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Social mobile game design principles

Date post: 22-Jan-2018
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Social Mobile Game Design Principles Presented by Duke Wong
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Page 1: Social mobile game design principles

Social Mobile Game Design PrinciplesPresented by Duke Wong

Page 2: Social mobile game design principles

Agenda

Principle #1: Friends

Principle #2: Ranking

Principle #3: Competition

Principle #4: Donation

Principle #5: Society

Principle #6: Case study

Page 3: Social mobile game design principles

Social mobile games studied

Page 4: Social mobile game design principles

Friends (1/3)- connecting with Facebook (Candy Crush)1

• Posts Facebook updates on player’s behalf when progressing in levels• Shows the progress and score of players of Facebook friends on level map

Page 5: Social mobile game design principles

Friends (2/3)- helping online friends (Puzzle & Dragon)1

• Pal point system drives retention by encouraging several logins per day• Further, it drives players to progress, as the better the helper they have to offer, the

more often it will be used

Page 6: Social mobile game design principles

Friends (3/3): meeting new friends (Pokemon Go)1

“The lure was supposed to bring more Pokemon. Instead it brought together people who would've never met otherwise.” -Top Reddit post

Page 7: Social mobile game design principles

Ranking (1/2)- leaderboard (Clash Royale)2

• Relevant leaderboard- global and local; clans and friends• Leaderboard spotlight- bringing streaming to the masses

Page 8: Social mobile game design principles

Ranking (2/2)- leagues and badges (Clash of Clans)2

• Leagues incremental milestone as players climb the leaderboard • Games constantly add in new leagues to fill in gaps when players drop off

Page 9: Social mobile game design principles

Competition (1/3): matchmaking (Hearthstone)3

• The system tries to balance the precision of the match with the length of time to find• When there is not enough live players, some companies use “shadow players”, which is a

pre-recorded gameplay action of another real player, but not in real time

Page 10: Social mobile game design principles

Competition (2/3): emotes (Hearthstone, CR)3

• Hearthstone has removed the “Sorry” emote likely due to the spam frequency it is used• Clash Royale has insisted to not implement a mute emote option to “evoke strong emotions”

Page 11: Social mobile game design principles

Competition (3/3): reputation (Vainglory)3

• In team-based competition, reputation system encourages better sportsmanship• “All you have to do is finish your matches—in victory, defeat or surrender—and you’ll

progress into higher and higher Karma tiers.” -SEMC

Page 12: Social mobile game design principles

Donation (1/2)- 1 to 1 (Hay Day)4

“It means that on our platform not only can you visit other players, but you can help them.” - Hay Day Game Product Manager

Page 13: Social mobile game design principles

Donation (2/2)- 1 to all (Game of War)4

• Alliance city in Game of War is a super empire to be build by all members• “I feel a sense of achieving something bigger than myself together with my alliance”

Page 14: Social mobile game design principles

Society (1/2)- alliance politics (Clash of King)5

• Alliance replicate an in-game political system and features leadership, diplomacy, loyalty, spies, etc.

• Clash of Kings built in real-time language translation to promote global interaction

Page 15: Social mobile game design principles

Society (2/2)- clan wars (Clash of Clans)5

• Clan wars incorporate both the element of collaboration and competition together• The tie-in with Youtube recap has brought mobile games to the social media spotlight for

the first time

Page 16: Social mobile game design principles

Case study (1/2)- Brain Wars6

• One of the few education games receiving world-wide adoption• BrainWars relies mainly on individual users for marketing; the app incorporates features

such as sharing and inviting to take advantage of social network

Page 17: Social mobile game design principles

Case study (2/2)- Magitech6

• Magitech is a mobile fantasy game that teaches business analytics and management• Magitech incorporates leaderboard for single-player mode, a multiplayer competition

mode, and social sharing of learning progress

Page 18: Social mobile game design principles

Recap of social mobile game principles

Social mobile principles could be applied to

serious games

Games could bring in existing friends and enable

new friendship in both online and offline world

Make leaderboard relevant to the players (e.g.,

among friends, local) and institute incremental steps

Multiplayer mode itself is not enough- designers need

to consider matchmaking, emotes, and reputation

Donation is one of the warm spots of social gaming and

could be leveraged in 1 to 1 and 1 to all fashion

Society is the most complex form of social gaming

but if done right could boost games to wide adoption

Page 19: Social mobile game design principles

Thank you

@Wrainbo_Game

MagitechGame

Wrainbo.com

[email protected]


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