GDC 2017: Evaluating Monetization Early

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Prototyping your Monetization: Evaluating Monetization Early Adam Telfer @adamwtelfer Game Lead, Wooga

Transcript of GDC 2017: Evaluating Monetization Early

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Prototyping your Monetization:Evaluating Monetization Early

Adam Telfer@adamwtelferGame Lead, Wooga

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“We should have thought of monetization from the start”

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What does great monetizationlook like

early in development?

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Monetization

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None of this matters.

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Icing on the cake

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You have to create a great base first.

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No amount of icing will fix this cake.

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What does a good base look like?

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What does a good base look like?

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STEP 1

STEP 2

STEP 3

STEP 4

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STEP 1: DEFINE

STEP 2

STEP 3

STEP 4

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What are you selling?

STEP 1: DEFINE WHAT YOU’RE SELLING

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It’s not about quantity

STEP 1: DEFINE WHAT YOU’RE SELLING

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STEP 1: DEFINE WHAT YOU’RE SELLING

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Core of Monetization = long lasting desire for progress

STEP 1: DEFINE WHAT YOU’RE SELLING

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What is progress in your game?

STEP 1: DEFINE WHAT YOU’RE SELLING

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STEP 1: DEFINE WHAT YOU’RE SELLING

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STEP 1: DEFINE WHAT YOU’RE SELLING

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STEP 1: DEFINE WHAT YOU’RE SELLING

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Speeding up Pacing (to Progress)

STEP 1: DEFINE WHAT YOU’RE SELLING

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STEP 1: DEFINE WHAT YOU’RE SELLING

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So how do I pace progress?

STEP 1: DEFINE WHAT YOU’RE SELLING

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Action

RewardsProgress

STEP 1: DEFINE WHAT YOU’RE SELLING

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STEP 1: DEFINE WHAT YOU’RE SELLING

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4Ways to Pace

STEP 1: DEFINE WHAT YOU’RE SELLING

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STEP 1: DEFINE WHAT YOU’RE SELLING

Time Stats

Currencies Luck

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STEP 1: DEFINE WHAT YOU’RE SELLING

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Time

STEP 1: DEFINE WHAT YOU’RE SELLING

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Stats

STEP 1: DEFINE WHAT YOU’RE SELLING

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Currencies

STEP 1: DEFINE WHAT YOU’RE SELLING

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Luck?

STEP 1: DEFINE WHAT YOU’RE SELLING

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STEP 1: DEFINE WHAT YOU’RE SELLING

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Action

RewardsProgress

STEP 1: DEFINE WHAT YOU’RE SELLING

4Questions

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Action

RewardsProgress

STEP 1: DEFINE WHAT YOU’RE SELLING

What are the major currencies & systems which pace your progress?

Where could new pacing mechanisms make natural sense in your loop?

Are the purchases repeatable?

Should these be purchasable?

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What are you selling?

STEP 1: DEFINE WHAT YOU’RE SELLING

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STEP 1: DEFINE

Define ProgressDefine Pacing

Define what you’re Selling

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STEP 1: DEFINE

STEP 2

STEP 3

STEP 4

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STEP 1: DEFINE

STEP 2: SCALE

STEP 3

STEP 4

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Why do I need a game to scalein order to monetize?

STEP 2: SCALE

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83%

14%3%

68%22%

10%

96%

3%

55%

30%

15%

Bookings

DAU

STEP 2: SCALE

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Rounds / Day

STEP 2: SCALE

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STEP 2: SCALE

Average Days to First Spend

http://www.gameanalytics.com/blog/how-to-identify-whales-in-your-game.html

Low Spender

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Top Spenders dominate revenue

Top Spenders take time to spend

Top Spenders are more engaged

STEP 2: SCALE

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Top Spenders want a game where progression lasts

STEP 2: SCALE

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STEP 2: SCALE

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Their progress lasts

Clash of Clans ~3y 193d*Clash Royale ~2y 168d**

*Not Spending, 1 Builder. http://clashofclans.wikia.com/wiki/Cumulative_Costs** Until Level 12 Progression http://clashroyalearena.com/guides/spend-gems-clash-royale

STEP 2: SCALE

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Even with heavy spending.

