Game thinking from Adam Clare

Category: DesignPage 18 of 63

Free to Play, Whales, And Clash of Clans

The free to play (F2P) business model has been with the games industry for years, yet we hardly understand it. This past week I’ve chanced across a few different items which explore aspects of the F2P model.

Back in November, the IGDA Phoenix group had a presentation on F2P methodologies. It’s a good presentation and provides some insights into a few popular F2P games and how their design decisions make sense.

Whales

Whales are people. In social and F2P games, developers refer to people who spend a lot of money on a game as whales. The vast majority of gamers (>90%) who play free games never spend on them regardless of how many in-app purchases a game offers. So the business model has boiled down to getting as many players as possible then hoping that someone out there will love the game so much they spend a TON of money on it.

Game developers have always assumed that this random approach is logical. Even though, developers also assumed that the people spending ~$50 on a game must be crazy.

Ubisoft just did some research on whales and why found out that whales are more rational than assumed.

“One thing that came across was this concept of ‘whales’ was really framing how developers and our marketing folks were thinking about what drives high-value spenders. [The assumption was] it’s impulsive, more irrational, kind of hedonistic behavior,” Yee said. “What we found was almost the exact opposite. Instead of being impulsive, they were long-term thinkers, cool-headed, methodical, and they really supported the game.”

The article continues…

“It’s really understanding those people as hobbyists,” Ducheneaut said. “They’re committed to a hobby. They invest resources in their hobby, just like someone would in model trains, figure skating, or whatever. It’s no different than that.”

Ducheneaut and Yee can relate, as they have their own sometimes costly hobbies. For Ducheneaut, it’s sailing. As for how Yee gets rid of pesky disposable income, he said painting miniatures helps. Of course, they’re no strangers to gaming either, and hope that their work will help make the industry a better place for anyone who counts gaming among their hobbies

Clash of Clans

Supercell’s Clash of Clans has been a huge success and their sequel of Boom Beach looks to prove Supercell’s design choices are rather smart.

Redditor wolfawap spent some time and researched how Clash of Clans puts a price on time. The short of it is “they seem to set fixed prices for fixed time milestones like 1 minute = 1 gem, 1 hour = 20 gems, 1 day = 260 gems, etc.”.

Having looked into F2P social games on a few occasions it’s nice to see pretty graphs backing up what we already know:

Let’s try interpreting the data differently. Think of it in terms of cost in gems to skip 1 second. Skipping more time costs more money, but you get a better deal. Think of it as a set of increasing discounts.

graph_costpersecond

Some Notes On Play Testing Games

Once you have finished your game the hard part begins: when strangers play it.

We submitted a new a game to the App Store a few days ago which we are releasing next week. It’s called AstroDoge and we started working on it Feb. 24 and first submitted it March 8 with an anticipated release of early this past week. We decided to push it to next week for two reasons: 1. add some social features and fix bugs 2. the overall user experience (UX). After watching people play the game we realized we needed to spend a ton of time telling people how to play.

Because of play testing we pushed the release date, combine this with the recent announcement of TradeCity’s beta next month I figured it be worth posting about play testing.

Thanks Valve!

Having people play your game is key to figuring out if your game is achieving its goals – no matter what the goals are. It is key to have people who fit within your target audience to play the game.

Choosing your play testers is usually done first by who’s around and this is fine for early stages of game development. This informal testing should be ongoing with the development team all the way to releases. Once the game is far enough along you’ll need to find people who (you think) will actually want to play the game upon release. This may sound obvious but is often forgotten! There’s a reason that this is point number one in this post and in this Gamastura article.

Some questions we always consider when recruiting are:

  • How old is our intended audience?
  • Is the intended audience predominantly male, female, or split?
  • What device or platform is our game targeting? (Don’t recruit players if they’ve never played a game on that platform before).
  • Does your game assume any prior knowledge from the player?

When play testing, what should you do?

You should shut up and let them play.

Seriously, just watch and listen to what player does and says. Valve has a great presentation on how they play test in which they outline that in person they:

  • Passively watch people play
  • Listen for verbal reports from players
  • Ask questions about the play session once it’s done
  • Surveys after the game
  • Record any physiological data they can get their hands on

Computers are great too! Digital games can be recorded so it’s worth:

  • Tracking where & when players die
  • Tracking where & when players stop their play session
  • Basically all the stats you can!

If you’re not Valve, then there are other (and cheaper) ways to understand what you need to fix in your game. Over at Hobby GameDev, there is a great post on how to play test for indies.

Address What You Apologize For

Are there things about the game that you find yourself wanting to apologize for each time you put it in front of a tester?

That’s a form of feedback that they don’t even need to say out loud. You know what to do!

Embed What You Have to Explain

Is there information that you find yourself wanting to point out to testers? That a certain jump can be made, that a certain button activates something, etc?

That information needs to be embedded in the game, at least textually if necessary but ideally in a more visual, natural, or otherwise immediate fashion.

In the end, we decided to delay our game because the core game mechanic turned out to be something most people didn’t understand. We discovered this because we had to actually tell people how to play no matter how we visually conveyed the information.

To throw a wrench in all of this there is an argument to stick to your aesthetic core. Over at Medium, one of the designers has a great (and long) piece on underlining hyperlinks. Eschew all of the above and stick to your artistic gut.

Page 18 of 63

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