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FamousAspect.com
New approaches
to F2P design
gdc next | oct 14
ethan levy | monetization design consultant | @FamousAspect
FamousAspect.com
FamousAspect.com
Slides + Audio available
• This presentation is best conveyed with audio
• Full slides + audio are available on youTube
•http://youtu.be/nNlPFcynu8c
FamousAspect.com
My motivation
help devs tackle monetization from day one
FamousAspect.com
FamousAspect.com
FamousAspect.com
FamousAspect.com
FamousAspect.com
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takeaways
• should i f2p?
• 4 pleasures model for understanding players
• prototype your business model
FamousAspect.com
Should I F2P?
not every game is a match for the f2p business model
FamousAspect.com
Shattered Planet by Kitfox Games
FamousAspect.com
Featured on iOS
FamousAspect.com
100,000 downloads in 4 days
FamousAspect.com
Featured on Android
FamousAspect.com
300,000 downloads in 2 months
FamousAspect.com
FamousAspect.com
“... the studio made as
much on Steam in one day
as it had on mobile in two
months.”
In its first week, Shattered
Planet sold 2,500 copies
on Steam.Tanya X Short, Creative Director
Kitfox Games
FamousAspect.com
a work in progress tool available at FamousAspect.com
the tool
FamousAspect.com
next steps for the tool
• Market data
• Tool tips to help inform decisions
• Spotting red flags
• Some form of sanity checking
FamousAspect.com
4 pleasures model
a mental framework to understand why players pay
FamousAspect.com
the 4 pleasures model
FamousAspect.com
a framework for F2P
• Physio-pleasure
• Socio-pleasure
• Psycho-pleasure
• Ideo-pleasure
FamousAspect.com
“This has to do with the body and with pleasures derived from the sensory organs”
physio-pleasure
FamousAspect.com
“This has to do with the body and with pleasures derived from the sensory organs”
physio-pleasure
FamousAspect.com
“This has to do with the body and with pleasures derived from the sensory organs”
physio-pleasure
FamousAspect.com
“This is the enjoyment derived from relationships with others.”
socio-pleasure
FamousAspect.com
“This is the enjoyment derived from relationships with others.”
socio-pleasure
FamousAspect.com
“This is the enjoyment derived from relationships with others.”
socio-pleasure
FamousAspect.com
“Psycho pleasure pertains to people’s cognitive and emotional reactions.”
psycho-pleasure
FamousAspect.com
“Psycho pleasure pertains to people’s cognitive and emotional reactions.”
psycho-pleasure
FamousAspect.com
“Psycho pleasure pertains to people’s cognitive and emotional reactions.”
psycho-pleasure
FamousAspect.com
“Ideo pleasures pertain to people’s values.”
ideo-pleasure
FamousAspect.com
“Ideo pleasures pertain to people’s values.”
ideo-pleasure
FamousAspect.com
“Ideo pleasures pertain to people’s values.”
ideo-pleasure
FamousAspect.com
model uses
• Connect developers to the intended audience
• Who are you building the game for?
• What is the emotional payoff for playing your game?
• How does paying enhance the emotional payoff?
FamousAspect.com
prototype your
business model
a tool for designing for F2P early in the dev process
FamousAspect.com
massive exit for the OpenFeint team
FamousAspect.com
major coverage of the product unveiling
FamousAspect.com
huge raise for a focused vision
FamousAspect.com
Editor’s Choice on launch
FamousAspect.com
And it gets great reviews
FamousAspect.com
Peaks at #5 download in the US during launch week
FamousAspect.com
Does not break into the top 150 grossing in first month
FamousAspect.com
two main mantras
• F2P is a long-term relationship
• Make purchasing present
FamousAspect.com
prototype your
business model
a tool for designing for F2P early in the dev process
FamousAspect.com
boxed development model
FamousAspect.com
boxed development model
FamousAspect.com
boxed development model
FamousAspect.com
fun = sales
therefore
prove run first
FamousAspect.com
f2p development model
FamousAspect.com
f2p development model
FamousAspect.com
f2p development model
FamousAspect.com
f2p development model
FamousAspect.com
f2p development model
FamousAspect.com
fun + ui = sales
therefore
prove ui first
FamousAspect.com
early stage f2p design
• game brief
• monetization strategy
• core loops / engagement
• ui prototype
FamousAspect.com
game brief
• name
• vision statement
• statement breakdown
• key features
• target player
• RunnerLands
• Borderlands x Spider
Man Unlimited
• shoot & loot action rpg
+ infinite runner
• shooter, loot engine,
crafting, fusion, squads,
premium chests, pvp
events, gvg events
• 18-34 male, mid-core
FamousAspect.com
monetization strategy
• emotions
• product catalog
• player life cycle
• content strategy
• Power & Dominance
• Loot chests, event
energy, coins
- early: basic, dailies
- mid: squad, pvp
- elder: gvg
• New dailies, new pvp/gvg
event art, monthly levels,
bi-monthly features
FamousAspect.com
run and gun loop
FamousAspect.com
squad run loop
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PvP weekly tournament loop
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GvG event loop
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early gamer - core gameplay engagement
FamousAspect.com
early gamer - daily mission
FamousAspect.com
mid game - squad runs
FamousAspect.com
mid game - pvp events
FamousAspect.com
elder game - gvg events
FamousAspect.com
core loop - home screen
FamousAspect.com
core loop - mission loadout
FamousAspect.com
core loop - fun goes here
FamousAspect.com
core loop - victory screen
FamousAspect.com
core loop - home screen
FamousAspect.com
core loop - chests
FamousAspect.com
core loop - crafting
FamousAspect.com
core loop - fusion
FamousAspect.com
next steps
• make it interactive
• add economic inputs and outputs
• add time modeling
• test the business model in motion!
FamousAspect.com
continue the conversation
• Email: ethan@FamousAspect.com
• Twitter: @FamousAspect
• Articles, tools and templates: FamousAspect.com

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New approaches to free-to-play game design - game monetization lecture from GDC Next '14