Making your F2P puzzler a story-driven game, what could possibly go wrong? Based on a true story.

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Making your F2P puzzler a story-driven game What could possibly go wrong? Based on a true story.

Transcript of Making your F2P puzzler a story-driven game, what could possibly go wrong? Based on a true story.

Page 1: Making your F2P puzzler  a story-driven game, what could possibly go wrong? Based on a true story.

Making your F2P puzzler a story-driven game

What could possibly go wrong? Based on a true story.

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This is a case study

• Story-driven

• Practical

• Anecdotical

• Hopefully with some general conclusions

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ATGames

• Small, focused team,

• trying to make quality mobile games,

• with a love-hate relationship with F2P.

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Story-driven puzzler

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Game

• Another Case Solved - puzzle detective game set in the interesting times of the sugar prohibition

• tile-matching core gameplay loop

• strong story elements

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Before ACS

• Puzzle Craft a relaxing game of farming and mining, F2P puzzle/townbuilding

• Our first tile-matching game and quite a success.

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Before ACS

• The Mooniacs addictive physics puzzler with totally unnecessary three alternative endings.

• The first game we produced, and we learned a lot during the production.

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Before ACS

• The Witcher - AAA cRPG about an emotionally unstable monster slayer.

• The first game I worked on, included here to explain the need for adding a story :)

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The Quest

• Why did we decide to make a story-driven F2P puzzle game?

• We were bored

• We had some experience in puzzles

• We had some experience in storytelling

• It seemed like a good idea :)

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High Hopes

• We hoped to appeal to mystery-games fans

• We hoped the story will be a driver to play for players that are not into puzzle games.

• We hoped the gameplay will be a driver for those not interested in the story.

• We hoped it will be awesome!

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First Fears

• We feared we would lose casual players

• We feared the game will be harder to make

• We feared it will monetize poorly

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Design Decisions

• Segmented gameplay - a series of criminal cases, as opposed to the continuous flow in Puzzle Craft

• Story - detective procedural series

• Gameplay - progress-driven

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Story

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Setting• Sugar Prohibition

all the great noir tropes, no problems with rating.

• Hardboiled Gumshoe struggling for money and fighting for the truth, a great hero archetype.

• Core fantasy in perfect synergy with the monetization model.

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Making of a Hero

• We provide an archetype - players give the protagonist a face.

• We make the hero pivotal for the story.

• Players customize the avatar...

• ...show competence through the gameplay.

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Customization

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Mr or Ms Gumshoe?

• We wanted players to be able to choose if they are playing a woman or a man.

• To localize the game we had to accommodate for gender-specific texts...

• ... so we decided to make the most of it.

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Behind the Scenes

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True Romance

• The same cast of characters,

• different dialogues,

• significantly different story.

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The Burglar

• Friend/rival for male detectives.

• Romantic interest for female detectives.

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The Police Officer

• Friend/rival for female detectives.

• Romantic interest for male detectives.

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Behind the Story

• Likable, competent protagonist

• Emotional ties to other characters

• Narrative inspired by TV series: episodes, seasons, recurring characters,slow development of the main plot.

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Gameplay

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Tile-matching

• Connect Tiles: to solve a case gather clues, different for every witness.

• Long Chains: get bonus puzzles, use them to max. the case.

• Limitations: number of moves, target numbers for puzzles.

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Witnesses

Inspired by „Guess Who”.

Find the person, who matches all criteria.

Number of questions depends on photos collected.

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Crime Scene

Hot or Cold, limited no. moves.

Find the ”hottest” item.

Max. ”hotness” shown depends on Fingerprints collected.

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City Search

Find the place that matches all hints.

Some icons are hidden.

Number of hints depends on Maps collected.

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Progress: Skills

• Skills grouped by puzzle type.

• Can be unlocked as the character gains levels.

• Players decide which skills to pick.

• Can be upgraded.

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Progress: Equipment• Office: both esthetic

and gameplay choice.

