Masterclass in Self-Publishing by Nicholas Lovell (part 2)
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22-Oct-2014 -
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Transcript of 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
Killers, Achievers, Explorers, Socialisers
KillersCompetitionTests of skillPvPGanking and griefing
It’s all about “beating” another human
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
ExplorersSearchExploreTake time DiscoverTransmedia-friendly
Explorers want to go where no one else has gone and know what no one else knows
SocialisersFriendsCommunityCommunication
It doesn’t matter what they do as long as they do it with friends
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
Farmville satisfies Killers
Farmville satisfies Achievers
Farmville satisfies Explorers
Farmville satisfies Socialisers
High spenders and the rule of 0-1-100
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
Ideas for $100 – take notesConsumables:
Energy, tractor fuel, potions, power upsAesthetics:
Status, self-expression, belongingProgress
Time for moneyShowing off
Scores!
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
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
End of session 2End of session 2