Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
November 22, 2014
arrowPress Releases
November 22, 2014
PR Newswire
View All
View All     Submit Event






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


 
Deconstructing Free To Play
by Ara Shirinian on 03/24/14 05:47:00 pm   Expert Blogs   Featured Blogs

4 comments Share on Twitter Share on Facebook    RSS

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.

 

Deconstructing Free to Play is a talk I delivered at Phoenix IGDA. It's long, so here is an outline of the topics covered:

  1. How Jetpack Joyride Jacked Learning
    • Learning Curves and how F2P monetization manipulates them.
    • Details about how Jetpack Joyride statistically constrains progress for monetization.
  2. The Pay Wall Dynamic
    • How successful F2P games create situations to compel real money spending.
    • Jetpack Joyride, Real Racing 3, Candy Crush Saga, Puzzle and Dragons examples.
  3. Gameplay Depth & Monetization
    • How monetization techniques are really independent of gameplay depth.
    • How PAD's basic gameplay design is good, deep and accessible despite coercive structures.
    • How random factors can dismantle a game's depth.
  4. Puzzle and Dragons' Compulsion Devices
    • How manipulations of resource availability confound players' impressions of abundance.
    • How free rewards actually catalyze player anxiety and subsequently lead to real money purchases.
    • The effects of complex special limited-time event schedules.
    • The conventional F2P Stamina/ Energy meter and how it psychologically works.
    • How the true nature of various systems are deliberately obfuscated.
  5. Concluding Thoughts
    • Buyer's Remorse.
    • F2P as dopamine hacks.
    • Learned Helplessness.
    • Long term implications, Q&A.

Related Jobs

GREE International
GREE International — Vancouver, British Columbia, Canada
[11.21.14]

Sr. Game Designer
Cloud Imperium Games
Cloud Imperium Games — Santa Monica, California, United States
[11.21.14]

Technical Artist
Petroglyph Games
Petroglyph Games — Las Vegas, Nevada, United States
[11.21.14]

Environmental Artist
Nintendo of America Inc.
Nintendo of America Inc. — Redmond, Washington, United States
[11.21.14]

Software Business Development Manager, Licensing





Loading Comments

loader image