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Free	
  to	
  Play,	
  Tricky	
  to	
  Design	
  




         Aki	
  Järvinen,	
  Crea9ve	
  Director,	
  Ph.D.
                                                         	
                                1
         	
  	
  Northern	
  Game	
  Summit,	
  Kajaani,	
  September	
  28,	
  2012	
  


                                              	
  
Social	
  games?	
  
•  Games	
  on	
  mobile	
  or	
  online	
  which	
  leverage	
  
   social	
  network	
  @es	
  for	
  gameplay	
  
   –  Browser:	
  e.g.	
  Facebook	
  
   –  Mobile:	
  iOS,	
  Android	
  




                                                                    2
5	
  Things	
  you	
  should	
  know	
  about	
  
         Social	
  Game	
  Development       	
  
•  It’s:	
  
     –  Metrics-­‐driven	
  
     –  SoQware	
  as	
  Service	
  
     –  Cross-­‐plaSorm	
  
     –  Free-­‐to-­‐play	
  business	
  model	
  
     –  Extremely	
  compe@@ve	
  market	
  


                                                       3
Agenda	
  
•  Free	
  to	
  Play	
  –	
  what	
  is	
  it?	
  
•  Two	
  kinds	
  of	
  F2P	
  
•  Tips:	
  How	
  to	
  design	
  for	
  F2P	
  success	
  




                                                               4
Defining	
  Free	
  to	
  Play	
  




                                    5
What	
  is	
  it?	
  
•  ‘Free-­‐to-­‐play	
  (F2P)	
  refers	
  to	
  any	
  video	
  game	
  or	
  social	
  
   or	
  mobile	
  applica@on	
  that	
  has	
  the	
  op@on	
  of	
  allowing	
  
   its	
  players/users	
  to	
  play/download	
  without	
  paying.’	
  
   h_p://en.wikipedia.org/wiki/Free_to_play	
  

•  The	
  term	
  ‘freemium’	
  implies	
  a	
  ‘premium’	
  version	
  	
  
•  F2P	
  ≠	
  Freemium	
  



                                                                                        6
 
                     “F2P	
  sucks”	
  –	
  well,	
  not.
                                                        	
  




http://blog.sergeydgr8.com/2011/08/19/need-for-speed-world-sucks-other-free-to-play-games-suck-too/
                                                                                                      7
F2P	
  games	
  and	
  game	
  design	
  
•  Two	
  kinds,	
  in	
  terms	
  of	
  game	
  design:	
  
    –  ‘Core’	
  F2P	
  model	
  
    –  ‘Surface’	
  F2P	
  model	
  

                                                      Surface     	
  
                                                       Core	
  

                                                                         8
’Surface'	
  F2P	
  game	
  design	
  model
                                             	
  
•  Selling	
  more	
  content,	
  such	
  as	
  levels	
  or	
  addi@onal	
  tries	
  
•  And/or	
  selling	
  specific	
  func@onality:	
  par@cular	
  game	
  mechanic            	
  
   for	
  e.g.	
  convenience	
  	
  
•  Design	
  is	
  embedded	
  into	
  the	
  content	
  structure,	
  or	
  single	
  /	
  
   simple	
  core	
  mechanic	
  




                                                                                               9
Surface	
  model	
  –	
  Tricky?	
  
                                            	
  
•  Pre_y	
  straighSorward	
  
•  Surface	
  model	
  is	
  simple	
  	
  
•  It’s	
  value	
  proposi@on	
  is	
  immediately	
  clear	
  to	
  even	
  
   the	
  most	
  casual	
  of	
  players	
  


                              Pay	
  to	
  play	
  
                                more!	
  

