Game design - Retention
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Transcript of Game design - Retention
Game Basics: Retention
STICKINESS The ratio between MAU and DAU, showing the overall retention of the
game
LIFE TIME VALUE The overall period spent
by a player over the game will establish his
value
REVENUE Daily active Users define the revenue pattern of a
social game
RETENTION A series of game mechanisms and incentives that bring back players to play in a repetitive
manner, over a long period of time
COLLECT Collect a daily reward.
Grows according to consecutive visits
PLAN Deploy a timed bonus, to be
collected on a nearby visit (harvest, Job, property)
PLAY Gain a daily bonus by playing a mini game
when landing in the game
DAILY BONUS A daily incentive given to a player upon his
landing, providing a “bait” for the next day of gameplay
GAME OF SKILL Cards, roulettes,
wheels of Fortune and games of luck
NARRATIVE Short cut-scene
experiences or visuals narrating arc-stories
GAMES OF FUN Short-burst Platformer,
shooters and arcade like activity
MINI GAMES Mini Games are short-burst simple game
engines that provide a differentiating moment of fresh gameplay during a repetitive sequence
LEVELING Unlock new content,
titles and game options by climbing up
the leveling system
MULTI SYSTEMS Climb through multiple leveling systems (social, career, etc) to explore
the game
EXPERIENCE Collect Experience Points by performing quests or
game actions, to gain new levels and titles
PROGRESSION A progression system is the heart & core of a
persistent game. It provides a thread that connects the player’s individual sessions
CONTENT Game environments, Storylines, Non Player characters and visuals
OPTIONS Game modes, secret levels, career options
and bonuses
GOODS Items, weapons, gifts, power-ups and virtual
goods found in the store
UNLOCKING MECHANISM As means of exploration, a good game slowly
unveils content, options and goods, making the player curious about “what’s next?”
CLASS A class is a unique
career path offering attributes, abilities
and options
PRESTIGE A Prestige Class is a
specialized class that unlocks at a specific
level
MULTI-CLASS A Multi Class mechanic
enables players to pick to classes and run them in
parallel
CAREERS - II Careers are powerful engagement engines; they
grant players a feeling of personalization, by allowing them to ‘model’ their progression
CONSECUTIVE Player gains time-based bonuses, as
long as he sits in front of the game
COLLECTIVE (group) Players work together to achieve goals and gain
group bonuses
COMPETITIVE Players compete to gain a
daily/hourly grand bonuses
INCENTIVES Rewards, bonuses and gifts given to a player in
order to motivate him and make him ‘strive for more’
BADGES A badge is a visual
icon representing an in-game
accomplishment
TITLE A title is a textual label
showing a specific designation or
accomplishment
TROPHIES A trophy is a badge that
moves from hand to hand, according to the
current winner
ACHIEVEMENTS Virtual means used to motivate a player and
mark a specific in-game accomplishment. (also Used by players for Bragging rights)
REGENERATION An Attribute, a Bonus or a game option that
slowly renews itself every x seconds of gameplay. Used by players for planning their next move
TIME STAMP A timer counts backward to show the moment in
which regeneration takes place
PERSISTENCY Regeneration continues to take place even when
the player is offline
QUANTITY Fine balance of the
quantity of units gained is crucial for this
mechanism
BRIEF The brief tells the player what he is required to do in order to complete he
quest
INCENTIVE The incentive is a reward
given to the player for completing the quest
FEEDBACK The feedback is a
midterm pointer, telling the player he is on the
right track
QUEST The Quest is a short-term task within the
gameplay world, offering players an immediate course of action & reward
COLORS Complete each quest in 3 different levels: Bronze,
Silver, Gold
PRE-REQUISITE Complete a quest in a
specific mastery levels in order to unlock content
STARS Try completing a quest
with a maximum of stars. Performance based.
MASTERY SYSTEM A Mastery System is used to create replay ability
of content and a way for players to generate specialization
TIMING A Public quest starts on a
given time frame. Late-Birds must wait for
the next round
PRIZES! A Public Quest generates
rewards to all participants, according to their performance
LOCKED From a moment a public
quest is launched, no one can leave or join it
PUBLIC QUEST A cooperative Quest, played by a small group of
friends/strangers in a limited time frame