Free to play games and the Curve

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The toolbox approach to F2P game design Nicholas Lovell #f2ptoolbox




Early stage

Late stage

Game design


Frameworks and toolboxes


A disclaimer


Nobody knows anything


1. The funnel

A

Acquire

R

Retain

M

Monetise Keep monetising


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.


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


3. The Curve

PRICE

Revenue opportunity

Marketing opportunity

Demand


What AAA asks

“How can I get customers who don’t want to spend $60 to spend $6?”


What F2P asks

“How can I get customers who do want to spend $60 to love spending $600,

or $6,000?�


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.)


Here are some of my tools


















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 


Thank you @nicholaslovell @gamesbrief www.gamesbrief.com www.f2ptoolbox.com #f2ptoolbox


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