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Showing posts with label iPhone. Show all posts
Showing posts with label iPhone. Show all posts

Friday, 15 May 2015

Telling Tales of F2P Games

Those core gamers, eh? They don’t like mobile games much, do they. And don’t even get them started on free-to-play. 

And who can blame them? The successful early F2P games were simple – their interactions mundane, their gating mechanics brazen. They were skeletal monetization mechanics, with a paper-thin layer of skin to make them look at least presentable. Meanwhile, in triple-A land, games were going the other way – doubling down on the experience, the spectacle and the set-piece. You might say that they became all meat – or fat, depending on your stance – weighing down a crumbling skeleton.

But I think core gamers are a valid market to target if you’re making a F2P game. To use the cynical terms of the marketeer, these oceans are teeming with whales – millions of people who pay monthly MMO subs, buy collectors’ editions and season passes. Playing to the lowest-common denominator and chasing a broad audience is valid, sure, but it’s ignoring a vast market.


The biggest challenge mobile F2P games have in winning over the core gamer audience is a battle to prove legitimacy; a fight to prove that the game isn’t just a cynical Skinner skin but a full game experience that deserves to be judged amongst “premium” games.

How do you do this? You can do it with graphics - games like Vainglory, Dawn of Titans and Square Enix’s upcoming Mobius Final Fantasy are pushing that particular envelope, partly I believe in an attempt to establish their credibility. But can narrative help with this?
Spoiler: I think so. But I’m a writer so I would, wouldn’t I.

Hear me out though. Narrative is grounding; narrative is glue. To extend the slightly wonky analogy earlier, in addition to being some of the tasty tasty meat, narrative is the layer that binds that meat to the mechanical skeleton. It gives reason and underlying logic for everything. It isn’t just dialogue; it threads through everything – it’s in location design, character design, even interface design. And, importantly in this context, it shows effort: it shows that you’ve thought things through. Creating a cohesive world and distinctive characters is hard and takes a lot of effort, but there are enough high-grossing franchises to prove that’s exactly what gamers want.


If gamers can get a sense that your world isn’t just a Tolkein rip-off but something with its own identity and history; if they can encounter a character who’s been thought about in terms beyond just “carries big sword” or “has tits, will show”; if they can get an inkling of twists and turns that await them – how can this not engender interest? In a market drowning in copycats and reskins, how is this not going to encourage people to launch the app for a second time?

If you’re a numbers person and all this sounds a bit airy-fairy to you, let me put it in your vernacular: yes, I really do think narrative can help your ‘day one retention’. *comedy spitoon noise*

What about beyond that? Can an on-going narrative in mobile F2P games actually continue driving retention? We consume more story now than we probably ever have done – albeit in different media – and an increasing proportion is serialized, long-form content. I’m not going to pretend that a developing story alone will drive people to repeatedly engage with your game - that’s for the gameplay to bear, of course - but is there any reason why it can’t be part of that equation?

So, if you’re not completely repulsed or amused by the idea, come to my talk ‘Narrative as a Service’ at the Develop Conference in Brighton. In addition to looking at this argument in a slightly less slapdash way, we’ll take a look at mobile games that already do this in the Japanese market, and I’ll also give some concrete examples from my experiences attempting to do this and the new challenges it raises.


By Ed Fear, Creative Producer, Mediatonic

Tuesday, 21 May 2013

MEET HELEN. SHE'S YOUR FUTURE.

Meet Helen. Helen is a 40-something year old (sorry, Hels) working mother of two living in the south east of England. When I first met her fifteen years ago, she would never have dreamt she'd become a gamer. Even seven years ago, Helen had never heard of social media and didn’t play games. She was irrelevant to, and ignored by, the games industry.


Then Facebook opened its doors beyond colleges, Apple launched the iPhone and the likes of Zynga and King were born. These days, the first thing Helen does when she wakes up is check Facebook on her iPhone app, mostly to post (pretty funny, it must be said) status updates about her frustrations at being stuck on level 67 of Candy Crush Saga.

She is not alone. In fact, there are millions of Helens in the UK and beyond and, together, they have breathed new life into an industry that was suffering from the longest console cycle we’ve ever experienced and an ever-reducing pool of gamers happy to pay £40 for boxed product. The Helens were an untapped market. Now they are making the industry billions.

Candy Crush Saga, for example, has so perfectly tapped into the psyche and lifestyle of the ‘Helens’ that it now has its own Wikipedia page and for good reason. It launched in November 2012 and by March 2013 had surpassed Zynga’s Farmville with 45.6 million monthly active users. Its Facebook page has 20 million ‘likes’. It is the most popular app on Facebook. One in seven people in Hong Kong play it. And – despite being free to play – it is the highest grossing app in the Apple and Google stores. It is so ‘addictive’ that some people (not mentioning any names, DAD!) have joined Facebook just so they can hassle friends for tickets to give them access to higher levels. Getting to the end (without paying) brings with it major kudos and the determination of – and downright competitiveness between - Helens to stick with it and win is leading to humorous claims of addiction.     

From a games industry viewpoint, however, it’s not really a laughing matter, it’s one to be taken quite seriously. The Helens of this world have opened up a massive – and massively lucrative – new market: a market that is encouraging creativity and is accessible to even the smallest of players due to reduced development, publishing and marketing costs. A market that has, some might say, saved this industry and, many would say, saved a lot of jobs from being lost from within it. So when your alarm goes off in the morning, think of Helen, and thank her. 

This blog was written by Andy Lane, who is managing director of Tandem Events, organiser of the Develop in Brighton Conference. You can contact him at andy@tandemevents.co.uk and follow conference updates on Twitter @developconf