                                                                                 10
Surface	
  model:	
  Quali@es
                                           	
  
•    Lives	
  and	
  dies	
  with	
  the	
  simple/single	
  mechanic	
  	
  
•    Tied	
  to	
  content	
  produc@on	
  
•    No	
  need	
  to	
  include	
  a	
  virtual	
  currency	
  in	
  the	
  design	
  
•    No	
  free	
  way	
  to	
  play	
  for	
  the	
  player	
  aQer	
  the	
  ini@al	
  
     wall	
  hit,	
  in	
  terms	
  of	
  content	
  or	
  difficulty	
  


•  Yet,	
  if	
  you	
  reach	
  significant	
  download	
  numbers,	
  can	
  
   be	
  very	
  profitable	
  

                                                                                            11
Two	
  F2P	
  game	
  design	
  models
                                     	
  


                     Surface     	
  

                      Core	
  


                                            12
’Core'	
  F2P	
  game	
  design	
  model
                                            	
  
•  Selling	
  variety	
  of	
  virtual	
  goods	
  rather	
  than	
  
   gameplay	
  content:	
  	
  
    –  Game	
  resources	
  
    –  Func@onal	
  items	
  
    –  Early	
  Access	
  
    –  Time	
  
    –  You	
  name	
  it!	
  
•  Sinks	
  &	
  sources	
  virtual	
  economy	
  model	
  
                                                                        13
Core	
  model	
  –	
  Tricky?	
  
•  Definitely!	
  
•  Core	
  brings	
  with	
  it	
  complex	
  systems;	
  mul@ple	
  
   con@ngencies	
  across	
  sinks	
  and	
  sources	
  




                                                                    14
Core	
  model:	
  Quali@es
                                      	
  
•  Free	
  play	
  needs	
  to	
  be	
  accommodated	
  as	
  well	
  
•  Thus,	
  conversion	
  a	
  lot	
  tougher	
  
•  Yet	
  built	
  for	
  repeat	
  purchases	
  
•  Flexibility:	
  More	
  items	
  means	
  more	
  price	
  
   points	
  
•  Result:	
  Supports	
  higher	
  customer	
  life9me	
  
   value	
  (LTV)goals	
  

                                                                     15
The	
  Latest	
  Hotness	
  in	
  Core	
  Model
                                                	
  




http://deconstructoroffun.blogspot.fi/2012/09/clash-of-clans-winning-formula.html   16
Tradi@onal	
  VS	
  F2P	
  Game	
  Design	
  




http://en.wikipedia.org/wiki/Advance_Wars   http://apps.facebook.com/armyattack

                                                                             17
Core:	
  Tricky	
  to	
  Design	
  
•  Bo_om	
  line:	
  
   –  Core	
  F2P	
  mechanics	
  are	
  a	
  
      breed	
  of	
  their	
  own	
  
   –  Core	
  F2P	
  is	
  a	
  ‘design	
  lens’	
  of	
  
      its	
  own	
  




                                                             18
5	
  Tips	
  for	
  F2P	
  game	
  design	
  




                                                19
1.	
  Design	
  for	
  Reten@on	
  




•  retention ¦ri ten ch ən¦
•  noun
•  the continued possession, use, or control of
   something	
  
                                                  20
DnRU
Moving	
  the	
  Needle	
  




                                      	
  



Profitable	
  Game	
  Design	
  	
  
                                       21
Reten@on	
  is	
  everything	
  




The	
  short	
  and	
  long	
  term	
  ‘winters’	
  need	
  to	
  
  be	
  crystal	
  clear	
  in	
  your	
  players’	
  minds	
  	
  
                                                                      22
 Content-­‐driven	
  reten@on,	
  or 	
  
Skill-­‐driven	
  reten@on,	
  or	
  both 	
  




                                                 23
24
2.	
  Design	
  for	
  Virtual	
  Goods	
  and	
  how	
  to	
  
       surface	
  them	
  via	
  merchandizing      	
  




                                                             25
Case:	
  Profitable	
  Game	
  Design	
  

       FB Credits Revenue Distribution




                                           26
3.	
  Design	
  for	
  Rivalries
                                             	
  

