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The basics of game design
Juan Gabriel Gomila Salas
/joanby @Joan_By Juan Gabriel
Gomila Salas joanby
Game elements
Gameplay
Game Mechanics
Look & Feel
Storyline & Characters
Art
Technology
Audio
Gameplay
vs
Game Mechanincs
vs
Game Design
vs
Playability
The psychological aspects
Game Mechaniques
Fun
Challenge - Achievements - Rewards
Dopamine (Skinner box)
Predict and drive user behavior
Responsability (Slots, WOW)
Achieve flow zone
Lose tracks of time while playing a game
Challenge vs skills
Anxiety vs boredom
Why do people play?
To master the game
To destress
To have fun
To socialize
Player motivations
Show off
Explore
Compete
Flirt
Chat
Help
Win
Disturb
Compare
Rate
Player types
Killers (20%)
Achievers (40%)
Socializers (80%)
Explorers (50%)
Player types
Progression to mastery
Novice
Problem Solver
Expert
Master
Visionary
Design for the novice, considering the master and being the Sherpa
Point System
Experience points, XP (guide, up,
expire)
Redeemable points (fluctuation, earn
& burn)
Skill points (attributes)
Karma points (behavior)
Level design
Difficulty not linear
Actions per level
Logical, extensible, flexible,

testable and refinable
Metaphor: precious metals,

schools degrees, military
Progress bars
Virtual economies
Money in / Money out
Secondary market
Dual economies (soft & hard)
Complex conversion rates
Inflation problems
Leaderboards
Meaningful, comparable
After & Before
Top 10
Intuitive
Position based
Locally, Socially & Globally
Badges
Show off
Collection
Achievement
Status
Combine surprise with predictability
Onboarding process
The First minute is critical for player’s
decision
Train and engage but don’t overwhelm
Let novices users win
Think about a Tutorial as a zero step
No choices
Reward for completing it
Challenges & Quests
Always a challenge available
Different challenges per level
Cooperative challenges
Reward for completing them
Other
Customization
Avatars
Nickname
Dress
The empty bar problem
Feedback & Reinforcement
Engagement Core loop
How players leave and what brings
them back again
Dual loop
Session length
Metagame
The Game Design Pyramid
Superfan
Retention
Core loop
Game design rules
10 tips to succeed
#1 Make it fun
ARM Funnel
Acquisition
Retention
Monetization
#2 Short Loops
Collect your dragon eggs at Dragon
City
Crop your corns at Farm Ville
Attempt a run at Jetpack Joyride
Play a 60s level at Candy Crush Saga
#3 Cover all players
Easy to play, hard to become a
master
#4 Evergreen games
Games that never end
Short play game cycle
Game with no end
Restart the game?
#5 Play free forever
Some will become payers or even
whales
Some will invite their friends
Some will play with their friends
Some will spread the word
#6 No-brainer first payment
Something that helps the player
forever
Make it cheap
Make it optional
Make it really good value
#7 Able to spend $100
True fans with money would like to
spend
Conversion Rate vs ARPPU
#8 The first 60 seconds
Don’t annoy them with boring
tutorials
Guide them
Make them easy to win
Reward them for any actions
#9 Sell feelings, not content
Self expression (badges, avatars…)
Progress (instant gratification,
unlock content)
Power (power ups, better weapons…)
Status (to show off to others)
Relationships (to flirt, to help
friends…)
#10 Measure everything
AB testing
Game Metrics
LTV > CPA
ARPU * user lifetime > CPA
The basics of Game Design - How to design a video game

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