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Shayan Amiri
Medrick Game Studio
Five challenges you must deal as
a F2P designer
Track: Design
Who am I?
• At Medrick for 3 years , designing our F2P games
• Game designer for Rooster Wars series
• Lead designer and product owner of Spirit Wars
F2P Games
• Classic form of trade
• In Premium games, You create fun in exchange of revenue.
• In F2P games, You have to create fun and make revenue in the same
time.
• Keeping up the fun for a free product is the challenge you take as a
developer or more importantly, as a game designer.
Let’s overcome the challenge
• It doesn’t depend on :
• Studio culture
• Client | IP | Live project | From Scratch
• Multiple genres
Some challenges apply to all, no matter what is your situation.
1- How to define your creative box?
Creative Box
• Creative limitation
• “We need to first be limited in order
to become limitless. “
-Phil Hansen , Ted Talk 2015
• Oulipo, A way French writers and
poets used to create notable pieces.
Define your box
• Set the phase you want to work with the box
• IP or seed definition
• Studio background
• Your team’s characteristics and special abilities
• Or anything else that can form the box to fit your idea in it!
Existing IP based project
• Rooster Wars
• The box was defined in the
concept phase.
• A new creative box was
defined in the boundaries of
box that formed the concept.
Client order
• EggShoot
• The box was already
there.
• Who says not to expand
the box? :D
New IP based project
• Rooster Wars : Tactics
• IP’s unique aspects form the
box fundamentally
• Genre, Scenario, Story, …
complete the box
2- How to set your audience?
Target audience
• First of all, Why should you define a target audience?
• Define them in a measureable way.
• Quantize players’ needs
Measurable audience
• Player types
• Motivators
• Gender – Age
• Reasons to play mobile games
A glance to our target audience
3- How to test your core mechanics?
A familiar dialog…
- Is the mechanic set you’ve designed fun enough?
- YES! There aren’t any games which can compete us! (Excited as hell)
- Oh! Let’s form a high scale team and build it in no time!
Do not jump to the end so fast
• High cost of production and marketing
• Risk to fail is much higher these days
“Iterative design is a design methodology based on a cyclic
process of prototyping,testing, analyzing, and refining a
product or process.”
Define targets
• Set target KPIs
• Retention Rate could be used for this matter. D1 is the most important one
to measure the quantity of fun there.
• Each core mechanic has some unique selling points. If they work, You would
be blessed.
• Define metrics which can measure USPs
• Analyze, Analyze and Analyze!
Test approaches
• In-house test
• Closed beta test
• Fake Launch
• Soft Launch ( Could be divided into some separate phases)
It’s not soft at all!
4- How to design for expansion?
Big picture
• You draw a big picture in pre-production phase.
• There are some KPIs that you can’t take your eyes off them.
• Each feature ( developed or to be developed) should address those
KPIs.
• Plan to make the time span between updates shorter as possible (2-
4 weeks)
I’m ready for the next update
• Find out the current status of your project in term of KPIs
• Look at the production plan you’ve written months ago.
• Prioritize and set alternatives based on the KPIs ( and of course the
release plan!)
Analyze and analyze!
• Monitor all the KPI changes after each update
• Also set priority on KPIs to know which one to look first
• Consider plan B in all situations
Life saver feature
• The balance between sink and source of the economy was not
working and it had got worse each day passed
• Tournament feature got selected from our feature pool and entered
the production
• Shortly after the release, our revenue got 2 times better than 6
months before and everything went back to normal.
5- How to include BI team?
BI team
• Stands for Business Intelligence.
• They are responsible for all the “DATA” gathered by your products
• They provide you benchmarks, Analyze deeper and help you to
define next step.
• Should be in-house team
Marketing team
• Marketing team is an inseparable part of your team
• Responsible for delivering your game as efficiently as possible
• Could be both in-house or out-source.
Say hello to your new teammates
• They should be on the same page you’re about core design.
• These teams may have new ideas for you
• Listen to them when they have comments
• These come from DATA/FEEDBACK not personal!
Recap
• Don’t limit your challenge, Challenge your limits to find the most
creative idea in the history of mankind!
• If you want to build a F2P game, be careful where you’re going.
There is a wild world out there, survive with DATA!
• Divide and conquer.
• Never forget to analyze everything.
• NEW is always better! New ideas, new workflows, new everything!
Thank you for your time!
