This document provides an overview of common game mechanics for player retention and engagement. It discusses daily bonuses and mini-games to encourage repetitive gameplay, progression systems like leveling up and unlocking content to give a sense of achievement, and incentives including achievements and regenerating abilities to motivate players. It also covers careers, public quests, and mastery systems for generating specialized gameplay and replayability. The goal is to use these types of game elements and incentives to keep players engaged with a game over an extended period of time.
2. RETENTION
A series of game mechanisms and incentives
that bring back players to play in a repetitive
manner, over a long period of time
STICKINESS REVENUE LIFE TIME VALUE
The ratio between MAU Daily active Users define The overall period spent
and DAU, showing the the revenue pattern of a by a player over the
overall retention of the social game game will establish his
game value
3.
4. DAILY BONUS
A daily incentive given to a player upon his
landing, providing a âbaitâ for the next day of
gameplay
COLLECT PLAY PLAN
Collect a daily reward. Gain a daily bonus by Deploy a timed bonus, to be
Grows according to playing a mini game collected on a nearby visit
consecutive visits when landing in the game (harvest, Job, property)
5.
6. MINI GAMES
Mini Games are short-burst simple game
engines that provide a differentiating moment
of fresh gameplay during a repetitive sequence
GAME OF SKILL GAMES OF FUN NARRATIVE
Cards, roulettes, Short-burst Platformer, Short cut-scene
wheels of Fortune and shooters and arcade like experiences or visuals
games of luck activity narrating arc-stories
7.
8. PROGRESSION
A progression system is the heart & core of a
persistent game. It provides a thread that
connects the playerâs individual sessions
LEVELING EXPERIENCE MULTI SYSTEMS
Unlock new content, Collect Experience Points Climb through multiple
titles and game by performing quests or leveling systems (social,
options by climbing up game actions, to gain career, etc) to explore
the leveling system new levels and titles the game
9.
10. UNLOCKING MECHANISM
As means of exploration, a good game slowly
unveils content, options and goods, making the
player curious about âwhatâs next?â
CONTENT GOODS OPTIONS
Game environments, Items, weapons, gifts, Game modes, secret
Storylines, Non Player power-ups and virtual levels, career options
characters and visuals goods found in the store and bonuses
11.
12. CAREERS - II
Careers are powerful engagement engines; they
grant players a feeling of personalization, by
allowing them to âmodelâ their progression
CLASS MULTI-CLASS PRESTIGE
A class is a unique A Multi Class mechanic A Prestige Class is a
career path offering enables players to pick to specialized class that
attributes, abilities classes and run them in unlocks at a specific
and options parallel level
13.
14. INCENTIVES
Rewards, bonuses and gifts given to a player in
order to motivate him and make him
âstrive for moreâ
CONSECUTIVE COMPETITIVE COLLECTIVE (group)
Player gains time- Players compete to gain a Players work together to
based bonuses, as daily/hourly grand achieve goals and gain
long as he sits in front bonuses group bonuses
of the game
15.
16. ACHIEVEMENTS
Virtual means used to motivate a player and
mark a specific in-game accomplishment.
(also Used by players for Bragging rights)
BADGES TROPHIES TITLE
A badge is a visual A trophy is a badge that A title is a textual label
icon representing an moves from hand to showing a specific
in-game hand, according to the designation or
accomplishment current winner accomplishment
17.
18. REGENERATION
An Attribute, a Bonus or a game option that
slowly renews itself every x seconds of gameplay.
Used by players for planning their next move
TIME STAMP QUANTITY PERSISTENCY
A timer counts backward Fine balance of the Regeneration continues
to show the moment in quantity of units gained is to take place even when
which regeneration takes crucial for this the player is offline
place mechanism
19.
20. QUEST
The Quest is a short-term task within the
gameplay world, offering players an immediate
course of action & reward
BRIEF FEEDBACK INCENTIVE
The brief tells the player The feedback is a The incentive is a reward
what he is required to do midterm pointer, telling given to the player for
in order to complete he the player he is on the completing the quest
quest right track
21.
22.
23. MASTERY SYSTEM
A Mastery System is used to create replay ability
of content and a way for players
to generate specialization
COLORS STARS PRE-REQUISITE
Complete each quest in 3 Try completing a quest Complete a quest in a
different levels: Bronze, with a maximum of stars. specific mastery levels in
Silver, Gold Performance based. order to unlock content
24. PUBLIC QUEST
A cooperative Quest, played by a small group of
friends/strangers in a limited time frame
TIMING LOCKED PRIZES!
A Public quest starts on a From a moment a public A Public Quest generates
given time frame. quest is launched, no one rewards to all
Late-Birds must wait for can leave or join it participants, according
the next round to their performance