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Game Basics: Engagement
ENGAGEMENT
 Engagement encourages players to interact with
       the game, by providing them with:
          Fun, Fascination and Interest




              Fun                   Addictive                    Rewarding
A game is all about Fun:     A successful social game    Virtual rewards, bonuses
If it looks bad, plays bad      must generate an         and even strengthening
and doesn’t reward me…        addictive ‘daily ritual’             words
         its not fun!
THE DAILY RITUAL
          Social games act like rituals;
Players get addicted to a series of given actions
conducted every day in the exact same manner




 1. THE GATHERING           2. THE GRIND              3. THE PROMISE
  The return to the       The appliance of        When should I come back?
    game and the       consecutive actions with   What will I gain if I return?
gathering of rewards   micro-rewards given for    What will happen if i don’t
                               each one                    return?
FIRST TIME USER EXPERIENCE
 The FTUE is crucial for the growth and success
of a social game. Players are guided through the
 game basics, gradually grasping the mechanics




  QUICK & CLEAR            CONSTRUCTIVE                 INCENTIVES
Easy to understand.         Step by step.          Shower the player with
 Short Instructions.     Enable the player to     rewards. Make him “feel
  Clean Graphics.      gradually learn the game      good” with himself
MESSAGING
Messages are a visual medium with which the
game communicates with a player. It combines
          visual, text and buttons




      PROMPTS              NOTIFICATIONS              CALL FOR ACTION
 Pop ups showing an    Short messages sent to      A central desired action
instant message and    the player’s notification    to which the player is
    call for action      center in real time               ‘guided’
INCENTIVES
  Rewards, bonuses and gifts given to a player in
      order to motivate him and make him
                ‘strive for more’




    CONSECUTIVE                   COMPETITIVE             COLLECTIVE (group)
  Player gains time-        Players compete to gain a   Players work together to
  based bonuses, as             daily/hourly grand       achieve goals and gain
long as he sits in front             bonuses                 group bonuses
     of the game
ACHIEVEMENTS
   Virtual means used to motivate a player and
    mark a specific in-game accomplishment.
               (also Used by players for Bragging rights)




       BADGES                    TROPHIES                       TITLE
  A badge is a visual     A trophy is a badge that   A title is a textual label
icon representing an        moves from hand to         showing a specific
       in-game            hand, according to the          designation or
   accomplishment              current winner            accomplishment
LEADERBOARD
     A leaderboard exhibits a list of the leading
         players in a specific game or venue.
 It can usually be filtered by daily/monthly views




     UNIVERSAL                CATEGORICAL             GEOGRAPHICAL
A general leaderboard      A leaderboard of a     A leaderboard based on
 showing a constant       specific game venue :     a specific country or
 change in the list of   Mini game, tournament,          continent
   leading players             day, event…
SELF EXPRESSION
Self Expression enables players to model, design
     and influence the game world in various
                creative methods




    CHARACTER              ENVIRONMENT                   INSIGNIA
Dress-up, customize,   Design, furnish, color or     Design, equip and
style, equip or gear   style your living habitat   customize your team’s
    your avatar          (city, room, hotel…)      emblem/symbol/flag…
ATTRIBUTES
 Attributes are metrics representing the player’s
              physical/social/mental
      characteristics within the game world




        TRAITS                      SKILLS                 PERKS
    Traits are born         Skills are taught or    Perks are acquired or
     characteristic        acquired attributes     born “unique” abilities
(strength, charisma…)     (Hunting, Gambling…)     (Lucky, Quick-Hand…)
ABILITIES
   Abilities are ‘special powers’ that can be used
    by players in order to ‘bend the rules’ of the
         game and gain a temporary benefit




         BUFFS                     HEX                     STACKING
   Buffs are positive     Hex are negative effect     A process in which a
effects applied on the    applied on opponents      player “stacks up” buffs
player or his comrades    (slowing or weakening      or hexes on himself or
                                  them)                   an opponent
CAREERS
Careers are progression paths that enable a player to
 evolve his ‘game entity’ in a personalized manner
            (as a mean of self expression)




      PROFESSION                   METHOD                    FACTION
       A profession        A method represents the    A faction represents a
      represents an          player’s way of doing   philosophy, a family or a
  acquired line of work:      things: Brute force,   nation within the game
   Soldier, scholar, etc        Charms, Wits…                 world
CAREERS - II
Careers are powerful engagement engines; they
  grant players a feeling of personalization, by
   allowing them to ‘model’ their progression




        CLASS                    MULTI-CLASS                  PRESTIGE
 A class is a unique        A Multi Class mechanic       A Prestige Class is a
career path offering       enables players to pick to   specialized class that
 attributes, abilities      classes and run them in     unlocks at a specific
     and options                     parallel                    level
QUEST
     The Quest is a short-term task within the
   gameplay world, offering players an immediate
            course of action & reward




