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INTRODUCTION
Benchmark™ from deltaDNA™ measures the effectiveness of games against
proven industry best practice in Free-2-Play (F2P) design. Evidence-based
research across over 80 titles is used to assess a game across six core categories:
• Game Overview
• Engagement
• Game Mechanics
• Retention
• Monetization
• Virality
The assessment scores attainment in 50 individual criteria across the key F2P
categories to deliver a robust independent view of the effectiveness of the game.
Each game is compared against an industry benchmark drawn from a range of
similar games as well as ranked against the highest scoring game in the specific
genre and platform.
SPECIAL REPORT - GTA ONLINE F2P
Rockstar’s Grand Theft Auto is of course one of the most successful game
franchises of all time, with GTA V breaking all entertainment sales records on its
release day. It remains, despite rumours, a bastion of the premium games
model, despite the seismic shift in the games industry to F2P.
In this special report, the potential of a theoretical F2P version of Grand Theft
Auto Online is assessed - running the benchmark analysis under the assumption
the game were to be released as a full standalone F2P game. This report looks at
the findings and takes a deeper dive into key areas identified, providing
recommendations for F2P game design best practice.
© 2014 deltaDNA Trading name of GamesAnalytics Ltd. All Rights Reserved.
Please note: at the time this analysis was done, in-game micro transactions had not been made available in GTA Online
A theoretical version of GTA Online F2P was assessed against the six core
benchmark categories.
Unsurprisingly it over-indexes in areas such as game mechanics, engagement and
retention. An engaging tutorial and well-structured progression keep players
moving through the levels. The well-defined risk reward structure, competitive
play and sufficient tasks engage players for long periods of time. Finally generous
rewards and impressive repeat play opportunities also boost the game’s retention
score in the benchmark report.
However, the assessment also found that GTA Online would not necessarily
outperform other F2P games of a similar genre when it comes to effective
monetization and virality.
The findings highlight that there are some key criteria that need to be improved
industry-wide with relatively low attainment across the 80 games studied,
acknowledging the relative infancy of best practice F2P design.
BENCKMARK RESULTS
SECTION GTA ONLINE BENCHMARK BEST IN GENRE
Game overview
Engagement
Game mechanics
Retention
Monetization
Virality
94.2%
73.3%
78.6%
87.5%
46.4%
30.0%
62.5%
56.7%
58.6%
51.3%
48.6%
53.3%
80.0%
70.0%
71.4%
82.5%
60.7%
60.0%
GAME OVERVIEW
ENGAGEMENT
GAME MECHANICS
RETENTION
MONETIZATION
VIRALITY
GTA ONLINE
BENCHMARK
BEST IN GENRE
© 2014 deltaDNA Trading name of GamesAnalytics Ltd. All Rights Reserved.
Please note: at the time this analysis was done, in-game micro transactions had not been made available in GTA Online
MONETIZATION
Several areas were identified as areas of improvement when analysing the
monetization mechanics of a theoretical GTA Online F2P.
PLAYER RELATIONSHIP MANAGEMENT (PRM)
GTA Online would score above the industry average when it comes to PRM as it
recognises varying behaviours and rewards players on this basis. For example
they are given "Good Sport" rewards for actions deemed as good online gaming
etiquette and “Bad Sport” tags if players display poor behaviour such as
destroying other players’ personal vehicles or leaving the mission.
This could be improve further if the design was structured to filter by behaviour
and was extended to store management to enable tailored purchasing.
Missing:
- No next best purchase offer
- No top ten items based on behaviours
9
8
7
6
5
4
3
2
1
0
BEING
GENE
ROUS
FIRST
PAY
MENT
PURC
HASE
PRO
CESS
INVE
NTORY
RAN
GE
USE O
F BUN
DLES
SECO
ND PAY
MENT
VIP M
ANAG
EMEN
T
EXPE
NSIVE
ITEM
S
SKILL
BAS
ED M
ONETIS
ATION
PLAY
ER REL
ATIONS
HIP M
ANAG
EMEN
T
VIRTU
AL G
OODS PRIC
ING
SIGN
POST
ING
CUST
OMISING
AD CONS
UMPT
ION
GTA ONLINE
BENCHMARK
BEST IN GENRE
© 2014 deltaDNA Trading name of GamesAnalytics Ltd. All Rights Reserved.
