2. Part 1: Oops
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We’re going to cover:
Niches – how to find them and why you want to
Paper Prototyping to prove a concept
MVP
Lean Startups
3. Part 1: Oops
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10. Part 1: Oops
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11. Part 2: Let’s Get This Going
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12. Part 1: Oops
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When you build a game, you know nothing.
Part 3: Niches
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When you build a game, you know nothing.
You don’t know if your game is going to work
If it’s got an audience
If it’s going to reach that audience
If that audience is going to even pay for it
Part 3: Niches
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Every game is, pretty much, a crap shoot
Part 3: Niches
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This is important for these 3
reasons:
Part 3: Niches
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This is important for these 3
reasons:
1
Part 3: Niches
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This is important for these 3
reasons:
2
Part 3: Niches
19. Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 19
This is important for these 3
reasons:
3
Part 3: Niches
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From the moment you say:
“Hey, we should, like, start a company and make a game.”
You’re burning money.
Part 3: Niches
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From Start Small, Stay Small:
Market comes first, marketing second, aesthetic third, and
functionality a distant fourth
The product with a sizable market and low competition wins even
with bad marketing, a bad aesthetic, and poor functionality
Part 3: Niches
22. Part 3: Niches
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How do you find a niche?
What are you interested in that you don’t see in games?
What retro genres aren’t getting remade – remember
there’s a generation that played these games that could
play again
What game types could you fuse? System or Setting
23. Part 3: Niches
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How do you find a niche?
Maybe an entirely different audience?
Mobile Fishing games?
Turn based God Games?
PBEM/SMS games?
24. Part 3: Niches
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Start Small, Stay Small has links to various blogs with
start-up ideas. These aren’t necessarily Games, but might
spark some inspiration.
I’ll add a list to the back of this presentation before
releasing it.
(or…buy the book…)
25. Part 4: Determine Value of the Niche
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How do we know if our niche will return a profit?
26. Part 4: Scientific Method
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The Lean Business Model is built on scientific method.
It demands an entrepreneur constantly learns about their
business by experimenting.
State a hypothesis
Build a product to test the hypothesis
Examine the results
27. Part 4: Scientific Method
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It remands rigorous skepticism on the part of the business
owner.
Data has to be everything
28. Part 4: Scientific Method
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29. Part 4: Scientific Method
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30. Part 4: Scientific Method
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DESIGN
Procedures
And play
patterns
Player
Experience
A Design is
written. It
features the
games rules
The player
interacts with
these rules
and develops
play styles
Which
translates
into one of
8 kinds of
“fun”
31. Part 4: Scientific Method
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Mechanics Dynamics Aesthetics
32. Part 4: Scientific Method
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AARRR does the same thing.
Each stage of the funnel
has a set of tests and
metrics that measure the
success of that stage
33. Part 4: Scientific Method
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If there is a break in the
chain, we go back, change
one thing, and run the
experiment again.
Each change is documented
Each new test is measured
All Data is analysed
34. Part 4: Scientific Method
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35. Part 4: Scientific Method
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We’re experimenting on two things
Content
Audience
36. Part 5: Prototypes and the MVP
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Paper Prototype core features.
New Features
Features you are unsure about
Features that can be prototyped on paper
37. Part 5: Prototypes and the MVP
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An MVP is a minimum viable product.
This is a product that has just those features that allow the
product to be deployed, and no more. The product is
typically deployed to a subset of possible customers, such
as early adopters that are thought to be more forgiving,
more likely to give feedback, and able to grasp a product
vision from an early prototype or marketing information
38. Part 5: Prototypes and the MVP
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An MVP is not a minimal product, it is a strategy and
process directed toward making and selling a product to
customers. It is an iterative process of idea generation,
prototyping, presentation, data collection, analysis and
learning. One seeks to minimize the total time spent on an
iteration. The process is iterated until a desirable product-
market fit is obtained, or until the product is deemed to be
non-viable.
39. Part 5: Prototypes and the MVP
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It doesn’t have to be interactive.
An MVP can be a video, a website, even the paper
prototype.
It is the heart of your experiment. Build something that you
can test each of your hypotheses on.
40. Part 5b: Prototypes and Early Adpoters
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You give your MVP to early adopters.
41. Part 5b: Prototypes and Early Adpoters
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Early adopters are people that:
Desperately need your product,
Want your product to succeed,
Will give you their time and their honest feedback,
You don't want to try to sell your product to your early adopters,
you will learn from them how to achieve real customers.
