money in playing Farmville • Analyzed it • Wrote an arBcle about it • Was accidentally read by a lot of people due to hackernews Brian Meidell CTO Space Time Foam Pilestræde, Denmark
be an inventor!" 1995: Wannabe illustrator/animator 1997: Engineer (Denmarks Tech University) 2000: MulBplayer matching (NetworkLeague) 2002: Flash games (Titoonic) 2003: AAA/Core: Hitman, etc. (Io InteracBve) 2006: Casual games (The Game EquaBon) 2010: Indie games (Space Time Foam)
known universe: “Are you doing social?” • Immediate reacBon: “Garhh, horrible crap game!” • You should challenge your ingrown angry-‐old-‐man opinions • Farmville: <2 years old, >62 million acBve users • Zynga is supposedly worth more than EA • Casual taught me to look beyond core gameplay for the value
is valuable to you, and to the player. Sith: • Only your value • Hollow game • EVERYTHING leads to payment Jedi: • Value for you and the player • Consider the balance • Give back!
your submechanics and how they connect Sith: • Leave out what is valuable to the player • Pressure funnel for payment Jedi: • Route everything through player value • IdenBfy and enhance different player styles • Use it to make more fun
Insert coin to play • Pay to skip boring gameplay • Payment choke-‐points late in game • Sell Fuel Jedi: • Fans want to give you money • Personal expression • Sell content • Sell even more fun
with regular intervals Sith: • Punish people who don’t • Force new schedules Jedi: • Reward people who do • Value increasing even when not playing • ”Empty the bucket"
Sith: • Worthless giys • Mechanical • Ping pong Jedi: • Limit number • Let it cost • Unlock stuff to give • Giys with real value • Gearing (giver parts with X, receiver receives 5X)
game Sith: • Spam => Progress • Deadlines • Many reminders • Send me Fuel! • Send a brick! • Rub my monkey! Jedi: • Schedule game sessions • Opt-‐in ”Empty the bucket" reminders • Large window of opportunity
the mothership Sith: • No design vision • Metrics = game design • Mouth off to the press • Only ask “Does this make more money?” Jedi: • Use your experience • Metrics for evaluaBon • Also ask “Is this more fun?”
on sand Chump: • Pla~orm outside of your control • Not your users Champ: • Start on your own li}le channel • Standalone game • Facebook Be-‐in • Get the users
games are dead -‐ facebook games are the future! Also wrong: • "Social" has nothing to offer “real” games! Right: • "Social" is a tool in your toolbox • Use it to spread your games • Broad spectrum of socialness