Designing In-App-Purchase Without Losing Your Soul Shane Neville - - - PowerPoint PPT Presentation

designing in app purchase without losing your soul
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Designing In-App-Purchase Without Losing Your Soul Shane Neville - - - PowerPoint PPT Presentation

Designing In-App-Purchase Without Losing Your Soul Shane Neville - Systems and Level Design @shaneneville shane@nrdland.com Saturday, 30 March, 13 Battleheart Saturday, 30 March, 13 Saturday, 30 March, 13 Saturday, 30 March, 13 Saturday,


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Designing In-App-Purchase Without Losing Your Soul

Shane Neville - Systems and Level Design @shaneneville shane@nrdland.com

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SLIDE 2

Battleheart

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SLIDE 3

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SLIDE 4

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SLIDE 5

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SLIDE 6

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SLIDE 7

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SLIDE 8

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Numbers and Charts!!!

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The Numbers

  • Featured by Apple and Google Play
  • Top 10 Paid Game in 30 Countries
  • Paid App + Demo/Unlock - $.99 & $2.99
  • 30% of total revenue from IAP
  • Approx. 8% of players use IAP

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Core Gameplay

Multi-touch Shooter

  • Weapon Management
  • Screen Management

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Core Gameplay

RPG Elements

  • Party Management
  • Customization
  • Core RPG Loop
  • Fight
  • Loot
  • Level Up

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Reward System

Coins

  • Remove XP
  • Levelling Up
  • Purchase Items

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Design for 3 Types of Players

  • 1. Skill
  • 2. Time
  • 3. Money

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Skill: Manual Execution

Weapon Management Multiple Weapons Simultaneously Two Control Types

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Skill: Knowledge

Paper/Rock/Scissors Match-ups Customization w/ Equipment Currency Management Multiple Enemy Behaviors Party Buildout

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Cccc-cccc-ccc-OMBO!

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Running For Coins

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Treasure Chests

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Players With Time

Semi Procedural Levels Allow for Continuous Play Levelling Curve Based on D&D

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Rewards - Win or Lose

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Players With Money

Optional Purchases Increase Currency and Earning Only Prompts when money runs out Built the Interface with Respect

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Reception

  • Reviewers regularly pointed out how IAP was not required.
  • No (English) user reviews that complained about the coin

packs.

  • 30% more revenue.

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Keeping Our Souls

Approached design with respect for the player.

  • They are not a ‘whale’ to be

‘monetized’

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Keeping Our Souls

Tuned and Balanced for Players with Skill and/or Time First.

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Designing for IAP alone is a slippery slope

Converting the player to IAP is the goal of the designer - it’s how they pay the bills. Business models don’t determine ethics - the developers do. Dirty tricks work - that’s why companies use them.

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Shane Neville @shaneneville shane@nrdland.com

Thank-you

Check it out yourself: Shellrazer is Free on iOS During GDC (Mar 25-29)

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