New approaches to free-to-play game design - game monetization lecture from GDC Next '14

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New approaches to free-to-play game design - game monetization lecture from GDC Next '14

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    FamousAspect.com Slides + Audioavailable • This presentation is best conveyed with audio • Full slides + audio are available on youTube •http://youtu.be/nNlPFcynu8c

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    FamousAspect.com “... the studiomade as much on Steam in one day as it had on mobile in two months.” In its first week, Shattered Planet sold 2,500 copies on Steam.Tanya X Short, Creative Director Kitfox Games

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    FamousAspect.com next steps forthe tool • Market data • Tool tips to help inform decisions • Spotting red flags • Some form of sanity checking

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    FamousAspect.com model uses • Connectdevelopers to the intended audience • Who are you building the game for? • What is the emotional payoff for playing your game? • How does paying enhance the emotional payoff?

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    FamousAspect.com game brief • name •vision statement • statement breakdown • key features • target player • RunnerLands • Borderlands x Spider Man Unlimited • shoot & loot action rpg + infinite runner • shooter, loot engine, crafting, fusion, squads, premium chests, pvp events, gvg events • 18-34 male, mid-core

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    FamousAspect.com monetization strategy • emotions •product catalog • player life cycle • content strategy • Power & Dominance • Loot chests, event energy, coins - early: basic, dailies - mid: squad, pvp - elder: gvg • New dailies, new pvp/gvg event art, monthly levels, bi-monthly features

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    FamousAspect.com next steps • makeit interactive • add economic inputs and outputs • add time modeling • test the business model in motion!

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