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Getting More With Less: 
6 High-Yield Design Patterns
For F2P Games
Matthew Emery
Freelance Product Manager, Analyst
WE HAVE TONS
OF IDEAS
ON OUR ROADMAP
but what
should we do
first?
Remember our friend,
a fictional F2P games developer?
Can result in
months agonizing
over product decisions
Often developers
to frame the prioritization
problem correctly
fail
with
the least
effort?
Where can we create
the most
value
?
PROFIT MARGIN =
BUSINESS SUCCESS
value
generated
effort
requiredPROFIT
to cut costs while
increasing value?
HOW
?
In an
efficient market
costs to produce
the product
are driven
upward
competition
decreases
what customers
are willing to pay
margin
gets squeezed
from both ends
The hyper-competitive
F2P game market
is particularly tight,
because
Everyone wants in
Competition drives up UA costs
Demand for talent increases dev costs
Customers expect free & high-quality games
Mobile games can be highly profitable,
and lure many investors
Ad marketplaces are real-time and hyper-efficient,
driving CPI to where profit margins disappear
Huge demand for devs + efficient job marketplaces =
dev demand high pay
F2P has cratered customer willingness to pay for
entertainment
THIS LEAVES US
TWO VIABLE PATHS
Deliver value more efficiently
than your rivals
Make a differentiated product
that can’t be easily cloned
Deliver value more
efficiently than your rivals
the extreme
competitiveness in F2P
demands that we do
both!
STRATEGY #1
STRATEGY #2
Defensibility & differentiation
Topic for
another day
Topic for
this article
Actually,
FINDING EFFICIENCIES
IN GAME DESIGN
Adequately differentiated
Polished & high quality
Offering as much value as possible
Controlling development scope
to minimize costs
To survive, game-makers
must create products
that are:
and
while
and
Initiatives
(Hypothetical RPG)
Benefit
(+% LTV)
Effort
(1-10)
ROI Score
(Benefit / Effort)
Raise Character Level Cap 12% 3 4.00
Add Nightmare Difficulty 8% 3 2.67
Character Gear System 20% 10 2.00
10 New Characters  8% 5 1.60
Guild Wars Feature 15% 10 1.50
Rewarded Video Ads 10% 7 1.43
New Live-Ops Event Type 8% 7 1.14
The result is a simple
ROI calculation
per feature with a few
low-effort, high-yield
candidates
at the top of your list
A SIMPLE RUBRIC FOR
PRIORITIZATION
Our north star
should be a high
RETURN
ON INVESTMENT
all potential improvements
(whether to retention,
to monetization, or otherwise)
either an arbitrary effort scale
from 1 to 10, or an estimate
of the number of actual weeks
of development time
SIX COMMON, HIGH-YIELD
DESIGN PATTERNS
DESIGN PATTERN #1
Have players replay content
at higher difficulty
Take something that already exists, duplicate it,
crank up the difficulty and add appropriate rewards
Can be played through three times,
on Normal, Hard and Hell difficulty
Duplicates the same event content 10 times, 
by ramping up difficulty & rewards
Summoners War’s
Campaign
Marvel Strike Force
RAID Shadow Legends’
dungeons
Re-use the same
content 20 times
Ramp difficulty
and rewards
Change the elemental
affinities of the enemies
Candy Crush and Clash of Clans,
Get more mileage out of each game level by
incentivizing players to replay earlier levels to achieve
higher scores or more difficult goals
3-STAR
scoring system
incentivizes replay
of existing level content
COMBINING
BOTH PATTERNS
Levels have
1-3 star scoring
The entire campaign
can be played
through 4 times
(escalating difficulty)
RAID’s PVE Campaign
DESIGN PATTERN #2
Reuse content,
with different rules / restrictions
Content can be repurposed by changing the rules so
the player is forced to alter her strategy and replay
RAID’s Faction Wars Feature
repurposes the same
campaign sixteen times,
with each instance
limiting hero selection
to one of the game’s
16 factions
RAID created a new, 21-level campaign,
then (effectively) duplicated it sixteen times 
That’s sixteen campaigns for the price of one!
