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The Toolbox Approach to F2P Game Design

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While the fundamentals of free-to-play game design seem simple, adapting to this model and understanding it to the depth required to make a successful game has proved a tough challenge even for the most experienced game creators. One effective way to tackle F2P design is to think of its various techniques as a "toolbox"; by building up a collection of design "tools" which you can use to acquire, retain and monetise your players, you can build a comprehensive understanding of how this new business model interacts with your existing game design talents.

Publié dans : Divertissement et humour

The Toolbox Approach to F2P Game Design

  1. 1. The toolbox approach to F2P game design Nicholas Lovell #f2ptoolbox
  2. 2. Early stage Late stage Game design
  3. 3. Frameworks and toolboxes
  4. 4. A disclaimer
  5. 5. Nobody knows anything
  6. 6. 1. The funnel A R M Acquire Retain Monetise Keep monetising
  7. 7. ARM yourself • Hoping for the best is not good enough, you need to ARM yourself – ACQUISITION: How do I get people through the door cost-effectively? – RETENTION: How do I keep people coming back for more? – MONETISATION: How do I build money-making strategies into gameplay • Acquisition and monetisation are important • Retention is the most important, by far.
  8. 8. 2. The pyramid • The Core Loop is the beating heart of your game • The Retention Game is what keeps players playing • The Superfan Game is where the Superfans live
  9. 9. 3. The Curve PRICE Demand Revenue opportunity Marketing opportunity
  10. 10. What AAA asks “How can I get customers who don’t want to spend $60 to spend $6?”
  11. 11. What F2P asks “How can I get customers who do want to spend $60 to love spending $600, or $6,000?”
  12. 12. There are many different toolboxes • 4. The Hero’s Journey (read The Writer’s Journey by Christopher Vogler) • 5. The psychology of marketing (read Influence, the Principles of Persuasion, by Robert Cialdini) • Any number of game design books (e.g. A Theory of Fun, Raph Koster, or A Book of Lenses, Jesse Schell.)
  13. 13. Here are some of my tools
  14. 14. Conclusion • Use frameworks and tools that you find useful • Have some for design AND some for business • Find them from anywhere: – Psychology – Writing – Marketing – Economics • Or just borrow mine 
  15. 15. Thank you @nicholaslovell @gamesbrief www.gamesbrief.com www.f2ptoolbox.com #f2ptoolbox