The Session: the atomic unit of free-to-play success
Date : Monday, November 12th - 11.00 - 12.00 > 510D
Description: A successful F2P game has to make players open the game, have fun, leave and COME BACK, over and over again. Traditional game design techniques overlook the importance of a fast on-ramp that eases players into the game, that delivers a rewarding experience and, crucially, nudges the players out of the game again. In this session, Nicholas Lovell, Design Director at Electric Square and author of The Pyramid of Game Design, will teach you how to deploy the tools of pottering, appointment mechanics, return hooks and easy on-ramps to develop successful, profitable, free-to-play games.
Targeted public: The audience is anyone developing service games, but with a particular focus on individuals with more experience in products than services. It is design-centric, but will help anyone making service games (on mobile, PC or console) to understand what it takes to be successful.
A framework for designing the ideal session, which varies heavily by device type.
Clear understanding of the on-ramp, playtime, the off-ramp and return hooks.
Specific techniques to bring players back to your game.
A discussion of "pottering", an alternative to energy.