As part of the "Evil Game Design Challenge" at Casual Connect 2013 in San Francisco, I put together this talk explaining how I would use my monetization strategies to transform the classic Super Mario Bros. 3 into a free-to-play game for iOS and Android.
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Game Design Game Production
Metrics & User TestMonetization Consultant
A brief history of Ethan
โข 10 years experience as a game developer
โข 30+ shipped games, multiple awards and nominations
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design for the platform
โขswipe based controls
โฆ forward - start run
โฆ up - jump
โฆ down - crouch
โฆ back - stop
โฆ double finger tap - super
โขreduction of precision based levels
โขfocus on flow/fluidity
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super mario bros. 3
World
Choose branching levels,
play mini games
Sink time
Tap items
Platform
Finish the obstacle course
before time runs out
Sink lives, items
Tap lives
Gate
Lives
Gate
Boss castles
PayGate:$5
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Delight
We can build off of the slightly linear nature of Super Mario Bros. 3 to build
a system dependent upon earning stars instead of pure level completion to
unlock new areas and abilities. Taking queues from games like Candy Crush
Saga and Jetpack Joyride, we will build in systems of achievement that will
motivate players to use a variety of consumable boosts.
Super Mario Bros. 3 is a masterclass in surprise and delight. The player is
introduced to novelties throughout the game that keeps the experience
constantly fresh. In order to monetize emotion, we will introduce elements
like a crafting system that allows the player to unlock new characters for
use with slightly different powers which allow for more novelty.
Achievement
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metastructure changes
โขEach level is a social leaderboard
โขEarn 1 to 3 stars per level based on score
โข[bonus stars for completing w/other characters]
โขUnlock new worlds based on star totals
Add achievement focus and social competition to game to allow for monetization
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time based elements
โขLives regen at 1 per 30 minutes
โขMini games are playable 1 per 24 hours
โขEOL reward pays out once 1 per 24 hours
โขAdd new daily scratcher return mechanic
Add time based gating to encourage daily returns
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coins as currency
โขCoins no longer grant free life at 100
โขSpend coins on entrance to mini games
โขSpend coins to buy consumables pre level
โขSpend coins to buy mystery box of craft components
โขSpend coins to complete crafting tasks
Players can grind for coins, but can purchase them in packages for $$$
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toad the craftsman
โขEOL reward and Toad mini games grant craftables
โฆ Scripted, public facing payout for each
โขCraftables + gold turned in for consumables
โขRare craftables + gold to unlock new characters
โฆ Princess Peach, Luigi, Donkey Kong, Samus, Link, Wario...
Crafting will be the major coin sink
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standard requirements
โขStarter pack for straight cash ($20 of value for $5)
โขBoost upsell dialog before entering each level
โขContextual upsell on not enough coins, out of lives
โขNotifications
Standard elements to make purchasing and returns present
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new feature - survival mode
โขA weekly high score challenge
โขRandomly generated level
โขReceive rewards based on making certain distances
โขCosts coins to enter
โขNew level/refreshed leaderboard each week
Coin sink + a piece of in๏ฌnitely replayable content to keep players engaged
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super mario bros. 3
World
Choose branching levels,
play mini games, craft
Sink time, coins, craftables
Tap boosts, craftables
Platform
Finish the obstacle course
before time runs out
Sink lives, consumables
Tap coins, craftables
Gate
Lives
Gate
Stars earned
crafting
lives
consumablesmini games
characters