•  =	
  Design	
  for	
  a	
  virtual	
  arms	
  race	
  between	
  
   individual	
  or	
  alliance	
  rivals	
  




                                                                       27
4.	
  Design	
  Away	
  from	
  Content
                                            	
  

•  Design	
  gameplay	
  systems	
  
•  In	
  live	
  produc@on	
  context,	
  aim	
  for	
  profitable	
  
     game	
  design	
  =	
  feature	
  ROI	
  
	
  




                                                                        28
29
5.	
  Design	
  for	
  Pay	
  to	
  Win…	
  
•  …but	
  balance	
  for	
  grind	
  to	
  compete/commit	
  
	
  
•  Furthermore,	
  design	
  for	
  	
  
   –  Pay	
  to	
  progress	
  
   –  Pay	
  for	
  convenience	
  




                                                                 30
31
6.	
  Design	
  away	
  from	
  	
  
                  audience	
  fa@gue     	
  
•  Design	
  for	
  conven@ons	
  yet	
  12	
  months	
  into	
  the	
  
   future	
  




                                                                      32
Execute	
  all	
  this…	
  




                              33
…	
  and	
  you	
  are	
  designing	
  
         	
  for	
  high	
  LTV!
                               	
  
=	
  Your	
  players	
  Stay	
  and	
  Pay	
  within	
  
              the	
  Core	
  F2P	
  Model	
  



                                                           34
Fun	
  mone9zes	
  well,	
  and	
  F2P	
  takes	
  
    nothing	
  away	
  from	
  the	
  fun!  	
  




                                                  35
h_ps://www.facebook.com/CrazyPenguinWars
                                       	
  
                    	
                    36
ajarvinen@digitalchocolate.com    	
  
                    h_p://www.digitalchocolate.com         	
  
Thank	
  You!	
            @aquito	
  on	
  Twi_er
                                                 	
  




                                                                  37

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Free to Play, Tricky to Design

