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Social Design Magic Tricks
Oscar Clark Evangelist
PapayaMobile Inc
Humans are social animals
• We all play games in some
form
• We all respond to social
pressures
• We all crave esteem
• What's self-actualising?
Image found via Flikr (Erica Glasier)
Games as a Service
Social games need to be
considered as a service
• Designers need to
monitor user behaviour
• They should to evolve
and improve over time
• Make regular small
improvements
• Minimum Viable Product
Who are your players?
Different Players buy for
different reasons
• Collector:
– "Got to catch them all"
• Explorer:
– "Where can I go today?"
• Socialiser:
– "I want to be popular"
• Competitor:
– "I'm going to Pwn ya!"
Its not a Free Lunch!
100 :10 :1 Rule
• Free-players are your
marketing channel
• And your comparison
for success
• And provide invaluable
data on play
• Don’t break their game
Only worth what people will pay
How are players going to
pay?
• Premium Pricing
• Try Before Buy
• Hybrid (Rent/Buy/Subscribe)
• Free or Ad-Funded
• Virtual in-game goods
• Virtual creative goods
• Extra Levels
• Consumables
• Gifting
• Advertising
• Offer wall
Pricing is everything
Maximise the
opportunity
• Purchases will be a barrier
• Reduce the risk to the user
• Understand Price Elasticity
• Retrofitting is very difficult
Premium
Anticipation is
everything
• Players have to crave your
game
• Guarantees that players will pay
to play
• You can't measure the players
you turn away
• Only a select few can sustain
this model
• But! Players are more willing to
see it through the learning curve
Advertising
Brand sponsored
experiences
• Can be a vital revenue
stream
• Media buying is getting
much better
• Most effective when relevant
to the game
• Needs to be increasingly
smart
Freemium
1:10:100 Rule*
• Free-players are your data
and marketing
• Make it easy to spend the
first $1
• Offer goods to shoe off
creativity and skill
• Consumable in-game items
are key
• Make it possible to spend
$100 or more
* Apologies to Nicholas Lovell
Understand the True Fans
True Fans are happy to
spend money
• Ensure that they get value
for paying
• Don't break the Free Player
experience
• Engage with your most
valuable players
• Will Churn when they find
'Blocking Events'
• Avoid the 'hangover'
Feed the Habit
Why should they replay
your game?
• Daily Bonus/Challenge
• Leader boards
• Social Challenges
• Friendship Bonds
• Recharge systems
Social Achievement
Playing the game should
grant me ‘Social Capital’
• Let me show off my
achievements
• Gifting and Reciprocation
• Items gained must be
desirable to others
• It's not social if I can't talk
about it
Time Vs Money
Buying things should
make my game better
– Play for longer
– accelerate scores
– add special abilities
• Game balance must be
preserved
• Not fun if I have to spend!
• Don’t kill the game for Free-
players
Consumable Goods
Give me a reason to
spend again and again
• Low-cost consumable items
are low risk for new users
• Higher cost bundles can
offer better value longer
• Unique purchases tied to
achievements adds rarity
Scissor:Paper:Stone
Use Dilemma to help
maintain Game Balance
• Players should have
meaningful choices
• Different roles should
complement sharing
• Ambiguity in strategy leaves
room for players to debate
• Virtual goods can add new
choices in play
Playing Metagames
What happens between
play sessions
• Metagames can build
retention
• High Scores don’t have to
be global
• Individual sessions form
part of a wider story arch
Its My Game!
Its not your game any
more... Its your players!
• Players should be part of the
ongoing creative process
• Let them personalise their
experience
• Encourage emergent
behaviour
• Allow players to share their
experiences and 'Stories'
What Next?
In Short...
• Social Games increase:
– Discovery
– Retention
– and Revenues
• Every game can benefit
from Social Techniques
• Mobile is perfect for Social
Games
Who are Papaya?
• Founded in 2008 with $22M raised through DCM and Keytone.
• 90 staff with offices in San Francisco, London and Beijing
• More than 80% of users come from US and Europe
• Popular games earn more than $1 million per year
• Winner of Best Games Service Provider ME Awards 2011
1,050,000,000
$16.45/
13,611,930
37
...in the end it's all about the game
Any Questions?
