4 ms·
Some odd non-specific trends I've noticed across various games: * There are usually 3 currencies. Usually a "f2p" currency, a "p2p" currency and a "social" cur
by mfoy_ 11y ago
Some odd non-specific trends I've noticed across various games:
* There are usually 3 currencies. Usually a "f2p" currency, a "p2p" currency and a "social" currency.
* There are at least 3 distinct ways to progress a unit, for example "level", "stars/quality", "gear/items" and each way requires a different activity or minigame to progress.
* Playing the game requires "energy" or something similar which recharges slowly over time but can be refilled by paying p2p currency
* There are "ratings" on your performance which usually are measured as 1, 2, or 3 stars.
* The number three comes up a LOT in the game design. Like 3 stages per level, 3 abilities per character, 3 milestones per achievement, etc.
* Bring the player to the store as often as possible to pick up little freebies and force them to look at the paid offerings
It's like every big mobile game studio is designing off the same playbook.
- Vaskivo 11y ago> It's like every big mobile game studio is designing off the same playbook They, in fact, are. Every one of those trends serve a specific purpose or were highly studied to provided the "best" outcome. I.E - Energy forbids you to explore the whole game in a couple of days (unless you pay) and plays with your min-maxing head to return to the game several times a day (you energy usually takes 4 to 6 hours to fully replenish)
- edgarweto 11y agoThey've probably read this book: http://www.amazon.com/Mobile-Social-Game-Design-Monetization/dp/1466598689 http://www.amazon.com/Mobile-Social-Game-Design-Monetization... I did, but I try to do games that I like to play, trying to minimize obstacles for the players. This doesn't mean that the book should be burned; it has some great articles on how to improve usability or minimize friction.