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The sixth lecture for the IxD Play course at CCA. This covers game design for the long haul, focusing on retention tactics for freemium GaaS but covering sustainability across multiple factors.
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IXD P
LAY
06:
SUST
AINABLE
GAMES
TI M
E S
CA
L E I
N G
AM
ES
AS
A S
ER
VI C
E
06
@ M A N O J A LPA C H E L S EA H O W E
THE CHANGING GAME2
3 LONG TERM GAME DESIGN
LAUNCH
1 YEAR
2 YEARS
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HOW DO WE DESIGN FOR THE LONG HAUL?
RHYTHM & TIME SCALE
CONTENT TREADMILL
CONTENT CADENCE
4@ M A N O J A LPA C H E L S E A H O W E
RHYTHM &
TIM
E SC
ALE
TH
E F
UN
DA
ME
NT A
L PA
CE
OF A
GA
ME
5@ M A N O J A LPA C H E L S E A H O W E
6 WHAT DOES RHYTHM LOOK LIKE?
ACT
SAVOR
AN
TICIPATE
SEEK
ANTICIPATE
ACT
SAVOR
SEEK
Players look forward to the
upcoming interaction
Players perform the anticipated
interaction
Players enjoy the feedback and
reward from the interaction
Players seek out another
interaction
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7 LAYERING RHYTHMS
Longer Term Cycle
Short Term Cycle
Layered Cycle
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8 OPTIMAL ENGAGEMENT@ M A N O J A LPA C H E L S E A H O W E
PLAYER SKILL LEVEL
GA
ME’S
C
HA
LLEN
GE
9 RHYTHM & TIMESCALE
This dragon will not be able to breed for
35 days.
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10 ASPIRATIONAL PROGRESS BARS@ M A N O J A LPA C H E L S E A H O W E
VERISIMILITUDE
People are willing to wait if it fits their expectations for the world.
INTEGRITY
People don’t feel cheated if others can’t cheat the wait.
11
This dragon will not be able to breed for
35 days.
VERISIMILITUDE & INTEGRITY@ M A N O J A LPA C H E L S E A H O W E
12 SERIAL NARRATIVE@ M A N O J A LPA C H E L S E A H O W E
13 POLITICS & SOCIAL CONSTRUCTS@ M A N O J A LPA C H E L S E A H O W E
Create Engagement by Designing Across Timescale• Immediate (1 – 24 hours)• Short Term (1 – 3 days)• Mid-Term (1 – 6 wks)• Long Term (3 mo – 2 yr)
Establish Long Term Rhythm With Intrinsic Motivators
• Aspirational Goals / Progress Bars
• Narrative, Drama, and Storytelling
• Social, Political, and Economic Constructs
Keep Constraints Compelling• Verisimilitude• Integrity
14 TIME SCALE & RHYTHM REVIEW@ M A N O J A LPA C H E L S E A H O W E
CONTENT
TREA
DMILL
MA
I NT A
I NI N
G E
NG
AG
EM
EN
T O
VE
R T
I ME
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EVERY LIVE GAME IS FUNDAMENTALLY
A CONTENT TREADMILL
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THE BIG QUESTION:
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DEVS CHANCE PLAYERS
WHERE is the content coming from?
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DEVS CREATE THE CONTENT
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+ Control + Consistency
- Long Term Cost- Sustainability
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CHANCE CREATES THE CONTENT
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+ Tuning+ Quantity
- Authorial Intent- Upfront Cost
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PLAYERS CREATE THE CONTENT
20
+ Sustainability+ Virality
- Community Management- Critical Mass
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CONTENT
CADENCE
KE
EP
I NG
A G
AM
E A
L I VE
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ALIVE: THE EXPERIENTIAL GOAL OF LONG-TERM RETENTION
Cared for• Frequent updates• Responsive community• Problems resolved
Filled with Potential• New and exciting content• Room to grow• Strategy, depth, and mastery
Enjoyed by Others• Strong social presence• Ambient awareness of other players• Social structures
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PROVIDING NEW CONTENT
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ONE QUARTER
NEW
MAJO
R FEATU
RE
NEW
FEATURE
NEW
CO
NTEN
TBU
G FIX
ES
Quarterly: New Major FeatureMonthly: New FeatureWeekly: Content ReleaseTwice-Weekly: Bug-Fixes & Tech Improvements
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SO WHAT’S DESIGN FOR THE LONG HAUL?• Create long-term rhythms via compelling narrative,
aspirational progress bars, and real world constructs
• Empower other players to create the most compelling content for other players, and utilize procedurality and chance to keep interactions fresh and exciting
• Release new content reliably and at a pace suited to the rhythm of your game to make it feel alive
24
THANK YO
U
ST A
Y I
N T
OU
CH
! HO
WE
. CH
EL S
EA
@G
MA
I L. C
OM
25@ M A N O J A LPA C H E L S E A H O W E
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