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We'll learn a few basic rules to drive a good game design and engage, retain and entertain our costumers. We'll see some of the basic steps a good Game Designer muy think about when creating a good game, learn from the mistakes of the old companies and become a new trend on the video games market places. We'll focus on the gameplay and game mechanics, buy we will for sure give a little overview about the art, the audio, look & feel, storyline and characters
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4. 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
5. Why do people play?
To master the game
To destress
To have fun
To socialize
10. Point System
Experience points, XP (guide, up,
expire)
Redeemable points (fluctuation, earn
& burn)
Skill points (attributes)
Karma points (behavior)
11. Level design
Difficulty not linear
Actions per level
Logical, extensible, flexible,
testable and refinable
Metaphor: precious metals,
schools degrees, military
Progress bars
12. Virtual economies
Money in / Money out
Secondary market
Dual economies (soft & hard)
Complex conversion rates
Inflation problems
15. 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
16. Challenges & Quests
Always a challenge available
Different challenges per level
Cooperative challenges
Reward for completing them
21. #1 Make it fun
ARM Funnel
Acquisition
Retention
Monetization
22. #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
23. #3 Cover all players
Easy to play, hard to become a
master
24. #4 Evergreen games
Games that never end
Short play game cycle
Game with no end
Restart the game?
25. #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
26. #6 No-brainer first payment
Something that helps the player
forever
Make it cheap
Make it optional
Make it really good value
27. #7 Able to spend $100
True fans with money would like to
spend
Conversion Rate vs ARPPU
28. #8 The first 60 seconds
Don’t annoy them with boring
tutorials
Guide them
Make them easy to win
Reward them for any actions
29. #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…)