• New items bought for in-game currency.

• Equipment modifies gameplay or gives bonus currency.

• Choice: many items per slot.

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Behind the Gameplay

• Basics: tile-matching, and players’ abilities

• Additional puzzles: difficulty lowered by successful tile-matching

• Skills (persistent), tools (consumable)

• Progress: skills and equipment (modify and enrich the basic gameplay)

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Story vs. Gameplay

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Big Loop

• Major Cases: story progress, earning stars and cash.

• Your Office: investment, spending cash.

• Your Character: unlocking skills, spending stars.

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Small Loop

• Newspaper Cases: easy, repeatable, grinding in-game currency.

• Tools: useable, buy them with in-game currency.

• Story Progress: newspapers needed to unlock Major Cases.

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Dependencies

• Story Progress: you need to grind tile-matching puzzles to unlock new cases.

• Gameplay Progress: you need to solve story cases to earn stars for new skills and level up your character.

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Story Constraints

• Every case consists from the same blocks:

• Investigation - initial tile matching,

• Suspects - identifying a person,

• Search - finding an item,

• City - locating an address.

• Suspects, Search and City - order may vary.

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Gameplay Constraints

• The puzzles must make sense for the story.

• That means no random cases.

• Progress in the story => character progress => need for higher difficulty

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One Environment

• Story to gameplay: hints in the dialogues, if you read you gain an edge.

• Gameplay to story: custom mechanics used only in crucial moments.

• Credibility: gameplay set in a context, story told not by text alone.

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The Unexpected

• We encountered some surprises...

• ... that in hindsight are obvious...

• ... but we were surprised nonetheless.

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Dramatization Effect

• As the story progresses the characters accumulate more and more background,

• demand more and more characterization,

• the story gets deeper and more nuanced,

• and writing takes more and more time.

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Power Level Effect

• As the story progresses the protagonist becomes more and more competent,

• demands harder challenges,

• and new gameplay mechanisms,

• so implementation takes more and more time.

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It Just Gets Harder

• Work gets more complicated as the project progresses:

• you have to design harder puzzles,

• repetitiveness creeps in,

• and the dialogues swell (or it’s just us?).

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Localization

• The game was written in English

• we made the Polish localization in-house

• and it took much longer than expected.

• We skipped other languages - too much text, translation too expensive.

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Updates

• New chapters - obvious choice, appeals only to long-time players.

• New skills - obvious choice, appeals only to advanced players.

• New players? - that is the question.

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Adding Depth

• New skills - not in the main branch.

• New skill upgrades - some skills just cannot be upgraded.

• New mechanisms - all types of puzzles in newspaper cases.

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Update Constraints

• Consistency - side cases raise questions of difficulty level, relations with NPCs, state of the world.

• Forced Progress - every new case progresses the character. Sooner or later new mechanisms will be needed.

• Limits - app size, memory limits.

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Problem: Scalability

• Most puzzlers are effectively endless.

• Story-driven games need finite arcs.

• One leg is shorter.

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Ways out?

• Freeze gameplay progress on high difficulty plateau (ex. high end-game skill prices) and provide interesting side stories.

• Introduce some kind of a „newspaper-burner” (ex. some collectible elements to be unlocked by grinding newspapers)

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Look at the Bright Side!

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Story

• Loyal fans, who care about your game.

• Story compensates for repetitive core gameplay.

• It is both a driver to play and a reward.

• Can be fun to write :)

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Gameplay

• Loyal fans, who don’t care for your story :)

• Gameplay makes waiting for the next case fun - you don’t have to put the game down.

• Effective progress loop: mastery => advancement => puzzles change => need for mastery.

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Was it worth it?

• Spoiler: oh yes!

• Great reception.

• Good profits.

• Diversification is good for your team.

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But...

• Knowing, what we know now...

• ... we would have done some things differently.

• And we probably will :)

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We Are Hiring!Looking for a Senior Programmer!

http://atgames.pl/jobs.html