3 Tips for Better Pacing Free to play on mobile is changing quickly every day. The audience is maturing. Their tastes are changing, and now I feel is just the calm before the storm. The stasis that exists on the top of the AppStore can only hold for so long, the mobile audience’s tastes will change, it’s now up to designers to find out how. As our audience’s tastes change, we as designers have to adapt our designs. We have to find new ways of making old systems feel new again. Today I’d like to talk about pacing mechanics, and how we can adjust our current pacing mechanics to make them feel better for our maturing audience. Pacing mechanics usually take the form of Timers or Energy systems, and are always ingrained deeply into the core loop of any Free to Play game. Pacing is what prevents players from burning out on content or mechanics. Pacing is what drives habits. Getting pacing right is the key to driving strong long term retention. And long term retention is the key metric for a successful free to play game. But making these pacing mechanics not feel artificial is difficult. So I’ve put together 3 tips that I like to use when “Re-dressing” pacing mechanics. These 3 pacing tactics can help you rethink how to build a pacing structure so that it feels new, different and more natural to the player.
#1: Add Natural Pacing: Days, Weeks, Months Sometimes in a game design, you need to add longer timers which prevent players from engaging too much with a feature during a single day. Many free to play games aim for longer timers for this: 4 hours, 8 hours or even 12 hours. In my experience this can feel very restricting. Instead, ask yourself, can I pace this using a daily, weekly or monthly cycle instead? So instead of a feature which is available “once per 8 hours”, opting for a pacing feature that is “once per day”. These will allow the player to be more flexible about how they structure the use of the feature, and it feels more natural because they are using their ingrained day/night cycle. It’s easier for a player to commit to coming back to the game once per day than it is to come back in exactly 8 hours. As a result you can pace the players stronger (once per day is longer than once every 8 hours) while it actually feeling better for the player.