  • 1. Free  to  Play,  Tricky  to  Design   Aki  Järvinen,  Crea9ve  Director,  Ph.D.   1    Northern  Game  Summit,  Kajaani,  September  28,  2012    
  • 2. Social  games?   •  Games  on  mobile  or  online  which  leverage   social  network  @es  for  gameplay   –  Browser:  e.g.  Facebook   –  Mobile:  iOS,  Android   2
  • 3. 5  Things  you  should  know  about   Social  Game  Development   •  It’s:   –  Metrics-­‐driven   –  SoQware  as  Service   –  Cross-­‐plaSorm   –  Free-­‐to-­‐play  business  model   –  Extremely  compe@@ve  market   3
  • 4. Agenda   •  Free  to  Play  –  what  is  it?   •  Two  kinds  of  F2P   •  Tips:  How  to  design  for  F2P  success   4
  • 5. Defining  Free  to  Play   5
  • 6. What  is  it?   •  ‘Free-­‐to-­‐play  (F2P)  refers  to  any  video  game  or  social   or  mobile  applica@on  that  has  the  op@on  of  allowing   its  players/users  to  play/download  without  paying.’   h_p://en.wikipedia.org/wiki/Free_to_play   •  The  term  ‘freemium’  implies  a  ‘premium’  version     •  F2P  ≠  Freemium   6
  • 7.   “F2P  sucks”  –  well,  not.   http://blog.sergeydgr8.com/2011/08/19/need-for-speed-world-sucks-other-free-to-play-games-suck-too/ 7
  • 8. F2P  games  and  game  design   •  Two  kinds,  in  terms  of  game  design:   –  ‘Core’  F2P  model   –  ‘Surface’  F2P  model   Surface   Core   8
  • 9. ’Surface'  F2P  game  design  model   •  Selling  more  content,  such  as  levels  or  addi@onal  tries   •  And/or  selling  specific  func@onality:  par@cular  game  mechanic   for  e.g.  convenience     •  Design  is  embedded  into  the  content  structure,  or  single  /   simple  core  mechanic   9
  • 10. Surface  model  –  Tricky?     •  Pre_y  straighSorward   •  Surface  model  is  simple     •  It’s  value  proposi@on  is  immediately  clear  to  even   the  most  casual  of  players   Pay  to  play   more!   10
  • 11. Surface  model:  Quali@es   •  Lives  and  dies  with  the  simple/single  mechanic     •  Tied  to  content  produc@on   •  No  need  to  include  a  virtual  currency  in  the  design   •  No  free  way  to  play  for  the  player  aQer  the  ini@al   wall  hit,  in  terms  of  content  or  difficulty   •  Yet,  if  you  reach  significant  download  numbers,  can   be  very  profitable   11
  • 12. Two  F2P  game  design  models   Surface   Core   12
  • 13. ’Core'  F2P  game  design  model   •  Selling  variety  of  virtual  goods  rather  than   gameplay  content:     –  Game  resources   –  Func@onal  items   –  Early  Access   –  Time   –  You  name  it!   •  Sinks  &  sources  virtual  economy  model   13
  • 14. Core  model  –  Tricky?   •  Definitely!   •  Core  brings  with  it  complex  systems;  mul@ple   con@ngencies  across  sinks  and  sources   14
  • 15. Core  model:  Quali@es   •  Free  play  needs  to  be  accommodated  as  well   •  Thus,  conversion  a  lot  tougher   •  Yet  built  for  repeat  purchases   •  Flexibility:  More  items  means  more  price   points   •  Result:  Supports  higher  customer  life9me   value  (LTV)goals   15
  • 16. The  Latest  Hotness  in  Core  Model   http://deconstructoroffun.blogspot.fi/2012/09/clash-of-clans-winning-formula.html 16
  • 17. Tradi@onal  VS  F2P  Game  Design   http://en.wikipedia.org/wiki/Advance_Wars http://apps.facebook.com/armyattack 17
  • 18. Core:  Tricky  to  Design   •  Bo_om  line:   –  Core  F2P  mechanics  are  a   breed  of  their  own   –  Core  F2P  is  a  ‘design  lens’  of   its  own   18
  • 19. 5  Tips  for  F2P  game  design   19
  • 20. 1.  Design  for  Reten@on   •  retention ¦ri ten ch ən¦ •  noun •  the continued possession, use, or control of something   20
  • 21. DnRU Moving  the  Needle     Profitable  Game  Design     21
  • 22. Reten@on  is  everything   The  short  and  long  term  ‘winters’  need  to   be  crystal  clear  in  your  players’  minds     22
  • 23.  Content-­‐driven  reten@on,  or   Skill-­‐driven  reten@on,  or  both   23
  • 24. 24
  • 25. 2.  Design  for  Virtual  Goods  and  how  to   surface  them  via  merchandizing   25
  • 26. Case:  Profitable  Game  Design   FB Credits Revenue Distribution 26
  • 27. 3.  Design  for  Rivalries   •  =  Design  for  a  virtual  arms  race  between   individual  or  alliance  rivals   27
  • 28. 4.  Design  Away  from  Content   •  Design  gameplay  systems   •  In  live  produc@on  context,  aim  for  profitable   game  design  =  feature  ROI     28
  • 29. 29
  • 30. 5.  Design  for  Pay  to  Win…   •  …but  balance  for  grind  to  compete/commit     •  Furthermore,  design  for     –  Pay  to  progress   –  Pay  for  convenience   30
  • 31. 31
  • 32. 6.  Design  away  from     audience  fa@gue   •  Design  for  conven@ons  yet  12  months  into  the   future   32
  • 34. …  and  you  are  designing    for  high  LTV!   =  Your  players  Stay  and  Pay  within   the  Core  F2P  Model   34
  • 35. Fun  mone9zes  well,  and  F2P  takes   nothing  away  from  the  fun!   35
  • 37. ajarvinen@digitalchocolate.com   h_p://www.digitalchocolate.com   Thank  You!   @aquito  on  Twi_er   37