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10 Social Design Tips to Level
   Up Your Mobile Game
          Oscar Clark Evangelist
            PapayaMobile Inc
Background

• Social Games continue to
  innovate.
   • Disney purchase of Playdom
   • Popcap purchase by EA
   • Zynga IPO
• Is this another Bubble?
Who are Papaya?

• 23 million
  users
• 300+ games.
•   Founded in 2008 with $22M raised
    through DCM and Keytone.
•   70 staff with offices in San Francisco,
    London and Beijing
•   More than 80% of users come from US
    and Europe
•   Popular games earn more than $1
    million per year.
More Social = Less Game?

• General decline in Video
  Game Sales
• Average iOS developers
  generating only $2k in sales?
• Social Games revenues keep
  growing
• Facebook is not the only
  game in town
• Mobile offers unique 'mode
  of use'
What is a social game anyway?

• Easily accessible; casual
  behaviours
• Visibly involving friends
• Repeated public success
• Reasons to become habitual
• Integrated within a social
  network
Tip 1: Games as a Service

• Social games need to be
  considered as a service
• Designers need to
  monitor user behaviour
  data
• They should to evolve
  and improve over time
• Make regular small
  improvements
Tip 2: Different Reward Behaviours

                               Collector   Competitor
Different Players need
  different rewards

• Collector:
   – "Got to catch them all"
• Explorer:                    Explorer    Socialiser
   – "Where can I go today?"
• Socialiser:
   – "I want to be popular"
• Competitor:
   – "I'm going to Pwn ya!"
Tip 3: Its not a Free Lunch!

100 :10 :1 Rule
• Free-players are your
  marketing channel
• And your comparison
  for success
• And provide invaluable
  data on play
• Don’t break their game
Tip 4: Feed the Habit

Why should they replay
  your game?
• Daily Bonus/Challenge
• Leader boards
• Social Challenges
• Friendship Bonds
• Recharge systems
Tip 5: Social Achievement

Playing the game should
  grant me ‘Social Capital’
• Let me show off my
  achievements
• Gifting and
  Reciprocation
• Items gained must be
  desirable to others
Tip 6: Time Vs Money

Buying things should make
  my game better
   – Play for longer
   – accelerate scores
   – add special abilities
• Game balance must be
  preserved
• Don’t kill the game for Free-
  players
Tip 7: Consumable Goods

Give me a reason to spend
  again and again
• Low-cost consumable items
  are low risk for new users
• Higher cost bundles can
  offer better value longer
• Unique purchases tied to
  achievements adds rarity
Tip 8: Scissor:Paper:Stone

Use Dilemma to help
  maintain Game Balance
• Players should have
  meaningful choices
• Different roles should
  complement sharing
• Ambiguity in strategy leaves
  room for players to debate
• Virtual goods can add new
  choices in play
Tip 9: Playing Metagames

Create continuity between
  game playing sessions
• Metagames can build
  retention
• High Scores don’t have to
  be global
• Individual sessions form
  part of a wider story arch
Tip 10: Its My Game!

Its not your game any
   more... Its your players!
• Players should be part of
  the ongoing creative
  process
• Let them personalise their
  experience
• Encourage emergent
  behaviour
• Allow players to share their
  experiences and 'Stories'
What Next?

In Short...
• Social Games increase:
   – Discovery
   – Retention
   – and Revenues
• Every game can benefit
  from Social Techniques
• Mobile is perfect for Social
  Games
Any Questions?




            Thank you :)




                 oscarclark@papayamobile.com
                 Twitter: @Athanateus

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Top 10 Social Tips

  • 1. grgetherh 10 Social Design Tips to Level Up Your Mobile Game Oscar Clark Evangelist PapayaMobile Inc
  • 2. Background • Social Games continue to innovate. • Disney purchase of Playdom • Popcap purchase by EA • Zynga IPO • Is this another Bubble?
  • 3. Who are Papaya? • 23 million users • 300+ games. • Founded in 2008 with $22M raised through DCM and Keytone. • 70 staff with offices in San Francisco, London and Beijing • More than 80% of users come from US and Europe • Popular games earn more than $1 million per year.
  • 4. More Social = Less Game? • General decline in Video Game Sales • Average iOS developers generating only $2k in sales? • Social Games revenues keep growing • Facebook is not the only game in town • Mobile offers unique 'mode of use'
  • 5. What is a social game anyway? • Easily accessible; casual behaviours • Visibly involving friends • Repeated public success • Reasons to become habitual • Integrated within a social network
  • 6. Tip 1: Games as a Service • Social games need to be considered as a service • Designers need to monitor user behaviour data • They should to evolve and improve over time • Make regular small improvements
  • 7. Tip 2: Different Reward Behaviours Collector Competitor Different Players need different rewards • Collector: – "Got to catch them all" • Explorer: Explorer Socialiser – "Where can I go today?" • Socialiser: – "I want to be popular" • Competitor: – "I'm going to Pwn ya!"
  • 8. Tip 3: Its not a Free Lunch! 100 :10 :1 Rule • Free-players are your marketing channel • And your comparison for success • And provide invaluable data on play • Don’t break their game
  • 9. Tip 4: Feed the Habit Why should they replay your game? • Daily Bonus/Challenge • Leader boards • Social Challenges • Friendship Bonds • Recharge systems
  • 10. Tip 5: Social Achievement Playing the game should grant me ‘Social Capital’ • Let me show off my achievements • Gifting and Reciprocation • Items gained must be desirable to others
  • 11. Tip 6: Time Vs Money Buying things should make my game better – Play for longer – accelerate scores – add special abilities • Game balance must be preserved • Don’t kill the game for Free- players
  • 12. Tip 7: Consumable Goods Give me a reason to spend again and again • Low-cost consumable items are low risk for new users • Higher cost bundles can offer better value longer • Unique purchases tied to achievements adds rarity
  • 13. Tip 8: Scissor:Paper:Stone Use Dilemma to help maintain Game Balance • Players should have meaningful choices • Different roles should complement sharing • Ambiguity in strategy leaves room for players to debate • Virtual goods can add new choices in play
  • 14. Tip 9: Playing Metagames Create continuity between game playing sessions • Metagames can build retention • High Scores don’t have to be global • Individual sessions form part of a wider story arch
  • 15. Tip 10: Its My Game! Its not your game any more... Its your players! • Players should be part of the ongoing creative process • Let them personalise their experience • Encourage emergent behaviour • Allow players to share their experiences and 'Stories'
  • 16. What Next? In Short... • Social Games increase: – Discovery – Retention – and Revenues • Every game can benefit from Social Techniques • Mobile is perfect for Social Games
  • 17. Any Questions? Thank you :) oscarclark@papayamobile.com Twitter: @Athanateus