DESIGN PATTERN #3
Build an endless runway
of ‘meta’ goals that leverage,
stretch and re-use existing content
An achievements or progressive quest system allows
designers to churn out content with little effort
For high-ROI content ideas,
data-driven content is a great place to look!
A glorified Achievements System
Three independent, linear quest vectors
guide players through, and extend, the
base content
Merge Dragons
Fortnite’s Battle Pass
Immediate & longer-term rewards drive players to progress through,
and re-engage with (farm), existing content
RAID’s Progressive Quest System
DESIGN PATTERN #4
Create incentives for players
to repeatedly play (farm) existing content
Structure core gameplay and metagame incentives to encourage
playing the same content over and over
Players spend hours, weeks, months happily repeating 
the same behaviors, over and over
Without the need
for additional content!
Pokemon GO
players repeatedly spin
the same slot machines to gain XP
and unlock later machines
Players repeat the same battles
to farm XP, currencies,
& equipment needed
for next milestone
RAID
Slots
progression arc
DESIGN PATTERN #5
Collection, Fusion Pyramid
Creates an exponential number of tasks for players to
complete, with very few game assets
first popularized by eastern, core-leaning character collector RPGs like
Summoners War, Epic Seven, RAID, and Idle Heroes
CCRPG FUSION PYRAMID
Building one, 6-star character requires collecting 720 1-star characters and leveling them up 3300 times:
Fusion pyramids
have undergone a casual
rebrand, by replacing
complex inventory systems
with more casual
merge mechanics
+ + + + +
Level 10
(Max)
Level 20
(Max)
Level 30
(Max)
Level 40
(Max)
Level 50
(Max)
Level 60
(Max)
The quintessential example; Merge three identical items
to produce one item, one step higher in the chain.
With just 10 art assets, 
the chain pictured generates 310
or 59,000 tasks for players to perform.
Merge Dragons
DESIGN PATTERN #6
Extend existing level-up vectors,
or add new ones!
Adding level-up vectors to collectable items exponentially
increases player goals
If your game has characters, weapons, or other collectables that can be
leveled-up individually, increasing their level caps is an efficient way to increase
your content runway and spend depth
~30
Levels
each
3 Abilities
each
~100 Cards
Roster Goals: 3,300
Grade: D
Client X
Comparing a recent client’s goal and spend depth to Empires & Puzzles:
The client’s game economy lacks dimensionality. Rather than adding more incremental cards or abilities, we could instead double
the level cap on cards, and add a level-up vector to each ability. The result: 4x as many goals to pursue, for relatively modest
development effort.
GOAL AND SPEND DEPTH
~260
Levels
each
20
Talent Tree
Nodes
each
8
Special
Ability
Levels
3
Ascensions
Roster Goals: 30,000+
Grade: B+
~100 Legendary Chars
Empires & Puzzles
”Can a player
spend $1M
in my game?”
?
VS.
~260
Levels
each
20
Talent Tree
Nodes
each
8
Special
Ability
Levels
3
Ascensions
Roster Goals: 30,000+
~100 Legendary Chars
30
Levels
each
3 Abilities
each
~100 Cards
Roster Goals: 3,300
Client X Client X Empires & Puzzles
60
Levels
each 3 Abilities each
~100 Cards
Roster Goals: 15,000
30
Levels
each
With data and tuning changes only and no new content:
CAN BE TRANSFORMED INTO…
So, while lower effort than developing new cards, this could have 7x greater impact on goal depth and LTV.
How can you apply
these ideas right away? 
What can we do
that could produce big results,
but costs little to try?
How can we multiply
what we already have,
before building something new?
OR
At your next roadmap review, just ask
Can I help your team?
80+F2P projects
Matthew Emery
Freelance Product Manager, Analyst
30+Clients
Schedule a call: calendly.com/appturbine/call
Connect on LinkedIn: linkedin.com/in/matthewemery
matt@appturbine.co
www.appturbine.co
Thanks for reading!