42. Part 5b: Prototypes and Early Adpoters
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43. Part 5b: Prototypes and Early Adpoters
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Are they married?
Do they have kids?
How do they get to work?
Do they work in an office? On a construction site? Driving a
truck?
How old are they?
What kind of car do they drive?
Do they watch TV? Surf the web? Listen to music?
44. Part 5b: Prototypes and Early Adpoters
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• What do they want to find
there?
• What will your product provide
for them that they absolutely
cannot live without?
• What is best way to convey this
message to them?
• What will they respond to?
• What elements naturally draw
them in? Audio? Video?
Images?
• What is going to make them
click a link?
• How should you introduce your
product to your customer?
• What should your copy say on
the first page they see?
• What is going to convince them
to provide you with their email
address?
• What is going to convince them
to purchase your product?
45. Concept | Intention
• Who are the target audience for your Game?
• Present the Profile(s) which describes the target audience
47. • What is the basic Game Play in your project?
• Which KEY features trigger purchase / engagement?
• Explain what the features facilitate in the Audience Profiles
Concept | Expression
48. Part 5b: Prototypes and Early Adpoters
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Be Remarkable
49. Part 5c: MVP Launch Strategies
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Because Games have never seen a method they couldn’t poison,
beat to death, and then try and feed to their audience…
Alpha access – early adopter access – the thing you need to test
your ideas
Has been poisoned and hated on and had
mistrust
sewn into it
50. Part 5c: MVP Launch Strategies
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You need to find strategies to:
bring people in
maybe monetise them
take their information
51. Part 5c: MVP Launch Strategies
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These don’t have to be new methods.
A closed alpha with a selection of early adopters is a brilliant
idea.
Giving those adopters an invite, to bring in someone who they
consider an early adopter is a great way to expand your test
audience, and give your audience a sense of worth and
gratitude.
52. Part 5c: MVP Launch Strategies
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Objects of Desire
"A magazine is a thing that must be designed to be wanted. That
statement includes within itself postmodern approaches that
create discourse on the notion of being designed to be wanted.”
Warren Ellis
53. Part 5c: MVP Launch Strategies
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Your game goes beyond your game.
Think Stuff! Think TV & DVD Sales
Buy plain collected series?
Pfft! I want the DVD Director's Cut, Special Edition, with added
plastic crap!
54. Part 6: Pivot Or Persevere
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The hard part
You’ve got your data
You’ve measured growth of audience/engagement/access to the
features you loved the most.
And it sucks.
55. Part 6: The Pivot
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Your assumptions are wrong. You need to change.
The Pivot is a “structured course correction designed to test a
new fundamental hypothesis about the product, strategy, and
engine of growth.”
56. Part 6: The Pivot
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Features:
• Can you change use your features in another game type?
• Can you change your features to better match your goals?
• Do you need to kill your features and start again?
• Are your features “content agnostic”? If so, what aesthetics do your
features suggest?
• Can you change the game’s dynamic?
57. Part 6: The Pivot
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Content:
• Can you change the setting and keep the same gameplay?
• Can you change the characters?
• Can you change the narrative?
• Can you change the dynamic of the game?
• Can you change the aesthetic goals?
58. Part 6: Persevere
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The hard part
You’ve got your data
You’ve measured growth of audience/engagement/access to the
features you loved the most.
And it’s awesome
59. Part 6: Persevere
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What features do you add?
What is the next experiment you perform?
Who are the new audience?
Do they alienate the last audience?
Can you build a sustainable business model from this?
Have you left MVP and moved into Product?
60. Part 6: Persevere
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Lean Methods rest on the fact that you never stop learning.
Even after release you should be doing the Learn, Build, Measure
cycle
This ensures your product is always viable, and your audience is
always growing.
61. Part 6: Sustainable Growth?
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62. Part 6: Sustainable Growth?
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63. Part 7: TL;DR
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Start-Ups. They’re not easy
You know nothing. Learn.
Build Metrics into everything – Design, Release, Features
Prototype early to ensure validation of ideas
Get something into the hands of early adopters
Be ready to pivot. Those darlings? You might need to kill them
…
PROFIT!
Hinweis der Redaktion
We were going to look at this
And, sure, it was a bit underpant gnomey
But it worked.
And then this man
This is Christ Natsumme
He was producer on the original FarCry and now runs a successful, mid-sized studio out of Japan, called Boomzap
The other day he posted this:
Followed by this.
Which put a massive crimp in my presentation.
But these things bear talking about. We always say “start up, start up” but it’s not easy.
The cost of discovery is expensive and is only going up.
