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COMMUNITY
  DRIVEN
RETENTION
  DESIGN
GABRIEL LEYDON

CO FOUNDER AND CEO




                     2
JANUARY
  2009




          3
2012 TOP
GROSSING




           4
COIN OP BACKGROUND




                     5
F2P IS A DESIGN DRIVEN
        BUSINESS


                    6
A F2P GAME DESIGNERS JOB:
•   FUN
•   RETENTION
•   MONETIZATION
•   USER ACQUISITION
•   NEW USER ON-BOARDING
•   EXPANDABLE CONTENT
•   EVENT DRIVEN SYSTEMS


                            7
F2P GAME DESIGN IS
THE ART OF PROBLEM
      SOLVING

                  8
THE GOLDEN RULE

YOU CANNOT MAKE MONEY IF THE
PLAYER IS NOT PLAYING YOUR GAME




                              9
COMMON MANIFESTATIONS OF
THE GOLDEN RULE
•   ENERGY TIMERS
•   COLLECTION TIMERS
•   APPOINTMENT TIMERS
•   LIMITED TIME EVENTS AND ITEMS
•   DAILY REWARDS
•   PUSH NOTIFICATIONS
•   ASYNCHRONOUS GAME PLAY




                                    10
MANUFACTURING RETENTION



• FREQUENCY
• VARIABLE OUTCOME
• SENSE OF CONTROL

                           11
CONTENT
    VS
COMMUNITY

            12
CONTENT


“UPDATE YOUR APP OFTEN WITH NEW CONTENT TO
         KEEP YOUR PLAYERS ENGAGED”




                                      13
NEW CONTENT
•   NEW LEVELS
•   NEW ITEMS
•   NEW CHARACTERS
•   NEW ART
•   NEW MUSIC



                     14
CONTENT
“UPDATE YOUR APP OFTEN WITH NEW CONTENT TO
         KEEP YOUR PLAYERS ENGAGED”

                  PROBLEMS!
 •   PRODUCTION VALUES ARE RISING
 •   COST OF PRODUCING CONTENT IS GOING UP
 •   TIME TO PRODUCE CONTENT IS TAKING LONGER
 •   HIGH DEGREE OF FAILURE

FREQUENCY IS LOW AND THE PLAYER HAS NO SENSE
                OF CONTROL


                                                15
CONTENT CENTRIC RETENTION DESIGN IS
   PRIMARILY A PREMIUM GAMES
             SOLUTION




                                16
COMMUNITY


PLAYERS ENGAGING WITH EACH OTHER
AND IN ESSENCE CREATING “CONTENT”




                               17
COMMUNITY
•   CHAT
•   PVP
•   COMMENTS
•   CLANS
•   LEADER BOARDS
•   PLAYER PROFILES
•   AVATARS
•   GIFTS
                      18
COMMUNITY
    PLAYERS ENGAGING WITH EACH OTHER AND IN
            ESSENCE CREATING CONTENT
                 ADVANTAGES!
•   NEAR ZERO COST FOR CREATING “CONTENT”
•   REAL TIME AND SCALABLE “CONTENT” CREATION
•   EXTREMELY TARGETED “CONTENT”
•   COMMUNITY GENERATED “CONTENT” HAS A LOWER
    DEGREE OF FAILURE


COMMUNITY CONTENT IS EXTREMELY FREQUENT,
VARIABLE, AND HAS A HIGH SENSE OF CONTROL!

                                            19
Source: Flurry



      20
THE FUTURE OF F2P GAME DESIGN

• PLAYER DRIVEN IN GAME
  ECONOMIES
• PERSISTENT REAL TIME WORLDS
• CROSS PLATFORM REAL TIME
  MULTIPLAYER GAMES
• MODERN AND COMPLETE IN
  GAME COMMUNICATION SUITES


                                 21
KEY
            TAKEAWAYS
• F2P DESIGN IS THE ART OF
  PROBLEM SOLVING
• THE GOLDEN RULE: YOU CAN
  NOT MAKE MONEY IF THE PLAYER
  IS NOT PLAYING!
• COMMUNITY FEATURES ARE THE
  MOST EFFICIENT TOOLS FOR
  CREATING LONG TERM
  RETENTION

