killer game-loops-case-magic-land final
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Killer Game LoopsCase: Magic LandHenric SuuronenHead of Studio at wooga
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Key stats
6 games on Facebook; 40 million active users
#3 social game developer worldwide
Little advertising
70% of users are female (age 20-60)
About woogaFounded January 2009Funding of $31m
International team of >100from 20 countries in Berlin
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Henric Suuronen
Wooga – Head of Studio
Magic Land
Magic Land: Island (HTML5)
GamesChangedMyLife.com blog
Previous work
Millionaire City – 2.9M DAU
MMA Pro Fighter
Tower Bloxx - 2007
+ >20 mobile titles
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Today’s Agenda
I. Game LoopII. Smart-DepthIII. ClosureIV. Case: Magic LandV. Post-Launch Iteration
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5KILLER GAME LOOPS
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Game Loop?
The chain of actions you do over and over again
Usually to generate soft currency
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BUY FISH
GROW FISH
SELL FISH
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BUY PLOT
BUY & PLACE ITEM
WAIT INCOME
COLLECTINCOME
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Common loop mistakes
• Object disappears at the end• User does not get in-game money
from the Core loop -> focus else• Too complex/imaginary• Slow animations -> not responsive• Several Game Loops• Too simple
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Good Game Loop?
• Real-life simulation• Fun 1 time – Fun 1000 times• Few steps (4-6 max)• Requests tied to it • Smart-Depth• Good Closure
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Smart-Depth
An extra layer ON the core game loop that adds strategy and more ‘game’
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14ITEM INTERDEPENDENCY
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15FLOW PLANNING
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16TIMING - PLANNING
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17SMART-DEPTH
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18SMART-DEPTHUn-fog optimally Utilize Outposts
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Game Closure
“I will define closure as the ability to leave the game with a feeling of certainty that one has done all one can do and that things will be okay until one returns [..]”
(Brenda Brathwaite)
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20GOOD CLOSURE
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21BAD CLOSURE
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22CLOSURE
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Timers & bars Blinking Icons
CLOSURE
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Loop Closure
• All actions done rewards waiting
• Variable / fixed times• Energy Re-fills - timer• Knows punishment rules• Same state when
returning
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Change Loop after launch?
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ChecklistGame Loop Check-ListReal-Life SimulationEarn Soft CurrencyRepeatedly FunFew StepsRequests TiedSmart-DepthClosure
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ChecklistGame Loop Check-ListReal-Life SimulationEarn Soft CurrencyRepeatedly FunFew StepsRequests TiedSmart-DepthClosure
THIS IS NOT HOW YOU MAKE GAMES!
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BE HUMBLE
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BOARD GAME
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BUY HOUSE
OPTIMALPLACING
WAIT INCOME
COLLECTINCOME
CITY GAME
WHACKNPC/OBJECT
BUY MAP
UN-FOG
OPTIMAL
ADVENTURE GAME
MORE SPACE/ITEMS
PLACE &BUILDHOUSE
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32LEGO PROTOTYPING
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Concept ShotCONCEPT SHOT
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Prototyping / early 1st playableGAME 1st Playable
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User Testing
USER TESTING
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Closed BetaCLOSED BETA
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37LAUNCH 15th August
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POST-LAUNCH ITERATION
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50,000
100,000
150,000
200,000
250,000
300,000
350,000
400,000
week 1 week 2 week 3 week 4 week5
First 5 weeks show promise
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Focus: Improve Retention
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Problems Identified
Too many dropping even before seeing the game.
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Problems Identified
- Too few completing tutorial- Too many dropping L2 L3- Way too many dropping L3 L4
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Data will show you there is a problem but very rarely suggest why.
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45USABILITY
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46OBJECTIVE & STORY
• Goals to support Objective (becoming ruler)• More & Better Story Goals
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47RE-SHUFFLE GOALS
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Extending TutorialEXTEND TUTORIAL
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Progression Speed
BALANCING
Energy& Level-up
Resource& RewardAmounts
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Solved Problems?
ProblemsBefore game drop-offTutorial Completion Rate
Drop-off L2L3Drop-off L3L4
1-day retention: +3-4 percentage points7-day retention: +3-5 pp.
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Iterate, validate, iteratevalidate, iterate, validateiterate, validate, iterate
…
Work continues…
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200,000
400,000
600,000
800,000
1,000,000
1,200,000
1,400,000
1,600,000
WHAT IS POSSIBLE
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apps.facebook.com/magicland
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wooga.com/jobsBlog: gameschangedmylife.comTwitter: @Henricgames
Thank You!
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