It’s not often you get to hear from a game designer whose work spans multiple genres, from blockbuster social games like Farmville while at through to girl games hits like My Horse for the iPad and many more.
Raymond Holmes of gave a talk at the Innovation Lab last night on the different games he has designed and what he learned from them:
1/ Minimum viable product can be very “minimum” if you’re early
Farmville was pulled together in an incredibly short amount of time and with a very small team. It went to show that a MVP can be very “minimum” and still succeed, particularly in the era of freemium and games as a service with fast iteration post launch. He cautioned that it only works if the market is new, but given all the rapid evolution in gaming platforms these days there are likely to be plenty of situations where that remains the case - there are plenty of new markets that don’t even exist yet in gaming.
2/ Learn to think from a user point of view
One of his early gigs was helping design Barbie Team Gymnastics. The game did well and taught him “the important ability to design from a player point of view”. It was a game that clearly he wouldn’t enjoy playing himself, but he learned a lot about the actual players who enjoy that type of game and how they play and interact. That resonated with my own personal experience in designing .
3/ Leverage what you learned from the past
At Barbie Team Gymnastics, he learned a lot about gymnastics - animation, theory etc. And later when he was on the team creating Aeon Flux, it was decided the lead protagonist would be much more acrobatic, and his past experience led perfectly to the new game. His lesson? Leverage what you have learned and have an open mind to new topics - they could be useful in the future too.
4/ Monetization has to be appropriate to the audience
It was interesting hearing about his experience with My Horse - on one hand an extremely popular game with over 10 million downloads for iPad but relatively speaking, low monetization. Why? Because a lot of the level grind mechanics in the game didn’t match the audience - young girls and boys. They simply didn’t “get it”. In hindsight, his opinion was that it could have been better to have designed more of a pet simulator/dress up style of experience to match those who love the game. That said, it’s hard to argue with the success of a product that has driven that much traffic and surely a good amount of revenue.
5/ And finally… every game needs a WOW moment
Raymond made the observation that the moment players fell in love with My Horse was when they first saw the horse in the field, animating and interacting with the player - truly a wow moment that emotionally hooked them (we see that when players first see their stylist interact to their touch). He recommends all games try to establish a WOW moment early on in the experience to get them engaged.
All up, some excellent tips from a very experienced and creative talent.
Any feedback?
This is a repost of an article I wrote recently for Amazon’s app developer blog last week. The original is available
Guest author Simon Newstead, CEO of Frenzoo, discusses designing games for monetization. In it he uses examples from Frenzoo’s Style Me Girl, the first 3D fashion game on mobile. Simon can be reached at .
Our debut game Style Me Girl gained impressive downloads in its first two weeks, reaching the #1 position in the Amazon game charts. Whilst the downloads and rankings were nice, what made us really happy was the monetization, with Kindle Fire performing particularly well.
To look at what drives monetization it’s always helpful to look at the core game mechanics:
1. Incorporate a storyline
No matter the game type, if your game has levels, story serves up more motivation for players to progress through them. Players are emotional beings, and we are all compelled to be drawn into a good story. In our case, the game could have functioned just fine without a story line. However we saw from player feedback a deep engagement with the protagonist and goals in the story arcs. Given how little engineering resource is often needed on story, the ROI to include it is usually pretty compelling.
2. Replayability and collectibles
One thing that drives many paying users of Style Me Girl is successfully completing all levels with perfect 3 star results. Why? Of course completionism plays a part but the main one is being able to win rare “signature edition” items. These cannot be bought in the shop and a sign of success is sporting an outfit featuring 1 or more signature editions. It’s always good to make room for replayability and collectibles can play well in that.
3. Energy and speed up
It’s a cliche but it’s true - impatient players are paying players. Energy regeneration through paid items is a proven way to open up the purse strings. We saw that in Style Me Girl and cash purchase, even though Style Catch itself is just a game to let you earn the soft currency. Strange but it works.
4. Aesthetics and functionality
Whilst studies show that pure aesthetic items don’t monetize as well as time saving and functional virtual goods, if you can combine them together that can work extra well. In our case the cash items bought in the shop are attractive fashions, which lets users both look good and play good. Combinations are always good. Think the success of Toms, based on looking good and feeling good about it. Or owning the latest Macbook Air, a style statement as well as solid productivity tool.
5. A/B testing
Like eating enough fiber, it may not be a glamorous part of game design but it certainly is necessary to get the most out of your game. We implement A/B testing in the major parts related to the in-game economy - coins earning rate, starting currency values, purchase conversion rate etc. We don’t go to the point of A/B testing individual item prices yet though, but that’s the direction. Running tests has helped us increase monetization while not affecting retention (not always the case), and it’s something we’re going to dive into even further.
These tips are certainly not rocket science and not the first time they have been used in games.That said, keeping these fundamentals in mind when designing your next game ensures you’re getting biggest bang for your development buck. And that makes everyone happy.
Ah controversy :)
It stirs up emotions when it’s on a topic near the heart - like our debut game, lovingly crafted over several months.
Amid the positive articles on our Style Me Girl launch from , and others, one popped up by from a very different angle:
Jim’s view as I read it was that a fashion RPG designed for girls and women playing as a stylist was patronizing. His final paragraph:
Rejoice, GURL GAMARZ, no longer will you have to play Calling Duty or Grand Auto Grab with those smelly boys. Now there is a game that you little ladies can play while you’re shopping for shoes and thinking about kissing the high school leader of the footbasket team. Aren’t you lucky?
Well before responding, to be clear I have a lot of respect for Jim and his work. He’s among the best in the business and it’s refreshing to see someone call it as they see it. Not to mention it’s way more fun to read, which is why I count myself as one of many Destructoid fans.
That said I have to respectfully disagree and respond:
And whilst there was plenty of debate in the comments, it’s good to see others in the Destructoid community who feel the same way:
Anyway long live freedom of opinion and choice. Now it’s back to work :)
During a whirlwind trip to Hong Kong, I was asked to talk on raising a seed round, something we recently .
*Groan worthy event title, I know :)
During it I mentioned prepping likely investor questions. Here is my list of 100 in no particular order:
*I was the vast majority of these at one point or another during the round…
Full slides:
Any feedback? Email
Was up in LA last week for my very first E3.
Glad I came. Bunch of awesome meetings mostly at JW Marriott, Millenium Biltmore and other hotels dotted around the convention center.
The time I spent actually at E3 itself, walking the show floor didn’t leave me with as positive an impression.
Take this “promotion” for THQ’s upcoming Darksiders 2*
Really THQ?
In this day and age must we objectify women to promote an apocalyptic action game?
Yes I get it, you’re targeting a male audience. And guys just like looking at sexy girls, no matter the product right?
This type of mindset is holding the industry back.
*I use Darksiders 2 as an example, plenty more on the show floor..