Please note: at the time this analysis was done, in-game micro transactions had not been made available in GTA Online
VIP MANAGEMENT
GTA Online F2P would score 0 for VIP management as the game has no VIP
structure at all. The industry F2P average score is 4. VIP management is a key
technique for driving monetization to reward and recognise players that are
already spending.
Missing:
- No rewards aimed at VIP players
- No system for players to aspire to join and differentiate themselves
- No access to exclusive content for VIPS
SECOND PAYMENT
First Payment performs below average in the benchmark assessment with a score
of 3 versus the benchmark of 4 and the Second Payment structure tracks the
same delta with a score of
2 comparative to the
average of 3. Per the
average benchmark
scores, it’s an
industry-wide challenge to
improve this area of F2P
design and is critical for
long-term retention and
monetization.
Bundles are a great
mechanic for Second
Payment. GTA Online F2P would score 0 comparative to the industry standard of
5 as this is a monetization mechanic which is currently missing in-game.
Bundles are a good offer for Second Payments e.g. beginner, intermediate or
expert bundles.
Missing:
- No trials
- Not clear which items aimed at player for second purchase
- No bundle of items offered in store
© 2014 deltaDNA Trading name of GamesAnalytics Ltd. All Rights Reserved.
Please note: at the time this analysis was done, in-game micro transactions had not been made available in GTA Online
VIRALITY
TRADING
A standalone version of GTA Online would benefit from the implementation of a
trading system to improve social effectiveness. According to the evidence=based
research then it is a design function many best-performing F2P games are
utilising with an average score of 6. When implemented well, giving players an
ability to trade in a secondary market is a powerful way of increasing both social
mechanics and monetisation.
Missing:
- Trading System
- Auction House mechanic
7
6
5
4
3
2
1
0
VIRALITY SHARING & GIFTING TRADING
GTA ONLINE
BENCHMARK
BEST IN GENRE
© 2014 deltaDNA Trading name of GamesAnalytics Ltd. All Rights Reserved.
Please note: at the time this analysis was done, in-game micro transactions had not been made available in GTA Online
VIRALITY
GTA Online would underscore against the industry average and best in genre for
virality, with the theoretical F2P game achieving a score of just 4 against the best
in genre of 6.
One of the key ways of increasing player acquisition is through leveraging the
existing player base.
If each player invites one friend the player base is doubled for little or no cost, so
best practice F2P design can afford to be generous. One can argue with such an
established franchise GTA Online F2P would sell itself, however ‘free’ is an
incredible competitive market with less loyal players than the console world;
including mechanics and rewards to invite a friend to join the game is good
design practice.
Missing
- Integration with social networking sites
- Rewards for money spent in-game
- Leaderboards on social sites
© 2014 deltaDNA Trading name of GamesAnalytics Ltd. All Rights Reserved.
Please note: at the time this analysis was done, in-game micro transactions had not been made available in GTA Online
RECOMMENDATIONS
Based on the findings from GamesAnalytics benchmark assessment below are
five design recommendations to help improve F2P potential were GTA Online to
be released as a standalone game.
1. [Monetization] Improve the currency structure
Currently GTA Online has a single currency. This is fine when the game is not
relying on this currency to drive monetisation, but for a true F2P game extending
the currency structure by adding a premium currency would provide greater
flexibility in delivering the F2P mechanic.
There are a number of ways that people are encouraged to spend money both in
the real and the virtual worlds. Especially for a game like GTA, it is vital that it
feels natural and intuitive.
Discounts and bundles are obvious incentives for getting people to part with their
hard earned cash. Rental and test drives are also a good way of letting players
get a taste for the high life and incentivising them to keep grinding or
splash the cash.
‘Try before you buy’ mechanics ease players onto the
paying path while keeping the barrier low and the incentive
high. It’s a mechanic utilised well in F2P games such as
Blacklight Retribution and PlanetSide 2.
As an example, GTA Online F2P could offer a limited
edition ‘purchase only’ car in store as a one hour test drive
for a small $ price. At the end of the trial, the item could
then be offered at a discount to keep the car forever.
