My talk from Northern Game Summit at Kajaani, Finland, focusing on tricks of the trade regarding design games that are free to play but monetize with micro-transactions such as in-app-purchases. The design problem is broken down to two approaches, with emphasis on the more complex model of monetizing with a variety of virtual goods. The presentation ends with 5 tips on how to design for F2P success.
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
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
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
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