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Design and Monetization
Strategies in Highly Successful
F2P Games
Nicholas Fortugno
Co-Founder/CCO, Playmatics
Design-centric Approach
● Let’s look at successful F2P games
through a game design lens
● This is NOT a talk about any of the
following:
● Metrics
● Marketing
● Production Process
Design Parameters in F2P
● Trying to make money in the F2P
landscape
● Convert users as much as possible and for as
much as possible
● Increase the likelihood that any user will
convert
● This means the game must be fun
somehow -- why else would players stay?
Design Parameters in F2P
● The game design includes the
monetization.
F2P Ecosystem Realities
● Most people will never pay anything, and
many are actively looking to not pay.
● Most of your money will come from the
small percent of whales.
● Therefore, you need to identify whales
quickly and build the game to monetize
them.
Types of F2P Games
● I’m going to look at three types of F2P
games for this purpose.
● Single Player
● Social Multiplayer
● Hardcore Multiplayer
● Focus on one main example for each.
● Not meant to be comprehensive.
Single Player
● Games where the core play is entirely by
solitarily.
● There may be avenues to compare scores
or share results, but you play alone.
● Game Example: King’s Saga games (e.g.
Candy Crush Saga, Pet Rescue)
Incentives in Saga Games
● Players are trying to progress.
● In Saga games, this means completing levels.
● Play is interesting when progress is
interesting, and when it is appropriately
challenging to progress.
Progression Map
Proper Level Difficulty
Randomness as Obstacle
Multiple Goal Structures
Monetization as DDA
Monetization as DDA
Other Types of Single Player
● Similar tactics work in other multiplayer
games
● Take Endless Runners
● Achievements and Score and Distance as
measures
● Random level layout in a fixed difficulty range
● Purchased power-ups as just-in-time boosts
to goals
Core Takeaways – Saga Games
● Focus on level design (variety and
challenge)
● Build multiple progression models for
hardcore players
● Use just-in-time purchases as player-
controlled DDA
Social Multiplayer
● “Grind” Multiplayer
● Anyone can advance given enough time.
● Progression is a core system, but it’s
more strategic than challenge based.
● Multiplayer play is asynchronous, but rich.
● Game example: Clash of Clans
Social Multiplayer Incentives
● Players are trying to build and protect
their advancement.
● Mostly an individual advancement rather than
a progress map
● Teams work together to achieve.
● Teams have rivals and want to hurt them.
Multiple Advancement Vectors
Multiple Advancement Vectors
Multiple Advancement Vectors
Time Gating
Time Gating
Clan Responsibilities
Clan Responsibilities
Clan Responsibilities
Clan “Responsibilities”
Core Takeaways – Grind Games
● Time planning needs to be balanced
carefully for all attributes
● Incentives for players to collaborate need
to be complex but understandable.
● Revenge structures motivate resource
expenditure.
Hardcore Multiplayer
● “Skilled” Multiplayer
● Players advance based on how well they play.
● These games are strategically deep and
difficult to master.
● Multiplayer play is synchronous and
involved.
● Game example: League of Legends
Hardcore Multiplayer Incentives
● Players want to demonstrate their skill.
● Money cannot trump skill.
● Players specialize and define themselves
in relation to the game’s mechanics in
idiosyncratic ways.
● Groups of players want to play at the
same level.
Deep Core Skill-Based Play
Deep Core Skill-Based Play
Gates on Advanced Play
Vanity Items for Personalization
Team Play Optimization
Team Play Optimization
Core Takeaways – Hardcore
● Monetization gets players to an even field
to compete.
● Dedicated players take deep pride in play
and will personalize.
● Team incentives create pressure to keep
up with each other and thus spend.
Common Lessons
● Make a complete, but sub-optimal,
experience for casual users. Keep them in.
● Explore your mechanics for hardcore
motivations and monetize those.
● Understand your audiences community to
figure out how status and teamwork
manifest.
Common Lessons
● Make a complete, but sub-optimal,
experience for casual users. Keep them in.
● Explore your mechanics for hardcore
motivations and monetize those.
● Multiple vectors of achievement make
completion both harder and more
interesting.
Common Lessons
● Leverage the social community that your
game creates through its incentives.
● Collaboration and gifting
● Competition and rivalry
Thank You
Nick Fortugno
Playmatics
nick@playmatics.com

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