Clash of Clans ~$16,650*Game of War ~$120,000*

* Single Player Only http://clashofclans.wikia.com/wiki/Cumulative_Costs*Ignores Social Purchasing http://www.pocketgamer.biz/news/61710/deconstructing-game-of-war/

STEP 2: SCALE

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STEP 2: SCALE

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200 Dwellers, All Rooms BuiltIn ~30 Days

STEP 2: SCALE

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STEP 2: SCALE

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Let’s Scale!Let’s just make the numbers bigger!

STEP 2: SCALE

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Can your game evolve for years?

STEP 2: SCALE

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But I’m just a prototype!

STEP 2: SCALE

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STEP 2: SCALE

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STEP 2: SCALE

Year 1 Year 2 Year 3

Map out your progress

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Mechanics Sessions

Content Economy

How Games Break Scale:STEP 2: SCALE

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Mechanics

How Games Break Scale:STEP 2: SCALE

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STEP 2: SCALE

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STEP 2: SCALE

Year 1 Year 2 Year 3

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Do the mechanics scalewith progress?

STEP 2: SCALE

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Does each stat have a counter?

STEP 2: SCALE

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STEP 2: SCALE

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STEP 2: SCALE

Year 1 Year 2 Year 3

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STEP 2: SCALE

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STEP 2: SCALE

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If you can’t get bigger numbers,Add more numbers to upgrade

STEP 2: SCALE

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STEP 2: SCALE

Year 1 Year 2 Year 3

Is the scope of possible upgrades large enough?

Does each upgrade feel meaningful?

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Mechanics

How Games Break Scale:STEP 2: SCALE

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Mechanics Sessions

How Games Break Scale:STEP 2: SCALE

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Do the sessions scale?

625 Plots1,254 Clicks / Session

STEP 2: SCALE

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STEP 2: SCALE

Year 1 Year 2 Year 3

Interactions Required / Session

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Do the sessions scale?

Less & Easier Interactions

STEP 2: SCALE

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# of Raids Required to Progress?

STEP 2: SCALE

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STEP 2: SCALE

Year 1 Year 2 Year 3

Enough Upgrades for Meaningful Sessions?

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Mechanics Sessions

How Games Break Scale:STEP 2: SCALE

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Mechanics Sessions

Content

How Games Break Scale:STEP 2: SCALE

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Can you Craft 1000+ Levels?

STEP 2: SCALE

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STEP 2: SCALE

Year 1 Year 2 Year 3

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STEP 2: SCALE

Year 1 Year 2 Year 3

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Cost vs Consumption?

STEP 2: SCALE

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STEP 2: SCALE

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STEP 2: SCALE

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= 5 hours / level

STEP 2: SCALE

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= 8 hours / level

STEP 2: SCALE

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Cost vs Consumption

5h-8h/ level

3-4 levels/ day

STEP 2: SCALE

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5h-8h/ level

15 levels/ day

*Top 10%

Cost vs Consumption

STEP 2: SCALE

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5h-8h/ level

40 levels/ day

*Top 1%

Cost vs Consumption

STEP 2: SCALE

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Top 5% of playersreach level 600 in <60 days

STEP 2: SCALE

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STEP 2: SCALE

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How Costly is your Content?

STEP 2: SCALE

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How Costly is your Content?STEP 2: SCALE

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How Costly is your Content?STEP 2: SCALE

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How Costly is your Content?STEP 2: SCALE

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STEP 2: SCALE

Year 1 Year 2 Year 3

How much will this cost to produce?

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Mechanics Sessions

Content

How Games Break Scale:STEP 2: SCALE

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Mechanics Sessions

Content Economy

How Games Break Scale:STEP 2: SCALE

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STEP 2: SCALE

Year 1 Year 2 Year 3

Does the economy scale?

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Do currencies remain valuable?

STEP 2: SCALE

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For each currency,What are the sources and sinks?

STEP 2: SCALE

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Are the sources and sinks equally powerful?

STEP 2: SCALE

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Power of a Source or Sink =

QuantityFrequencyProbability

Limitors

STEP 2: SCALE

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How are they limited?How does it grow over time?

STEP 2: SCALE

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How are they limited?How does it grow over time?

STEP 2: SCALE

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Most games still suffer from some inflation

10 Billion Coins

STEP 2: SCALE

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Controlling Inflation:

STEP 2: SCALE

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Mechanics Sessions

Content Economy

Will your game break scale?STEP 2: SCALE

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STEP 2: SCALE

Ensure your Mechanics, Sessions, Content and Economy

can scale for years!

