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Portfolio | HoChiHuang

  • Writer: Ho Chi
    Ho Chi
  • Jan 4, 2020
  • 1 min read

The thing is, however, that whether we like it or not, session length restriction has become an essential characteristic of mobile games and this trend doesn’t show any signs of weakening. So the question is, how should you take it into account when designing your next free-to-play title?


1. You should implement it – even if you hate it

(without energy mechanics, some games would become boring and run out of content very fast)


2. Know which restriction method suits your game the best

a. Energy

This method is often seen in successful RPG’s, CCG’s and match 3 puzzle games with some level of character development.

b. Lives

Many casual match 3 puzzlers use this method.

c. Wait-to-finish

Building focused strategy and tapping games are typical representatives of this restriction method


3. Don’t overdo it!

An average player should be able to have at least 10 minute gaming session in one sitting, without having to use the money or in-game currency.




 
  • Writer: Ho Chi
    Ho Chi
  • Jan 4, 2020
  • 1 min read

This change of importance is because games no longer just need to last 10-20 hours of gameplay, but now need to last years. Economies are the key to making scaleable systems. As a economy designer, it is your responsibility to ensure that the currencies involved in your game are always tight: are always sought by a player.


Inflation is the enemy of an economy designer. Avoiding inflation and managing sources and sinks are a key job for game designers in free to play.


Model a simple game economy:

1. Given some assumptions, can calculate how many battles it would take an average player to get the necessary XP to level up.

2. How much time it would take a player in an idle game to purchase the next upgrade

Model a simple RPG economy or a simple Idle economy, and how it changes over time

3. Able to adjust parameters and see how it impacts the player progression curve


Balance a basic gameplay system:

1. Given some goals (ex. We want an average player to be able to play 20 times per day) you can balance an economy to work.

Ex. a Energy system in a Match 3 game (how long until the energy refills, what the max cap is)

Ex. setting the price of a weapon in a RPG game

Ex. creating a formula for XP in an RPG game


 
  • Writer: Ho Chi
    Ho Chi
  • Jan 4, 2020
  • 1 min read

Retention is arguably the number one early indicator of potential free to play success.


Here is 4 factors we commonly use to explain how Retention is “built up”:

1. Your Core Loop’s design

2. Your tutorial and onboarding

3. Your meta will define your long-term retention

4. High production values (amazing art, visuals)



Boosting retention:

1. Keep the loop short and simple

2. Make sure your players are progressing

3. Use positive re-enforcement

4. (Carefully!) consider negative re-enforcement

5. Keep updating

6. Make Multiplayer Meaningful!



7. The Main Goal and Sub-goals



8. Daily play bonuses (don't punish people for taking a break)

9. Keep players busy

10. Without progress you have nothing

11. Asynchronous > Synchronous


 
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