If you enjoyed this, check out my recent series on “How to Fail in F2P Mobile Publishing”:
How to Fail in F2P Mobile Games, Part III: Nebulous Product Goals
How to Fail in F2P Mobile Games Publishing, Part II: Undisciplined Innovation
How to Fail in F2P Mobile Games Publishing, Part I: Start without a Business Case

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Getting More With Less: 6 High-Yield Design Patterns for F2P Games

  • 1. Getting More With Less:  6 High-Yield Design Patterns For F2P Games Matthew Emery Freelance Product Manager, Analyst
  • 2. WE HAVE TONS OF IDEAS ON OUR ROADMAP but what should we do first? Remember our friend, a fictional F2P games developer?
  • 3. Can result in months agonizing over product decisions Often developers to frame the prioritization problem correctly fail
  • 4. with the least effort? Where can we create the most value ?
  • 5. PROFIT MARGIN = BUSINESS SUCCESS value generated effort requiredPROFIT to cut costs while increasing value? HOW ?
  • 6. In an efficient market costs to produce the product are driven upward competition decreases what customers are willing to pay margin gets squeezed from both ends
  • 7. The hyper-competitive F2P game market is particularly tight, because Everyone wants in Competition drives up UA costs Demand for talent increases dev costs Customers expect free & high-quality games Mobile games can be highly profitable, and lure many investors Ad marketplaces are real-time and hyper-efficient, driving CPI to where profit margins disappear Huge demand for devs + efficient job marketplaces = dev demand high pay F2P has cratered customer willingness to pay for entertainment
  • 8. THIS LEAVES US TWO VIABLE PATHS Deliver value more efficiently than your rivals Make a differentiated product that can’t be easily cloned
  • 9. Deliver value more efficiently than your rivals the extreme competitiveness in F2P demands that we do both! STRATEGY #1 STRATEGY #2 Defensibility & differentiation Topic for another day Topic for this article Actually,
  • 11. Adequately differentiated Polished & high quality Offering as much value as possible Controlling development scope to minimize costs To survive, game-makers must create products that are: and while and
  • 12. Initiatives (Hypothetical RPG) Benefit (+% LTV) Effort (1-10) ROI Score (Benefit / Effort) Raise Character Level Cap 12% 3 4.00 Add Nightmare Difficulty 8% 3 2.67 Character Gear System 20% 10 2.00 10 New Characters  8% 5 1.60 Guild Wars Feature 15% 10 1.50 Rewarded Video Ads 10% 7 1.43 New Live-Ops Event Type 8% 7 1.14 The result is a simple ROI calculation per feature with a few low-effort, high-yield candidates at the top of your list A SIMPLE RUBRIC FOR PRIORITIZATION Our north star should be a high RETURN ON INVESTMENT all potential improvements (whether to retention, to monetization, or otherwise) either an arbitrary effort scale from 1 to 10, or an estimate of the number of actual weeks of development time
  • 14. DESIGN PATTERN #1 Have players replay content at higher difficulty Take something that already exists, duplicate it, crank up the difficulty and add appropriate rewards
  • 15. Can be played through three times, on Normal, Hard and Hell difficulty Duplicates the same event content 10 times,  by ramping up difficulty & rewards Summoners War’s Campaign Marvel Strike Force
  • 16. RAID Shadow Legends’ dungeons Re-use the same content 20 times Ramp difficulty and rewards Change the elemental affinities of the enemies
  • 17. Candy Crush and Clash of Clans, Get more mileage out of each game level by incentivizing players to replay earlier levels to achieve higher scores or more difficult goals 3-STAR scoring system incentivizes replay of existing level content
  • 18. COMBINING BOTH PATTERNS Levels have 1-3 star scoring The entire campaign can be played through 4 times (escalating difficulty) RAID’s PVE Campaign
  • 19. DESIGN PATTERN #2 Reuse content, with different rules / restrictions Content can be repurposed by changing the rules so the player is forced to alter her strategy and replay
  • 20. RAID’s Faction Wars Feature repurposes the same campaign sixteen times, with each instance limiting hero selection to one of the game’s 16 factions RAID created a new, 21-level campaign, then (effectively) duplicated it sixteen times  That’s sixteen campaigns for the price of one!
