This document discusses the qualities of virtual goods in online games. It identifies 6 key qualities - advantage, comfort, aesthetics, content, duration, and availability. Each quality is described and examples are provided to illustrate how it can increase the perceived value of virtual goods to players. Additional system tricks are also mentioned such as using a rating system and conducting a "whitespot analysis" to identify unfulfilled player needs.
2. Martin Nerurkar Volker Boenigk
Twitter
Web
Blog
@MNerurkar
www.martin.nerurkar.de
www.gamearch.com
@PoweredByPixels
www.poweredbypixels.de
blog.poweredbypixels.de
E-Mail Martin.Nerurkar@Gameforge.com Volker.Boenigk@Gameforge.com
System TricksQualities
14. The 6 Qualities
• Quality represents value to
the player
– High Quality = desirable
• Quality strength is
dependent on the game
System Tricks
Duration
Advantage
Comfort
Aesthetics
Content
Availability
Qualities
16. Advantage
• Increased performance
– Better equipment
– XP boosts
• The payer has a gameplay advantage over
non-payers (Careful!)
• Exclusive bonuses can feel more unfair
than earnable bonuses
System TricksQualities
18. Advantage
• How big is the performance
increase?
• Is it a direct or indirect gain?
• How competitive is the game?
• Will it break the game?
System TricksQualities
22. Aesthetics
• How visual is the game?
• How desirable is the effect?
• Is the effect customizable?
• Does it represent an affiliation?
System TricksQualities
24. Comfort
• Making life easier for the
player
• Cuts the parts that are
not enjoyable
– Automatization
– Improved interface features
System TricksQualities
25. Comfort Example
Ikariam City Overview
Use Values
• Easier to keep an
overview over your
cities
Scarcity
• Limited time
System TricksQualities
26. Comfort
• How annoying is the normal
task?
• Does the feature require less
effort?
• Does it save the player time?
System TricksQualities
28. Content
• Adds new playing options
– New areas
– New quests
– New classes
• Allows to extend the experience
System TricksQualities
29. Content Example
Hypothetical New Class
Use Values
• Perfectly balanced
• Unique premium class
Scarcity
• Permanent
System TricksQualities
30. Content Example
Metin 2 Dungeons
Use Values
• Exclusive content
• Faster levelling
• Better drop chances
Scarcity
• Limited use
System TricksQualities
31. Content
• How much time can be spent
with the new content?
• How well created is it?
• How dependant is the game on
content?
System TricksQualities
33. Duration
• How long does the good
last or how often can it
be used?
• The higher the duration,
the higher the perceived value
• Permanent goods can be problematic
System TricksQualities
34. Duration
• How long does the item last?
• Is duration in harmony with
effect and presentation?
System TricksQualities
36. Availability
• The rarer a good is, the
more valuable it becomes
• Different ways to modify
availability
• Stronger if players can display rare goods
System TricksQualities
37. Availability
• How hard is the good to get?
• Can the good be collected
and/or displayed?
• Is availability in harmony with
the presentation?
System TricksQualities
47. Contact Us
Martin Nerurkar Volker Boenigk
Twitter
Web
Blog
@MNerurkar
www.martin.nerurkar.de
www.gamearch.com
@PoweredByPixels
www.poweredbypixels.de
blog.poweredbypixels.de
E-Mail Martin.Nerurkar@Gameforge.com Volker.Boenigk@Gameforge.com
System TricksQualities