And by discovery we mean “The cost per customer”
And you need to recoup this cost somehow.
And, if F2P is the prevailing model, remember the model is skewed heavily against payers.
Being a start up is hard.
Really, really hard
And most of them fail.
I’m not giving you a silver bullet. This isn’t going to absolutely make you all millionaires.
It’s going to be a lot of hard work. A lot of tears Because a start up now isn’t the same thing as a start up in a mythic “then” when publishers gave out money.
But some of the things I tell you might help.
That was very much Entrepreneurial. And a lot of this presentation leans that way.
It borrows from a bunch of places: Lean Startup, Start Small, Stay Small, Dave McClure’s Metrics for Pirates – AARRR
And some good old MDA and game design thrown in for good measure.
So this is why you want to target Niches
If your brilliant idea is a MOBA – that’s your market share.
You’d start in Other. And, unless you could make a dent into Dota2, you’d be staying there.
Now – with a small team, and low overheads, you could probably earn a comfortable living there.
But is the money you’re earning in Other enough to see you though?
Making money isn’t easy – and this is where niches come in
You know what? As we move towards more concrete actions, we’re going to notice a set pattern to our actions.
And it’s a pattern that we’ll see in Lean, so I’m going to change that headline
The experiments that you do, and the data that you get, will prove or disprove your business idea – and be the difference between success and failure.
You have to go in with your eyes open.
The Lean method goes under the process: Build, Measure, Learn.
And, while it focuses down on the feature set and code – this idea of building test metrics into development isn’t new it’s something we see with MDA and AARRR
Aesthetics are translated as a type of fun or as “the thing I want my player to experience” As such, each aesthetic has an aesthetic goal.
A specific, measurable, outcome that you can test your game against, to make sure that you’ve achieved what you wanted.
Whatever you are testing – each iteration of the cycle needs:
A clear hypothesis
A set of measurements that prove or disprove the hypothesis
A set time to run the experiment
Time to analyse the data
And, from that analysis, a way of taking that into the next iteration.
We teach paper prototyping. It’s cheaper than code and you can iron out a lot of the design bugs early.
But what do you prototype?
Space Shooter: Prototype systems, not the entire game.
The MVP is a deployable prototype
The Dropbox MVP was a video that demonstrated syncing
For games – that firs one is a odd one. I mean – I’d like a game, but I don’t think I’d desperately need it.
But then my flatmate played FTL
And then I saw Skylanders presented at GDC
And then I saw Amiibo from E3
And these were real “JUST TAKE MY MONEY” moments
These things determine.. Well, so much
When do they play, what type of quiet do they get? What time of price point do they look for?
We use these 3 slides as part of a concept submission at GAME
I like to talk about these as 3 levels of audience
Early Adopter, Secondary, Mass
But these slides force our students to think about outreach and marketing
As well as gameplay and product tailored to a specific audience
We had a speaker at our last conference who told the audience to be remarkable.
Not good, not biggest – remarkable.
Because if you can make your audience remark about your game, you have a viral, word of mouth spread of your content.
So make something they can remark on.
The Industry. How we love it…
You need their information to make them YOUR audience. So you can get in touch with them when you need to
This doesn’t really belong anywhere – but it’s a great quote and you should print it out and hang it over all your desks, the door into your office, and on the other side.
This is how you monetise. T-Shirts, books. All the added stuff you pay-up for when you give money to a kickstarter.
Give your adopters a chance to buy some of that stuff, and at a discount. Or signed.
Or both. I mean, they’re giving you feedback, after all.
A notable example of a company employing the pivot is Groupon; when the company first started, it was an online activism platform called The Point.[4] After receiving almost no traction, the founders opened a WordPress blog and launched their first coupon promotion for a pizzeria located in their building lobby.[4] Although they only received 20 redemptions, the founders realized that their idea was significant, and had successfully empowered people to coordinate group action. Three years later, Groupon would grow into a billion dollar business.
What does this mean for games? How do you pivot?
Dynamic: MDA
An explorer RTS with a lot of resources, easily found, but a lot of places to look for
A combat RTS. 1 set of resources, in the middle of the map. No respawn.
The mechanics for these games are the same – gather and build.
The dynamic changes the aesthetic of the game completely – combative or exploratory
Generally – yes.
It’s content.
But content is also the think that designers hold onto the most. The context of the game is their baby.
All of which brings us back to this man’s rant.
And the last line: Discoverability linked to quality.
If you can own your audience, you can shepherd them from title to title – for as long as you have their trust.
So how do we wrap this up. Other than quickly because I bet I’m over time