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STEP 1: DEFINE

STEP 2: SCALE

STEP 3

STEP 4

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STEP 1: DEFINE

STEP 2: SCALE

STEP 3: TRIGGER

STEP 4

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It doesn’t matter if you have a long lasting game,

If nothing is desirable.

STEP 3: TRIGGER

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Desire to PlayVs

Desire to Spend FOCUS

STEP 3: TRIGGER

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Design triggers for spending

STEP 3: TRIGGER

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STEP 3: TRIGGER

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STEP 3: TRIGGER

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STEP 3: TRIGGER

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Find Your TriggersWhy are they spending?

What player type will spend?How often & much will they spend?

What can you do to strengthen the reasons to spend?

STEP 3: TRIGGER

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Why are they spending?

To progress past a difficult level!

STEP 3: TRIGGER

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What player type?

Competitive Persona

STEP 3: TRIGGER

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How do you tighten?Level DifficultySocial PressureTime Pressure

STEP 3: TRIGGER

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STEP 3: TRIGGER

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What triggers spending?

STEP 3: TRIGGER

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Loss AversionVanity

CompetitivenessImpatienceInvestment

Social

What triggers spending?

STEP 3: TRIGGER

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Loss AversionVanity

CompetitivenessImpatienceInvestment

Social

What triggers spending?

STEP 3: TRIGGER

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Loss Aversion

STEP 3: TRIGGER

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STEP 3: TRIGGER

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STEP 3: TRIGGER

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Loss AversionVanity

CompetitivenessImpatienceInvestment

Social

What triggers spending?

STEP 3: TRIGGER

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STEP 3: TRIGGER

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Connection

STEP 3: TRIGGER

Rarity

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STEP 3: TRIGGER

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Loss AversionVanity

CompetitivenessImpatienceInvestment

Social

What triggers spending?

STEP 3: TRIGGER

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STEP 3: TRIGGER

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STEP 3: TRIGGER

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STEP 3: TRIGGER

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Loss AversionVanity

CompetitivenessImpatienceInvestment

Social

What triggers spending?

STEP 3: TRIGGER

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STEP 3: TRIGGER

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Loss AversionVanity

CompetitivenessImpatienceInvestment

Social

What triggers spending?

STEP 3: TRIGGER

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STEP 3: TRIGGER

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STEP 3: TRIGGER

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STEP 3: TRIGGER

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Loss AversionVanity

CompetitivenessImpatienceInvestment

Social

What triggers spending?

STEP 3: TRIGGER

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STEP 3: TRIGGER

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STEP 3: TRIGGER

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Loss AversionVanity

CompetitivenessImpatienceInvestment

Social

Which does your game have?

How can you tighten them?

STEP 3: TRIGGER

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STEP 3: TRIGGER

Define & Tighten Triggers in your game!

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STEP 1: DEFINE

STEP 2: SCALE

STEP 3: TRIGGER

STEP 4

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STEP 1: DEFINE

STEP 2: SCALE

STEP 3: TRIGGER

STEP 4: PROTOTYPE

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But I’m just a prototype!STEP 4: PROTOTYPE

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Fast PacingEasy Difficulty

No Tight Currencies

= Misleading Fun

STEP 4: PROTOTYPE

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STEP 4: PROTOTYPE

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Free to Play Success:

Pacing Fun

STEP 4: PROTOTYPE

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Pacing from the StartSTEP 4: PROTOTYPE

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Test Hard DifficultySTEP 4: PROTOTYPE

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Include Tight CurrenciesSTEP 4: PROTOTYPE

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Playtest!

STEP 4: PROTOTYPE

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Playtesting with Pacing:

Real Content Consumption RateWhere & Why HC is spent

Payers vs Non-PayersGet the Pacing right!

STEP 4: PROTOTYPE

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STEP 4: PROTOTYPE

Prototype with Pacing & Monetization Mechanics in!

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STEP 1: DEFINE

STEP 2: SCALE

STEP 3: TRIGGER

STEP 4: PROTOTYPE

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Define the Core Progression & What you can Sell

Ensure your game can scale to years

Define & Tighten Triggers in your game

Prototype with Pacing & Monetization

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Now you have a solid base

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Now you can add the Icing

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Easy when you’ve got a lasting system

Easy when you’ve got a desire to spend

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No amount of icing will fix this cake.

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Questions?

slides: mobilefreetoplay.com@adamwtelfer