The Rising Need for Game Economy Designers

When freemium games started being successful in the late 2000s, the industry began to search for new job roles. Roles that are focussed on understanding data on in-game player behavior. New jobs like business performance manager, data scientist, data analyst and business intelligence manager were created. Initially, there were no tools and standards, but as the industry matured, so did the practices. Now there is a relatively standardized understanding of what it means to be a producer versus a business performance manager versus a data scientist, as well as what good use of in-game data looks like.

The Rising Need for Game Economy Designers - design Economy free to play Game Design jobs king mobile monetization 2

I believe in the next few years we will see a similar development for game economy designer jobs: ‘analytical game designers’ who work with simulations and support lead designers in iterating on the key game systems.

Article written by Pietro Guardascione, Senior Director of Envelope Design, King

The unique problems of freemium mobile game mechanics

Building successful freemium games includes a very special type of challenge: creating systems that engage players for years and that allow for very deep monetization. All the revenue of a freemium game comes from the slow trickle of small in-game purchases made by a small fraction of the playerbase. This makes it necessary for freemium games to retain players for a long time and avoid putting too low a cap on how much spenders can pay.

In order to achieve a long lifetime, freemium games are built so that players can set strong (short-, medium-, and long-term) goals for themselves. They are then tuned to gradually provide players with a sense of “progression” towards these goals for an experience that can last for years. This generally translates into a need for a lot of “content,” be it new levels, new items, or generally new “things” to get in the game. Now, since most spend in freemium games comes from players who want to accelerate their progression, and since as we said it is important to avoid putting a low cap on how much spenders can spend, this need for “content” is multiplied.

The solution to this type of problem often cannot just be “create more content.” Production of good quality “content” can be both expensive and time-consuming, and that has to be factored in the cost of maintaining a live game. In the case of mobile games, developers also need to keep in mind that there are device limitations in terms of loading times and even disk space in case they want to support old devices.

This pressure on “content” makes freemium system building one of the most difficult and interesting challenges in game development.

Review a game economy early

It is important to look at this “content” dynamic explicitly and in detail before launching a game. There have been a few examples of beautiful, innovative, IP-powered games that have burst into players’ attention (and into the Top Downloads and Top Grossing charts), only to then disappear just a few months later. Not having enough progression or spending depth impeded these titles from becoming new runaway successes.

Furthermore, work on those systems is also best done early in the development process. Mobile games have become big production efforts, with teams of dozens of people. Once a game team becomes that big, two things hinder fast or successful pivots:

  • Lead designers become very busy with day-to-day work, which makes it hard for them to take a step back and focus on tasks as big as changing key game systems.
  • Since changing key game systems means changing somewhat the “nature” of a game, it is hard to do that more than once or twice before losing the faith of the team or the key game stakeholders.

The problem with reviewing game systems

The issue with trying to review game systems early in the development process is that freemium game systems are both very complicated and abstract. Game system reviews typically happen via conversations and presentations, and sometimes with some high-level prototypes, but those tools are not fit to describe and analyze “content” problems in-depth. Different people are likely to interpret the same presentation or the same words in different ways, and without looking into this in detail, there is the risk of moving to production games lacking a solid plan.

Enter the economy designers

Game economy designers at King are “analytical game designers” who look at games as machines and partner with the lead designer on a game title to transform a vision and a desired player experience into mechanics and parameters. They build simulations of the game mechanics and find answers to questions like, “How long will players need to complete a game?” or “How deep can monetization be in this game?”

Having a game economy designer working in a game team early in the development process allows for the game team to iterate much faster on game systems, months before having these systems implemented in game. A game can then move in production with confidence that enough “content” will be available to allow for years of play and for enough monetization depth.

RPG example

For example, in order to accelerate our iterations on the development of a gear system in an RPG, one of our economy designers developed a small simulator in Python (our preferred language for economy design).

The tool encoded all the mechanics related to the gear system (item drops, gear progression, gacha system). A designer could interact with it and simulate the progression in the game without going through the core mechanics of the gameplay.

This allowed exploring the long-term state of players in a matter of minutes, rather than days or weeks. The project could therefore quickly iterate on different variations on the design of the gear system and eliminate solutions that would have given a poor long-term player experience.

Image1
A small Python simulator can help simulate and explore players’ states.

Casual game economies

Simulation is a valuable tool for casual games as well. In one of our latest casual games, players receive many of their rewards through (non-purchasable) mystery boxes. The inherent randomness in the boxes combined with variable progression speeds, skill levels, and play frequencies of players makes it hard to calculate how many rewards players get and when they get them.

In a game as big as a popular casual game, giving a bad experience to “a small percentage of players” could mean impacting millions, so having more control over the player experience becomes very valuable.