  • 21. DESIGN PATTERN #3 Build an endless runway of ‘meta’ goals that leverage, stretch and re-use existing content An achievements or progressive quest system allows designers to churn out content with little effort For high-ROI content ideas, data-driven content is a great place to look!
  • 22. A glorified Achievements System Three independent, linear quest vectors guide players through, and extend, the base content Merge Dragons Fortnite’s Battle Pass
  • 23. Immediate & longer-term rewards drive players to progress through, and re-engage with (farm), existing content RAID’s Progressive Quest System
  • 24. DESIGN PATTERN #4 Create incentives for players to repeatedly play (farm) existing content Structure core gameplay and metagame incentives to encourage playing the same content over and over
  • 25. Players spend hours, weeks, months happily repeating  the same behaviors, over and over Without the need for additional content! Pokemon GO
  • 26. players repeatedly spin the same slot machines to gain XP and unlock later machines Players repeat the same battles to farm XP, currencies, & equipment needed for next milestone RAID Slots progression arc
  • 27. DESIGN PATTERN #5 Collection, Fusion Pyramid Creates an exponential number of tasks for players to complete, with very few game assets first popularized by eastern, core-leaning character collector RPGs like Summoners War, Epic Seven, RAID, and Idle Heroes
  • 28. CCRPG FUSION PYRAMID Building one, 6-star character requires collecting 720 1-star characters and leveling them up 3300 times: Fusion pyramids have undergone a casual rebrand, by replacing complex inventory systems with more casual merge mechanics + + + + + Level 10 (Max) Level 20 (Max) Level 30 (Max) Level 40 (Max) Level 50 (Max) Level 60 (Max)
  • 29. The quintessential example; Merge three identical items to produce one item, one step higher in the chain. With just 10 art assets,  the chain pictured generates 310 or 59,000 tasks for players to perform. Merge Dragons
  • 30. DESIGN PATTERN #6 Extend existing level-up vectors, or add new ones! Adding level-up vectors to collectable items exponentially increases player goals If your game has characters, weapons, or other collectables that can be leveled-up individually, increasing their level caps is an efficient way to increase your content runway and spend depth
  • 31. ~30 Levels each 3 Abilities each ~100 Cards Roster Goals: 3,300 Grade: D Client X Comparing a recent client’s goal and spend depth to Empires & Puzzles: The client’s game economy lacks dimensionality. Rather than adding more incremental cards or abilities, we could instead double the level cap on cards, and add a level-up vector to each ability. The result: 4x as many goals to pursue, for relatively modest development effort. GOAL AND SPEND DEPTH ~260 Levels each 20 Talent Tree Nodes each 8 Special Ability Levels 3 Ascensions Roster Goals: 30,000+ Grade: B+ ~100 Legendary Chars Empires & Puzzles ”Can a player spend $1M in my game?” ? VS.
  • 32. ~260 Levels each 20 Talent Tree Nodes each 8 Special Ability Levels 3 Ascensions Roster Goals: 30,000+ ~100 Legendary Chars 30 Levels each 3 Abilities each ~100 Cards Roster Goals: 3,300 Client X Client X Empires & Puzzles 60 Levels each 3 Abilities each ~100 Cards Roster Goals: 15,000 30 Levels each With data and tuning changes only and no new content: CAN BE TRANSFORMED INTO… So, while lower effort than developing new cards, this could have 7x greater impact on goal depth and LTV.
  • 33. How can you apply these ideas right away?  What can we do that could produce big results, but costs little to try? How can we multiply what we already have, before building something new? OR At your next roadmap review, just ask
  • 34. Can I help your team? 80+F2P projects Matthew Emery Freelance Product Manager, Analyst 30+Clients Schedule a call: calendly.com/appturbine/call Connect on LinkedIn: linkedin.com/in/matthewemery
  • 35. matt@appturbine.co www.appturbine.co Thanks for reading! If you enjoyed this, check out my recent series on “How to Fail in F2P Mobile Publishing”: How to Fail in F2P Mobile Games, Part III: Nebulous Product Goals How to Fail in F2P Mobile Games Publishing, Part II: Undisciplined Innovation How to Fail in F2P Mobile Games Publishing, Part I: Start without a Business Case