          BRIEF                    FEEDBACK                    INCENTIVE
The brief tells the player      The feedback is a       The incentive is a reward
what he is required to do    midterm pointer, telling    given to the player for
in order to complete he      the player he is on the     completing the quest
          quest                    right track
Game Design: Engagement
Game Design: Engagement
Game Design: Engagement

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Game Design: Engagement

  • 2. ENGAGEMENT Engagement encourages players to interact with the game, by providing them with: Fun, Fascination and Interest Fun Addictive Rewarding A game is all about Fun: A successful social game Virtual rewards, bonuses If it looks bad, plays bad must generate an and even strengthening and doesn’t reward me… addictive ‘daily ritual’ words its not fun!
  • 3.
  • 4. THE DAILY RITUAL Social games act like rituals; Players get addicted to a series of given actions conducted every day in the exact same manner 1. THE GATHERING 2. THE GRIND 3. THE PROMISE The return to the The appliance of When should I come back? game and the consecutive actions with What will I gain if I return? gathering of rewards micro-rewards given for What will happen if i don’t each one return?
  • 5.
  • 6. FIRST TIME USER EXPERIENCE The FTUE is crucial for the growth and success of a social game. Players are guided through the game basics, gradually grasping the mechanics QUICK & CLEAR CONSTRUCTIVE INCENTIVES Easy to understand. Step by step. Shower the player with Short Instructions. Enable the player to rewards. Make him “feel Clean Graphics. gradually learn the game good” with himself
  • 7.
  • 8. MESSAGING Messages are a visual medium with which the game communicates with a player. It combines visual, text and buttons PROMPTS NOTIFICATIONS CALL FOR ACTION Pop ups showing an Short messages sent to A central desired action instant message and the player’s notification to which the player is call for action center in real time ‘guided’
  • 9.
  • 10. INCENTIVES Rewards, bonuses and gifts given to a player in order to motivate him and make him ‘strive for more’ CONSECUTIVE COMPETITIVE COLLECTIVE (group) Player gains time- Players compete to gain a Players work together to based bonuses, as daily/hourly grand achieve goals and gain long as he sits in front bonuses group bonuses of the game
  • 11.
  • 12. ACHIEVEMENTS Virtual means used to motivate a player and mark a specific in-game accomplishment. (also Used by players for Bragging rights) BADGES TROPHIES TITLE A badge is a visual A trophy is a badge that A title is a textual label icon representing an moves from hand to showing a specific in-game hand, according to the designation or accomplishment current winner accomplishment
  • 13.
  • 14. LEADERBOARD A leaderboard exhibits a list of the leading players in a specific game or venue. It can usually be filtered by daily/monthly views UNIVERSAL CATEGORICAL GEOGRAPHICAL A general leaderboard A leaderboard of a A leaderboard based on showing a constant specific game venue : a specific country or change in the list of Mini game, tournament, continent leading players day, event…
  • 15.
  • 16. SELF EXPRESSION Self Expression enables players to model, design and influence the game world in various creative methods CHARACTER ENVIRONMENT INSIGNIA Dress-up, customize, Design, furnish, color or Design, equip and style, equip or gear style your living habitat customize your team’s your avatar (city, room, hotel…) emblem/symbol/flag…
  • 17.
  • 18.
  • 19. ATTRIBUTES Attributes are metrics representing the player’s physical/social/mental characteristics within the game world TRAITS SKILLS PERKS Traits are born Skills are taught or Perks are acquired or characteristic acquired attributes born “unique” abilities (strength, charisma…) (Hunting, Gambling…) (Lucky, Quick-Hand…)
  • 20.
  • 21. ABILITIES Abilities are ‘special powers’ that can be used by players in order to ‘bend the rules’ of the game and gain a temporary benefit BUFFS HEX STACKING Buffs are positive Hex are negative effect A process in which a effects applied on the applied on opponents player “stacks up” buffs player or his comrades (slowing or weakening or hexes on himself or them) an opponent
  • 22.
  • 23. CAREERS Careers are progression paths that enable a player to evolve his ‘game entity’ in a personalized manner (as a mean of self expression) PROFESSION METHOD FACTION A profession A method represents the A faction represents a represents an player’s way of doing philosophy, a family or a acquired line of work: things: Brute force, nation within the game Soldier, scholar, etc Charms, Wits… world
  • 24.
  • 25. CAREERS - II Careers are powerful engagement engines; they grant players a feeling of personalization, by allowing them to ‘model’ their progression CLASS MULTI-CLASS PRESTIGE A class is a unique A Multi Class mechanic A Prestige Class is a career path offering enables players to pick to specialized class that attributes, abilities classes and run them in unlocks at a specific and options parallel level
  • 26. QUEST The Quest is a short-term task within the gameplay world, offering players an immediate course of action & reward BRIEF FEEDBACK INCENTIVE The brief tells the player The feedback is a The incentive is a reward what he is required to do midterm pointer, telling given to the player for in order to complete he the player he is on the completing the quest quest right track