                                 22
THANK
 YOU

        23

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KEYNOTE: How to Build Games for the Core, Active Gamer that Keep them Playing and Spending Money_Gabriel Leydon

  • 6. F2P IS A DESIGN DRIVEN BUSINESS 6
  • 7. A F2P GAME DESIGNERS JOB: • FUN • RETENTION • MONETIZATION • USER ACQUISITION • NEW USER ON-BOARDING • EXPANDABLE CONTENT • EVENT DRIVEN SYSTEMS 7
  • 8. F2P GAME DESIGN IS THE ART OF PROBLEM SOLVING 8
  • 9. THE GOLDEN RULE YOU CANNOT MAKE MONEY IF THE PLAYER IS NOT PLAYING YOUR GAME 9
  • 10. COMMON MANIFESTATIONS OF THE GOLDEN RULE • ENERGY TIMERS • COLLECTION TIMERS • APPOINTMENT TIMERS • LIMITED TIME EVENTS AND ITEMS • DAILY REWARDS • PUSH NOTIFICATIONS • ASYNCHRONOUS GAME PLAY 10
  • 11. MANUFACTURING RETENTION • FREQUENCY • VARIABLE OUTCOME • SENSE OF CONTROL 11
  • 12. CONTENT VS COMMUNITY 12
  • 13. CONTENT “UPDATE YOUR APP OFTEN WITH NEW CONTENT TO KEEP YOUR PLAYERS ENGAGED” 13
  • 14. NEW CONTENT • NEW LEVELS • NEW ITEMS • NEW CHARACTERS • NEW ART • NEW MUSIC 14
  • 15. CONTENT “UPDATE YOUR APP OFTEN WITH NEW CONTENT TO KEEP YOUR PLAYERS ENGAGED” PROBLEMS! • PRODUCTION VALUES ARE RISING • COST OF PRODUCING CONTENT IS GOING UP • TIME TO PRODUCE CONTENT IS TAKING LONGER • HIGH DEGREE OF FAILURE FREQUENCY IS LOW AND THE PLAYER HAS NO SENSE OF CONTROL 15
  • 16. CONTENT CENTRIC RETENTION DESIGN IS PRIMARILY A PREMIUM GAMES SOLUTION 16
  • 17. COMMUNITY PLAYERS ENGAGING WITH EACH OTHER AND IN ESSENCE CREATING “CONTENT” 17
  • 18. COMMUNITY • CHAT • PVP • COMMENTS • CLANS • LEADER BOARDS • PLAYER PROFILES • AVATARS • GIFTS 18
  • 19. COMMUNITY PLAYERS ENGAGING WITH EACH OTHER AND IN ESSENCE CREATING CONTENT ADVANTAGES! • NEAR ZERO COST FOR CREATING “CONTENT” • REAL TIME AND SCALABLE “CONTENT” CREATION • EXTREMELY TARGETED “CONTENT” • COMMUNITY GENERATED “CONTENT” HAS A LOWER DEGREE OF FAILURE COMMUNITY CONTENT IS EXTREMELY FREQUENT, VARIABLE, AND HAS A HIGH SENSE OF CONTROL! 19
  • 21. THE FUTURE OF F2P GAME DESIGN • PLAYER DRIVEN IN GAME ECONOMIES • PERSISTENT REAL TIME WORLDS • CROSS PLATFORM REAL TIME MULTIPLAYER GAMES • MODERN AND COMPLETE IN GAME COMMUNICATION SUITES 21
  • 22. KEY TAKEAWAYS • F2P DESIGN IS THE ART OF PROBLEM SOLVING • THE GOLDEN RULE: YOU CAN NOT MAKE MONEY IF THE PLAYER IS NOT PLAYING! • COMMUNITY FEATURES ARE THE MOST EFFICIENT TOOLS FOR CREATING LONG TERM RETENTION 22
  • 23. THANK YOU 23