Do not hesitate to contact me on sh.amiri@medrick.info

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Five challenges you must deal with as a F2P designer

  • 1. Shayan Amiri Medrick Game Studio Five challenges you must deal as a F2P designer Track: Design
  • 2. Who am I? • At Medrick for 3 years , designing our F2P games • Game designer for Rooster Wars series • Lead designer and product owner of Spirit Wars
  • 3.
  • 4. F2P Games • Classic form of trade • In Premium games, You create fun in exchange of revenue. • In F2P games, You have to create fun and make revenue in the same time. • Keeping up the fun for a free product is the challenge you take as a developer or more importantly, as a game designer.
  • 5. Let’s overcome the challenge • It doesn’t depend on : • Studio culture • Client | IP | Live project | From Scratch • Multiple genres Some challenges apply to all, no matter what is your situation.
  • 6. 1- How to define your creative box?
  • 7. Creative Box • Creative limitation • “We need to first be limited in order to become limitless. “ -Phil Hansen , Ted Talk 2015 • Oulipo, A way French writers and poets used to create notable pieces.
  • 8.
  • 9. Define your box • Set the phase you want to work with the box • IP or seed definition • Studio background • Your team’s characteristics and special abilities • Or anything else that can form the box to fit your idea in it!
  • 10. Existing IP based project • Rooster Wars • The box was defined in the concept phase. • A new creative box was defined in the boundaries of box that formed the concept.
  • 11. Client order • EggShoot • The box was already there. • Who says not to expand the box? :D
  • 12. New IP based project • Rooster Wars : Tactics • IP’s unique aspects form the box fundamentally • Genre, Scenario, Story, … complete the box
  • 13. 2- How to set your audience?
  • 14. Target audience • First of all, Why should you define a target audience? • Define them in a measureable way. • Quantize players’ needs
  • 15. Measurable audience • Player types • Motivators • Gender – Age • Reasons to play mobile games
  • 16. A glance to our target audience
  • 17. 3- How to test your core mechanics?
  • 18. A familiar dialog… - Is the mechanic set you’ve designed fun enough? - YES! There aren’t any games which can compete us! (Excited as hell) - Oh! Let’s form a high scale team and build it in no time!
  • 19. Do not jump to the end so fast • High cost of production and marketing • Risk to fail is much higher these days “Iterative design is a design methodology based on a cyclic process of prototyping,testing, analyzing, and refining a product or process.”
  • 20. Define targets • Set target KPIs • Retention Rate could be used for this matter. D1 is the most important one to measure the quantity of fun there. • Each core mechanic has some unique selling points. If they work, You would be blessed. • Define metrics which can measure USPs • Analyze, Analyze and Analyze!
  • 21. Test approaches • In-house test • Closed beta test • Fake Launch • Soft Launch ( Could be divided into some separate phases)
  • 22. It’s not soft at all!
  • 23. 4- How to design for expansion?
  • 24. Big picture • You draw a big picture in pre-production phase. • There are some KPIs that you can’t take your eyes off them. • Each feature ( developed or to be developed) should address those KPIs. • Plan to make the time span between updates shorter as possible (2- 4 weeks)
  • 25. I’m ready for the next update • Find out the current status of your project in term of KPIs • Look at the production plan you’ve written months ago. • Prioritize and set alternatives based on the KPIs ( and of course the release plan!)
  • 26. Analyze and analyze! • Monitor all the KPI changes after each update • Also set priority on KPIs to know which one to look first • Consider plan B in all situations
  • 27. Life saver feature • The balance between sink and source of the economy was not working and it had got worse each day passed • Tournament feature got selected from our feature pool and entered the production • Shortly after the release, our revenue got 2 times better than 6 months before and everything went back to normal.
  • 28. 5- How to include BI team?
  • 29. BI team • Stands for Business Intelligence. • They are responsible for all the “DATA” gathered by your products • They provide you benchmarks, Analyze deeper and help you to define next step. • Should be in-house team
  • 30. Marketing team • Marketing team is an inseparable part of your team • Responsible for delivering your game as efficiently as possible • Could be both in-house or out-source.
  • 31. Say hello to your new teammates • They should be on the same page you’re about core design. • These teams may have new ideas for you • Listen to them when they have comments • These come from DATA/FEEDBACK not personal!
  • 32. Recap • Don’t limit your challenge, Challenge your limits to find the most creative idea in the history of mankind! • If you want to build a F2P game, be careful where you’re going. There is a wild world out there, survive with DATA! • Divide and conquer. • Never forget to analyze everything. • NEW is always better! New ideas, new workflows, new everything!
  • 33. Thank you for your time! Do not hesitate to contact me on sh.amiri@medrick.info