This “Try before you buy” mechanic creates a clear path from first to second
payment and offers good value to the player. Similarly, if a premium currency
such as gold was introduced to purchase luxury items such as super cars, boats,
or properties, players could save their hard earned $ for other important items
but are not ‘paying to win’. Having this option to purchase a premium currency
would also prove good value to casual gamers lacking precious hours to spend
grinding $ currency and ultimately save them the pain of starting from square
one after each large purchase.
5Recommendationsfor GTA Online F2P• Premium Currency
• VIP Structure• Magic Boxes
• Trading System• Social Rewards
© 2014 deltaDNA Trading name of GamesAnalytics Ltd. All Rights Reserved.
Please note: at the time this analysis was done, in-game micro transactions had not been made available in GTA Online
2. [Monetization] Introduce a VIP structure to fast track progress and reward members
VIPs are the most important players in the game as on average they will generate
80% of the revenue.
There is no game that is more about being king of the hill than GTA, so a full VIP
structure would be essential. Imagine the retention value of being the only player
that can drive around the hills of Los Santos in a purple Ferrari with gold trim.
A successful F2P edition of GTA Online would need to cater for these players
with VIP status and benefits for example rewards, exclusive items and special
gifts. They also need to be allowed to spend as much money as they want and
be able to show that they are VIPs by differentiating themselves in the game. VIP
membership could offer:
• Rank Point/Job Point boosts
• Monthly $/Gold allowance
• Special apartment
• Access to premium clothes, vehicle paint jobs and vanity items
• Special members store accessible through the iFruit with daily/weekly
member offers
3. [Monetization] Utilise no lose gambling
The alternative to a life of hard graft and long hours is gambling - nowhere more true than in the GTA environment giving players a true feeling of life on the street.
The great thing about F2P is that with mechanics such as magic boxes players get a no lose gamble. They spend their money and are guaranteed something cool.
Offering a daily magic box encourages players to return each day. A mechanic to drive repeat play is essential and the daily bonus is a well understood mechanic. Adding extra options such as specific days or hours where rewards are doubled is also useful in F2P best practice design.
Players could have the option to buy a magic box that provides a random reward with anything from a new car to a sparkly bra. Players could even choose to gamble their item for a better prize to encourage them to keep playing and paying.
Magic boxes can also be tied to purchase e.g. a free magic box at second or third purchase to support retention as well as adding extra items in store.
© 2014 deltaDNA Trading name of GamesAnalytics Ltd. All Rights Reserved.
Please note: at the time this analysis was done, in-game micro transactions had not been made available in GTA Online
4. [Virality] Introduce a trading mechanism
A mechanism where players can send money, guns, clothes or cars to each other
would help build the community aspect of GTA Online F2P. Community is
incredibly important to online multiplayer games to keep the game interesting.
Trading mechanics support both retention and game virality to encourage players
to invite their friends to join in.
Letting players trade whatever they want would encourage a free form economy
that will favour the adventurous, the ruthless and the downright corrupt. Such
mechanics drive the economy and build player loyalty.
Players will buy and sell
from each other and
using rare items. This
can be a real eye
opener with specific
items trading for 100x
the original value and it
can help define the
optimum prices of items
as well as incentivise
players.
It is important to use analytics to monitor the price elasticity of items as players
bid for certain items and build in the ability to adjust pricing as required without
upsetting the in-game economy.
5. [Virality] Build in reward mechanics for better social sharing
Giving players rewards for inviting other players to join is of course a
well-structured mechanism. It is possible to develop the structure so players get
rewarded not just for players invited but also for their subsequent behaviour
in-game e.g. money they spend in game. This method maximises virality as it is a
direct incentive for players reluctant to invite friends and increases overall player
spending.
Incentivising invites is key, there would be nothing better in a true F2P edition of
GTA Online than being able to pimp your friends by taking a % of the money they
spend as their ‘due deserves’ for getting them in to the game in the first place.
© 2014 deltaDNA Trading name of GamesAnalytics Ltd. All Rights Reserved.
Please note: at the time this analysis was done, in-game micro transactions had not been made available in GTA Online