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Session 2: Session 2: How to make a How to make a profitable mobile profitable mobile social game social game

Masterclass in Self-Publishing by Nicholas Lovell (part 2)

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At Interactive Scotland's Digital 2011 conference in Glasgow, Nicholas Lovell from Games Brief presented a workshop about self-publishing computer games, which has relevance for all digital media content creators. This is part one of three.

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Page 1: Masterclass in Self-Publishing by Nicholas Lovell (part 2)

Session 2:Session 2:How to make a profitable How to make a profitable

mobile social gamemobile social game

Page 2: Masterclass in Self-Publishing by Nicholas Lovell (part 2)

Killers, Achievers, Explorers, Socialisers

Page 3: Masterclass in Self-Publishing by Nicholas Lovell (part 2)

KillersCompetitionTests of skillPvPGanking and griefing

It’s all about “beating” another human

Page 4: Masterclass in Self-Publishing by Nicholas Lovell (part 2)

AchieversPoints, levels, trophies and stuffCompetition “with yourself”Who “gamification” was made for

Xbox Live AchievementsLevelling upGrind

Achievers want elite status, and to show it off

Page 5: Masterclass in Self-Publishing by Nicholas Lovell (part 2)

ExplorersSearchExploreTake time DiscoverTransmedia-friendly

Explorers want to go where no one else has gone and know what no one else knows

Page 6: Masterclass in Self-Publishing by Nicholas Lovell (part 2)

SocialisersFriendsCommunityCommunication

It doesn’t matter what they do as long as they do it with friends

Page 7: Masterclass in Self-Publishing by Nicholas Lovell (part 2)

Everyone is a bit of everythingMy BARTLE TEST resultsExplorer (E.A.S.K.)

Explorer: 80%Achiever: 73%Socializer: 47%Killer: 0%

http://www.gamerdna.com/quizzes/bartle-test-of-gamer-psychology

Page 8: Masterclass in Self-Publishing by Nicholas Lovell (part 2)

Farmville satisfies Killers

Page 9: Masterclass in Self-Publishing by Nicholas Lovell (part 2)

Farmville satisfies Achievers

Page 10: Masterclass in Self-Publishing by Nicholas Lovell (part 2)

Farmville satisfies Explorers

Page 11: Masterclass in Self-Publishing by Nicholas Lovell (part 2)

Farmville satisfies Socialisers

Page 12: Masterclass in Self-Publishing by Nicholas Lovell (part 2)

High spenders and the rule of 0-1-100

Page 13: Masterclass in Self-Publishing by Nicholas Lovell (part 2)

The rule of 0-1-100Zero:

Make the game free to play and funOne:

Make it really easy to spend $1One hundred

Make it possible to spend $100

Page 14: Masterclass in Self-Publishing by Nicholas Lovell (part 2)

Ideas for $100 – take notesConsumables:

Energy, tractor fuel, potions, power upsAesthetics:

Status, self-expression, belongingProgress

Time for moneyShowing off

Scores!

Page 15: Masterclass in Self-Publishing by Nicholas Lovell (part 2)

The knife-edge balanceZynga successfully balances gamers:

Waiting (or Spinning their wheels)Spamming their friendsSpending their moneyVisiting sponsors

Done well, it’s great. Done badly, it’s cynical

Page 16: Masterclass in Self-Publishing by Nicholas Lovell (part 2)

Group workTake the game you’ve already builtExplain:

What retention mechanics you will build in Gameplay Rewards Commitments

How you will deliver on 0-1-100 Free $1 $100 per month

Page 17: Masterclass in Self-Publishing by Nicholas Lovell (part 2)

End of session 2End of session 2