collect The Collection Loop PlayUpgrade Collect GachaExchangeEvents
  • 6. Rovio © 2018. All wrongs reversed ❖ We will focus on mid-core F2P games, such as: ➢ Angry Birds Evolution ➢ Star Wars: Galaxy of Heroes ➢ Clash Royale ❖ Many lessons are relevant for any game with collection loops, including more casual fare: ➢ Idle Miner Tycoon ➢ Pokemon Go What do I mean by “RPG”?
  • 7. Rovio © 2018. All wrongs reversed Let’s get going :)
  • 8. Rovio © 2018 . All rights reserved Mistake #1 Making some cards TOO useful
  • 9. Rovio © 2018. All wrongs reversed ❖ A classic mistake is allowing players to get through the game with only a few strong cards ❖ If you make cards that are UNIVERSALLY USEFUL, or overpowered, all other items will be less desirable #1 - Making some cards TOO useful Overpowered Cards
  • 10. Rovio © 2018. All wrongs reversed ❖ You should also make items DISTINCTLY USEFUL ❖ Even if your cards are balanced, you don’t want any good card to fit any challenge ❖ The fun in an RPG is collecting, upgrading, and strategizing about best teams - if that stops after one good team, players become bored ❖ We made this mistake at the launch of AB Evolution - players only needed one team of 5 birds #1 - Making some cards TOO useful Non-Distinct Cards
  • 11. Rovio © 2018. All wrongs reversed ❖ Give players the incentive to keep enjoying collection and progression ❖ We do this via game rules: ➢ Gates ➢ Boosts ➢ Meta Balance #1 - Making some cards TOO useful Encourage collection diversity
  • 12. Rovio © 2018. All wrongs reversed ❖ A “gate” is a hard requirement, for example “Only red birds can enter this dungeon” ❖ Star Wars Galaxy of Heroes uses this extensively ❖ It’s also how the AB Evolution team solved the initial diversity problem! Suddenly players needed 5 teams (1 for each color) #1 - Making some cards TOO useful Diversity via GATES
  • 13. Rovio © 2018. All wrongs reversed ❖ A boost is a gameplay bonus for a specific card ❖ For example, “Red birds get double damage in this dungeon!” #1 - Making some cards TOO useful Diversity via BOOSTS
  • 14. Rovio © 2018. All wrongs reversed ❖ Gates are easier to understand for players, “You need this to play” ❖ I recommend using gates most times ❖ However, boosts are better for multiplayer or leaderboard based competition ❖ When you want as much participation as possible, it’s best not to gate players ❖ Legendary Game of Heroes uses boosts really well in their Raid Boss events #1 - Making some cards TOO useful What to use - Gates or Boosts?
  • 15. Rovio © 2018. All wrongs reversed ❖ “The metagame” is the strategies players create around the game - what are the best cards for what situation? ❖ Creating a diverse metagame is the toughest, but most rewarding way of encouraging collection diversity ❖ Special abilities, counter-attacks, and synergy all create need for diverse cards ❖ Every new card increases the matrix of possible teams, and breathes life into your old cards #1 - Making some cards TOO useful Diversity via metagame balance
  • 16. Rovio © 2018. All wrongs reversed ❖ It’s easy to introduce new cards that are better than the previous ones, creating power creep ❖ Power creep is inevitable over time, especially in more PvE based games, but keep it contained ❖ Players won’t want to keep collecting if you keep making their hard-earned cards obsolete ❖ Make sure to re-use older cards in your event schedule #1 - Making some cards TOO useful Try not to de-value past cards
  • 17. Rovio © 2018. All wrongs reversed Summary: Don’t make cards broadly useful, encourage a diverse collection through new rules
  • 18. Rovio © 2018 . All rights reserved Mistake #2 No use for duplicates
  • 19. Rovio © 2018. All wrongs reversed ❖ If your game has no use for duplicate items, getting them again will just be frustrating ❖ If you remove duplicates from the drop tables entirely, you’ll mess up your economy ❖ So we need duplicates, but what do they do? #2 - No use for duplicates Your Economy Needs Duplicates
  • 20. Rovio © 2018. All wrongs reversed ❖ Each time a player gets a collectible, it has value, even if it’s a LOWER EXCHANGE VALUE ❖ There are 2 basic models of doing this: ➢ Fusion Model ➢ Token Model ❖ Each of these models requires additional layers in the end-game, which I’ll discuss #2 - No use for duplicates Exchanging Cards
  • 21. Rovio © 2018. All wrongs reversed ❖ In a fusion game you can get multiple copies of the same card ❖ Cards can be sacrificed to power up others ❖ In theory, any card you acquire but don’t use, is still useful as fusion material #2 - No use for duplicates Fusion model
  • 22. Rovio © 2018. All wrongs reversed ❖ The token model only allows owning one copy of each card ❖ Cards are unlocked, then upgraded when duplicates are collected ❖ Heroes aren’t transferable and don’t tie into each other’s progression, so there is more risk of getting a “useless” drop ❖ Token games use more collection diversity features for this reason #2 - No use for duplicates Token model
  • 23. Rovio © 2018. All wrongs reversed ❖ No one actually uses high end gacha monsters as feed ❖ In Puzzle and Dragons - rare monsters can be sold for Monster Points, which can be used to purchase valuable items ❖ In Summoners War you can “Craft” awesome monsters out of other monsters #2 - No use for duplicates Fusion model - endgame
  • 24. Rovio © 2018. All wrongs reversed ❖ What happens when you go past the max tokens on a card? ❖ Need an overflow currency ❖ For example - “Shard fragments” that you get for every token above max ❖ Not having this in the early days of your game can be a disaster to fix in Live ❖ You can also add exchanging of cards as in Clash Royale #2 - No use for duplicates Token model - endgame
