HTW2011: Branko Milutinovic - Social gaming - lessons learned

Post on 12-Jan-2015

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Lessons Learned

Social Games Design

Social Games Market

Social & Games

EmailPortalsInstant MessagingVideos

Search

Software Info

Auctions

*Other

Social Games Design

• Game Design 101• Social Games Key Metrics• Social Game Design 101

• Game is an interactive system• Feeling of “having fun” is a biochemical process• Fun mechanics:– Challenge– Progress– Context

Game & Fun

Challenge (problem, quest)

• Balance• Repetitiveness• Feedback

Progress

• Difficulty• Desired

characteristics• Longevity

Context

Graphics and sound Narrative Setting Social aspect

Cheats

• feedback + context > problem• Faking progress• Context as the game seller– Setting– Social

Social Games key metrics

• Engagement– Daily active users - DAU– Monthly active users - MAU– DAU / MAU (stickiness)– Session length

• User acquisition – New users per h/d/m– Cost– Viral– Churn

• Monetizing– Paying vs. Non-paying users– Actions users spend money on

MAU DAU0

500,000

1,000,000

1,500,000

2,000,000

2,500,000

3,000,000

3,500,0003300000

1000000

1800000

310000

840000

50000

360000

40000

Top ElevenEA FIFA SuperstarsBola (Playdom)Footy!

Social Game Design

• We want to improve– Engagement– User acquisition– Monetization

Engagement++

• Cuteness• Appointment dynamics• Daily bonuses

Social++

• Crew dynamics• Friends competing each other• Gifting

Monetization++

• Boosts• Energy bar• Limited offers

THANK YOU!

nordeus.com/jobs

@BrankoMMbrankom@nordeus.eu