Thank you :)
oscarclark@papayamobile.com
Twitter: @Athanateus

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Papaya social design magic

  • 1. grgetherh Social Design Magic Tricks Oscar Clark Evangelist PapayaMobile Inc
  • 2. Humans are social animals • We all play games in some form • We all respond to social pressures • We all crave esteem • What's self-actualising? Image found via Flikr (Erica Glasier)
  • 3. Games as a Service Social games need to be considered as a service • Designers need to monitor user behaviour • They should to evolve and improve over time • Make regular small improvements • Minimum Viable Product
  • 4. Who are your players? Different Players buy for different reasons • Collector: – "Got to catch them all" • Explorer: – "Where can I go today?" • Socialiser: – "I want to be popular" • Competitor: – "I'm going to Pwn ya!"
  • 5. Its not a Free Lunch! 100 :10 :1 Rule • Free-players are your marketing channel • And your comparison for success • And provide invaluable data on play • Don’t break their game
  • 6. Only worth what people will pay How are players going to pay? • Premium Pricing • Try Before Buy • Hybrid (Rent/Buy/Subscribe) • Free or Ad-Funded • Virtual in-game goods • Virtual creative goods • Extra Levels • Consumables • Gifting • Advertising • Offer wall
  • 7. Pricing is everything Maximise the opportunity • Purchases will be a barrier • Reduce the risk to the user • Understand Price Elasticity • Retrofitting is very difficult
  • 8. Premium Anticipation is everything • Players have to crave your game • Guarantees that players will pay to play • You can't measure the players you turn away • Only a select few can sustain this model • But! Players are more willing to see it through the learning curve
  • 9. Advertising Brand sponsored experiences • Can be a vital revenue stream • Media buying is getting much better • Most effective when relevant to the game • Needs to be increasingly smart
  • 10. Freemium 1:10:100 Rule* • Free-players are your data and marketing • Make it easy to spend the first $1 • Offer goods to shoe off creativity and skill • Consumable in-game items are key • Make it possible to spend $100 or more * Apologies to Nicholas Lovell
  • 11. Understand the True Fans True Fans are happy to spend money • Ensure that they get value for paying • Don't break the Free Player experience • Engage with your most valuable players • Will Churn when they find 'Blocking Events' • Avoid the 'hangover'
  • 12. Feed the Habit Why should they replay your game? • Daily Bonus/Challenge • Leader boards • Social Challenges • Friendship Bonds • Recharge systems
  • 13. Social Achievement Playing the game should grant me ‘Social Capital’ • Let me show off my achievements • Gifting and Reciprocation • Items gained must be desirable to others • It's not social if I can't talk about it
  • 14. Time Vs Money Buying things should make my game better – Play for longer – accelerate scores – add special abilities • Game balance must be preserved • Not fun if I have to spend! • Don’t kill the game for Free- players
  • 15. Consumable Goods Give me a reason to spend again and again • Low-cost consumable items are low risk for new users • Higher cost bundles can offer better value longer • Unique purchases tied to achievements adds rarity
  • 16. Scissor:Paper:Stone Use Dilemma to help maintain Game Balance • Players should have meaningful choices • Different roles should complement sharing • Ambiguity in strategy leaves room for players to debate • Virtual goods can add new choices in play
  • 17. Playing Metagames What happens between play sessions • Metagames can build retention • High Scores don’t have to be global • Individual sessions form part of a wider story arch
  • 18. Its My Game! Its not your game any more... Its your players! • Players should be part of the ongoing creative process • Let them personalise their experience • Encourage emergent behaviour • Allow players to share their experiences and 'Stories'
  • 19. What Next? In Short... • Social Games increase: – Discovery – Retention – and Revenues • Every game can benefit from Social Techniques • Mobile is perfect for Social Games
  • 20. Who are Papaya? • Founded in 2008 with $22M raised through DCM and Keytone. • 90 staff with offices in San Francisco, London and Beijing • More than 80% of users come from US and Europe • Popular games earn more than $1 million per year • Winner of Best Games Service Provider ME Awards 2011 1,050,000,000 $16.45/ 13,611,930 37
  • 21. ...in the end it's all about the game
  • 22. Any Questions? Thank you :) oscarclark@papayamobile.com Twitter: @Athanateus