09.15.09
Why games work
- Schedules of Reinforcement
- http://chiron.valdosta.edu/whuitt/col/images/schrein.gif
- Flow
Questions to ask
- Who's playing? What's their motivation?
- What's the core mechanic for earning points?
- What's the length/frequency of each play session?
- What makes the game social? How do people connect?
Game Mechanics for Social Media
- Collecting
- bragging rights
- Twitter is about collection (... really??) ... also, variable reinforcement schedule; Twitter is addicting because people don't know when tweets are coming
- Points
- Flickr's "interestingness" metric
- Redeemable points drive loyalty
- Leaderboards
- a feature that you can add to any single player game and automatically make it social
- can help guide player behavior
- Levels
- goals to achieve along the way
- unlock abilities and access (eBay PowerSellers)
- paces learning curve, too
- belt system in martial arts
- Feedback
- Accelerates mastery
- BrainAge, Wii Fit: healthier/smarter physical stats
- Accelerates mastery
- Exchanges
- Explicit vs Implicit (emergent) ... trade vs gifting
- Character & Interface Customization
(misc)
- "Four Square" iPhone game
- What do you need to add to an experience to make it a game?
- sublimating: To modify the natural expression of (a primitive, instinctual impulse) in a socially acceptable manner.
EA Interactive guys
Microtransaction games: expect around 5-10% of players to actually pay real money for things, while remaining players who only do stuff that's free create a large social pool and bring more friends to play.
Social games as a "service" rather than a product
brands useful for "discoverability"
what constitutes an "active user"?
- used to be go to the application within the past day
- now more often ... within the past month, you've loaded up the game
Social Games monetization
- Competition with friends via leaderboards, vGood accumulation
- Continuous stream of small tasks to advance drives retention, visits
- Advancement requires inviting friends, vgoods
- Get vgoods by direct purchase or CPA offers
Living in a world without friction
- Frictionless Development: no SDKs, free game engines, built-in audiences (Facebook), no region restristrictions
- Enabling new developers
- Create -> Distribute -> Play
Problem: tons and tons of apps.
The economics of Free
- Buy one, get one free
- Third party supported (ads, offers)
- Freemium model: A few subsidize the many
- If you want to keep playing, you put in quarters
- What if you had people put in quarters after you're commited?
- Compulsion loop is a powerful motivator
- Regulated/limited compulsion loops: replenishes on a regular basis, but not enough for "motivated" players
Games as services
Narrowcasting instead of broadcasting
changed November 11, 2009