  • 25. Rovio © 2018. All wrongs reversed Summary: Don’t forget to make duplicate cards useful, and make sure you plan for end-game
  • 26. Rovio © 2018 . All rights reserved Mistake #3 Drops that are too random
  • 27. Rovio © 2018. All wrongs reversed ❖ Your players aren’t stupid - and they don’t like throwing money away ❖ If the gacha is too random and frustrating, you’re going to see very low engagement with it ❖ This relates to the above mistakes! Less need to roll if drops are “worthless” or I don’t need new cards #3 - Drops that are too random Players understand value
  • 28. Rovio © 2018. All wrongs reversed #3 - Drops that are too random Safety Nets ❖ A safety net is any system that mitigates risk. In this case the risk of random spin, ❖ We want to help players progress towards the collectibles they’re chasing
  • 29. Rovio © 2018. All wrongs reversed ❖ Hidden pity counter - behind-the-scenes, ensures you will get something valuable after X spins #3 - Drops that are too random Example safety nets
  • 30. Rovio © 2018. All wrongs reversed ❖ Hidden pity counter - behind-the-scenes, ensures you will get something valuable after X spins ❖ Visible pity counter - same, but players can see it counting #3 - Drops that are too random Example safety nets
  • 31. Rovio © 2018. All wrongs reversed ❖ Hidden pity counter - behind-the-scenes, ensures you will get something valuable after X spins ❖ Visible pity counter - same, but players can see it counting ❖ Guarantees on 10-spin - encourages buying higher amounts, and guarantees certain item like 4-star+ hero, or featured/event hero #3 - Drops that are too random Example safety nets
  • 32. Rovio © 2018. All wrongs reversed ❖ Hidden pity counter - behind-the-scenes, ensures you will get something valuable after X spins ❖ Visible pity counter - same, but players can see it counting ❖ Guarantees on 10-spin - encourages buying higher amounts, and guarantees certain item like 4-star+ hero, or featured/event hero ❖ Currency drops - dust, ether, credits, etc. This currency will allow you to buy specific items directly #3 - Drops that are too random Example safety nets
  • 33. Rovio © 2018. All wrongs reversed ❖ Gacha is never truly safe, and everyone prefers a guaranteed item ❖ This is where the fear and random nature of gacha acts as a value anchor for real money offers ❖ If I know I could spend real money to buy a collectible that takes forever to drop randomly, I’m more likely to find the value #3 - Drops that are too random Gacha as a value anchor
  • 34. Rovio © 2018. All wrongs reversed Summary: Don’t make your gacha so scary, help players chase cards with safety nets!
  • 35. Rovio © 2018 . All rights reserved Mistake #4 Focusing on drops instead of upgrades
  • 36. Rovio © 2018. All wrongs reversed ❖ Chasing something for a long time, then not being able to do much with it, leads to a disappointed feeling ❖ This feeling gets worse the longer you chase the item ❖ It’s better to be generous with your drops - But how do we do that without damaging monetization? #4 - Focusing on drops instead of upgrades The drop is not the goal
  • 37. Rovio © 2018. All wrongs reversed ❖ If you design your systems right, you can afford to be more generous ❖ Upgrading the card to useful state requires more time and money than unlocking ❖ Getting the drop is a hook - now you have a shiny new toy to play with and upgrade ❖ Hook for new synergy opportunities, so you want to unlock more cards to match #4 - Focusing on drops instead of upgrades Make it about the UPGRADE
  • 38. Rovio © 2018. All wrongs reversed #4 - Focusing on drops instead of upgrades Example Unlock vs Upgrade costs Tokens Level Gear Skills Low Unlock 3 days Level 45 250k gold Tier 5 4 days Beta 2 days Mid 5 star 19 days Level 60 1.1mil Tier 9 14 days Gamma 15 days Max 7 star 42 days Level 85 6.5mil Tier 12 89 days + Raids Omega and Zeta Raids + Events ❖ Total: 131 days worth of stamina, 6.5 million gold, months of raids+events ❖ For a simple farmable character - rare characters cost much more time!
  • 39. Rovio © 2018. All wrongs reversed Summary: Don’t make getting the card the goal, let players enjoy it, and invest in the journey to upgrade!
  • 40. Rovio © 2018 . All rights reserved Mistake #5 Limiting yourself for simplicity
  • 41. Rovio © 2018. All wrongs reversed ❖ The reason players want to spend in the first place, is that the cards are powerful and desirable ❖ You want to see your players theory-crafting around the best teams and combos! #5 - Limiting yourself for simplicity A Deep Metagame is Key
  • 42. Rovio © 2018. All wrongs reversed ❖ At Rovio, we think a lot about how to make approachable games for the whole world ❖ With our mid-core games, we have to find a balance between approachable and deep ❖ It’s easy to mistake “dumbed down” for approachable, but you should never sacrifice depth #5 - Limiting yourself for simplicity Don’t confuse simple with approachable
  • 43. Rovio © 2018. All wrongs reversed #5 - Limiting yourself for simplicity Example of deep but approachable A wealth of parameters lets Clash Royale introduce fresh, interesting cards
  • 44. Rovio © 2018. All wrongs reversed ❖ There’s really no easy fix to making your own game great ❖ Make sure you create enough depth of parameters to play with, upgrade, and make choices around ❖ If you’re having fun with your design, your players will too! #5 - Limiting yourself for simplicity Give yourself a big enough toolbox!
  • 45. Rovio © 2018 . All rights reserved Good luck & Thank you!