Cycles, Rituals and Unconscious in Modern Free-to-Play Games.
Игровые циклы, ритуалы, влияние на сознание в современных F2P играх.
(White Nights Conference St. Petersburg 2016)
6. The result of cycle forming
28-01-2016
Cycles, Rituals and Unconscious in modern free-to-play
games
6
0.00%
5.00%
10.00%
15.00%
20.00%
25.00%
30.00%
35.00%
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28
Day
Rolling Retention
After Before
7. The result of cycle forming
28-01-2016
Cycles, Rituals and Unconscious in modern free-to-play
games
7
-5.00%
0.00%
5.00%
10.00%
15.00%
20.00%
25.00%
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28
Day
Ratio of After to Before
8. Example of cycle forming daily quests
28-01-2016
Cycles, Rituals and Unconscious in modern free-to-play
games
8
9. The main attributes of a cycle
• Frequency usually decreases during time
• Complexity usually increases during time
• Adding new cycles
• Cycles substitution
• Expending cycles
• Duration usually increases during time
28-01-2016
Cycles, Rituals and Unconscious in modern free-to-play
games
9
10. Adding or substituting a cycle
28-01-2016
Cycles, Rituals and Unconscious in modern free-to-play
games
10
Process I Progress Process II
14. Ritual
• Ritual is a symptom of addiction
• Cycle creates a ritual
• Special events in a cycle help to create a ritual
The easier and clearer a cycle and the more “cyclic” and “ritualic”
life of a player, the easier to form a ritual.
28-01-2016
Cycles, Rituals and Unconscious in modern free-to-play
games
14
15. Addiction forming stages
Light dedication
Dedication
Addiction
Bonding
28-01-2016
Cycles, Rituals and Unconscious in modern free-to-play
games
15
Addiction
Time
Addiction Stages
Light dedication
Dedication
Addiction
Bonding
16. The process of a cycle learning
• Information intussusception;
• Information understanding, ideas appearing;
• Consolidation and developing of knowledge, skills forming;
• Practical application of received knowledge and skills;
• Reaching of mastering limits.
28-01-2016
Cycles, Rituals and Unconscious in modern free-to-play
games
16
17. When cycles have to be changed?
• The cycle is mastered or became boring
• The cycle doesn't give a progress feeling
• The cycle was developed only for the first sessions
• The cycle doesn't make necessary monetization level anymore
• The cycle motivates to leave the game at the certain time
28-01-2016
Cycles, Rituals and Unconscious in modern free-to-play
games
17
18. Cycles Ideology
• The base cycle has to be simple and clear for understanding
• Game mechanics have to help to support the cycle:
• Daily quests
• Strong differentiation between game modes
• Management of a cycle length
• Ability to make very own cycle on the late game stages
• Changing the cycle, when a player is tired or mastered it
• Integration of monetization and advertisement into the game cycle
28-01-2016
Cycles, Rituals and Unconscious in modern free-to-play
games
18
19. The Advice
Do not leave the cycle development to the end of the project.
The scheme of cycles has to be developed simultaneously with
all other main elements, such as monetization, core gameplay,
etc.
28-01-2016
Cycles, Rituals and Unconscious in modern free-to-play
games
19
20. Cycles, Rituals and Unconscious in modern free-to-play games
Questions?
Aleksey Rehlov | External Producer