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purchases Designing in-game gdc next | nov 13 ethan levy | - - PowerPoint PPT Presentation

purchases Designing in-game gdc next | nov 13 ethan levy | monetization design consultant | @FamousAspect FamousAspect.com purchases Designing in-game gdc next | nov 13 ethan levy | monetization design consultant | @FamousAspect


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FamousAspect.com

Designing in-game purchases

gdc next | nov 13 ethan levy | monetization design consultant | @FamousAspect

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FamousAspect.com

Designing in-game purchases

gdc next | nov 13 ethan levy | monetization design consultant | @FamousAspect

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Desired takeaways

what do you want to get out of this session?

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a practical guide to in-game purchases

  • Is my game a good fit for freemium?
  • Is my design built for freemium?
  • Am I selling the right things?
  • What examples should I follow?
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Am I ready for MTX?

is my game a good fit for the freemium model?

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Turning players into veterans is key to making money

mo’ fun == mo’ money

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86% of revenue comes from Vets

value lies in vets

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23 sessions before spend in multiplayer

conversion takes time

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ideal player progression

Newb Player Vet Early Game Mid Game Elder Game

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great elder games are

  • social
  • competitive
  • infinitely replayable
  • involve social organization
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My core loop

is my design built for freemium?

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what is a core loop?

  • Key set of activities a player takes each session
  • Path of least resistance
  • Actions - main interactive elements
  • Gates - elements that block progression
  • Sinks - where player spends currency
  • Taps - where player gains currency
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Major Mayhem

purchasing not present

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Major Mayhem

purchasing not present

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Major Mayhem

purchasing not present

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Major Mayhem

purchasing not present

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Major Mayhem

purchasing not present

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Major Mayhem

purchasing not present

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Despicable Me: Minion Rush

purchasing made present

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Despicable Me: Minion Rush

purchasing made present

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Despicable Me: Minion Rush

purchasing made present

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Despicable Me: Minion Rush

purchasing made present

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Despicable Me: Minion Rush

purchasing made present

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My offer catalog

am I selling the right things?

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Kingdom Rush

purchase makes a promise

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Card Hunter

crossing the penny gap

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Call of Mini: Infinity

  • ut of context upsell
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Bloons Tower Defense 4

danger of linear content

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Example data from level based game

danger of linear content

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Consumables create a path to infinite monetization

permanent vs consumable goods

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Kingdom Rush: Frontiers

ask for dollars

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Kingdom Rush: Frontiers

ask for dollars

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Cater to high value players

luxury items

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The Last Stand: Dead Zone

currency package pricing

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UI/UX best practices

what examples should I follow?

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Batman: Arkham Origins

teach players to spend

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Batman: Arkham Origins

teach players to spend

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Batman: Arkham Origins

teach players to spend

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Batman: Arkham Origins

teach players to spend

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Batman: Arkham Origins

teach players to spend

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Batman: Arkham Origins

teach players to spend

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CSR Classics

the first taste is always free

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the first taste is always free

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CSR Classics

the first taste is always free

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Clash of Clans

level the playing field

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Fairway Solitaire

advertise your goods

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Bejeweled Blitz

more fun with friends

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TinyCo report jun ’12

more fun with friends

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Life is Crime

community based elder game

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Tiny Castle

  • ptimize the path to purchase
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Tiny Castle

  • ptimize the path to purchase
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Tiny Castle

  • ptimize the path to purchase
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Tiny Castle

  • ptimize the path to purchase
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Tiny Castle

  • ptimize the path to purchase
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Backyard Monsters: Unleashed

  • ptimize the path to purchase
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Backyard Monsters: Unleashed

  • ptimize the path to purchase
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Defender II by Droidhen

mobile = short sessions, long treadmill

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mobile = comfort gaming

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mobile = comfort gaming

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mobile = comfort gaming

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continue the conversation

  • Email: ethan@FamousAspect.com
  • Twitter: @FamousAspect
  • Articles, tools and templates: FamousAspect.com