5. Old traditional box game
● Developer create game
● Convince publisher that
the game will be hit
● (optional) do PR
● Publisher convince retail
to put the game on
shelves
● Player buy the game
6. Free to play game
● f2p, free to play,
freemium,
● this model is widely use
in mobile game
● the idea is to bring user
from open market to
close market
● so launching the game is
just the beginning
7. Top Grossing in game
IOS Google Play
Thailand Store Stat on May 10th, 2014 8:00am UTC +7
Store Stat from AppAnnie.com
From Free-To-Play : Making Money From Game You Give Away By Will Luton
10. Rhythm
● from writing and film
● Game need to provide
challenge to player and
also provide reward
● can also apply with
Csikszentmihalyi concept
of flow
12. Verisimilitude
Verisimilitude [noun]
The quality or state of being verisimilar; the appearance of
truth; probability; likelihood.
[1913 Webster]
● Thing in game should acceptable
● Player will feel bad when they
notice that you want their money
● Example :
“You can not play now. Wait for
energy counter to refill”
● Using this instead :
“Your unit is tired, They need to
rest x min before they can
continue”
13. Integrity
● Honestly
● “Sell advantage not cheat”
● In Hayday that you can pay to
skip Timer, pay to build unit faster
in Clash of Clan
● If player feel that they being
cheated by paid player they likely
to stop playing your game
immediately
● Don’t forget we’re here for long
term not gold digging
14. Long Term Goal must be set for player
● Players need something
to accomplish
● Save the world, Rescue
the princess, Be the top
of Leaderboard
● Archivement, Skill tree,
Stroy driven
● In sandbox player set
their own goal
from www.smbc-comics.com/
15. Create Engagement by Design Across Time Scale
● game need to have
interaction with player in
various time scale
● Immediate (1-24 hours)
● Short (1-3 days),
● Mid (1-6 days),
● Long ( 3 months – 2
years)
17. By Developer
● Developer create the
content
● + Full control over
content
+ Consistency
- Long term cost
- Less sustainbility
● The room, Angry bird
18. By Chance
● Procedural Create
● Still under control but let
randomness involve
● + Tuning
+ Quantity
- Authorial Intent
- Upfront Cost
● Minecraft, Diablo, Puzzle
and Dragon
19. By Player
● doesn’t mean user content like
mod, custom item
● Mostly in multiplayer game
● + Sustainability
+ Virality
- Community Management
- Critic
● Clash Of Clan, Dota, LoL,
Team Fortress
21. Player need to feel that they are cared for
● Frequent update
● Responsive community
● Problems resolved
22. Filled with Potential
● Room to grow
● New and Exciting content
● Strategy depth and
mastery
23. Enjoyed by Other
● Strong social presence
● Ambient awareness of
Other (but hide who left)
● Social Structure
24. When should we update new Content?
● For 1 quarter
● Quarterly : New Major Feature
● Monthly : New Feature
● Weekly : Content Release
● Twice a week : Bug fix and
improve
26. Bonus
● Analytic is very useful to understanding your player
o Acquisition
o Activation
o Retention
o Referral
o Revenue
● Your game should save player state online
● Use Server Variable to provide real time game tuning
● Use Retention service to keep player come back
o Push Notification
o Leaderboard, Achievements, Tournament
o Chat, Gift
27. Bonus 2
● Do not scale prematurely
● Compete on mechanic not technology
● Be cross platform from day 1
● Use a micro framework for server code
● Make sure you can force your users to update
● Multiplayer is really hard