Using actual player data to simulate players’ journeys allows us to see how some game logic decisions impact player experience and content pacing, thus allowing for faster iterations before in-market tests.

Image2 aternative 2
Simulating players’ journeys allows us to see how game logic decisions impact player experience.

Simulating players’ journeys allows us to see how game logic decisions impact player experience.

Game economy designers become increasingly important

The mobile gaming industry is still developing. The level of innovation to become a top title is as high as ever before, high quality is a minimum requirement and time to market is critical. To respond to these demands, gaming companies are trying to multiply their attempts at making successful games and are increasing the size of the teams once the games move to production. The more these trends will continue, the stronger the need will be to validate project investments early on, and the more there will be a need for game economy designers.

The discipline is young, with tools and practices still to be discovered, but the potential value to be created in this space is great, and I am convinced that we will have more and more A simulation specialists in this role.

If you’re interested in working with King on Economy design, take a look at their jobs board here.

By Pietro Guardascione, Senior Director of Envelope Design, King
Originally posted on Gamasutra

Deconstructing Fortnite: A Deeper Look at the Battle Pass

Cross-Posted from Deconstructor of Fun. Co-wrote with Joseph Kim.

It’s hard to go a day without hearing about Fortnite anymore. In February, Fortnite passed PUBG in total revenue on PC and console ($126M versus $103M). While PUBG (Player Unknown’s Battlegrounds) started a movement, Fortnite created a phenomenon.

Deconstructing Fortnite: A Deeper Look at the Battle Pass - 22

Fortnite is by far the most viewed and streamed game on YouTube.  source: Matchmade.tv 

However, while the Battle Royale genre continues to heat up, I’d like to focus on a specific topic: the Battle Pass system as the monetization driver. Fortnite, for all of its smart decisions and flaws, made one key choice months after its launch: it wasn’t going to monetize based on loot boxes, instead, it was going to monetize off of its Battle Pass system.

Deconstructing Fortnite: A Deeper Look at the Battle Pass - 20

It’s not as if Epic hadn’t thought of making it a loot box driven economy — Fortnite’s own “Save the World” mode is a loot box driven economy which you buy llama-themed pinatas that contain random gameplay-impacting items. Yet for their Battle Royale system, they chose to go against this.

Deconstructing Fortnite: A Deeper Look at the Battle Pass - 19
Regardless of what you think of the choice — Fortnite’s revenue shows they’ve done something right. Fortnite has been steady as the top grossing game on mobile for weeks now, demolishing traditional mobile free-to-play titles, and outpacing all other battle royale style games on mobile in both downloads and revenue. The fact that the game was invite-only for the first weeks or so makes the feat even more impressive.

However, these results beg a question: is the revenue coming simply because of the user base size (DAU), or does the Battle Pass system actually drive higher revenue-per-user than a loot box system? In terms of KPIs, we’d be comparing ARPDAU or ideally, LTV.

While no one but Epic can peek behind the curtain and see what their metrics are, we will speculate today!

Fortnite’s Cosmetic-Driven Economy

Much like in MOBAs, Fortnite’s progression and monetization only come from cosmetics. Fornite is a “free-to-win” model: they do not sell anything that could impact the balance of the battle royale gameplay. All guns, armor, ammo is scavenged in the battle royale gameplay, but a player can choose what cosmetics they want to bring into a match.

Deconstructing Fortnite: A Deeper Look at the Battle Pass - 18

Fortnite allows you to select a number of cosmetic options to bring into battle:

  • A Skin/Outfit your character wears
  • “Back Bling” — or a knapsack
  • Harvesting tool — a Pickaxe is boring, why not a Scythe?
  • Contrail — what Glider you use while falling (gotta look cool while falling)
  • Loading Screen — what loading screen you see (only for yourself)
  • Emotes to communicate with others. (you can bring in 6 emotes which you can trigger)

Since progress isn’t made through traditional stats and level up, the only way to show off your progress is through cosmetics. It’s not pay-to-progress, it’s pay-to-look-cool.

Until Fortnite, cosmetics-only based mobile games have not been able to achieve strong overall revenue, at least in Western markets. Although the large revenue growth certainly derives strongly from a massive number of installs, the amount of revenue and the #1 top grossing status cannot be explained without a level of monetization heretofore unseen by cosmetics in Western markets on mobile.

Deconstructing Fortnite: A Deeper Look at the Battle Pass - 17

With the cosmetic driven economy, rather than dropping new cosmetic gear through gacha/loot boxes (like Overwatch, Destiny, etc.) cosmetics are either purchased with V-bucks (premium currency) or earned through the battle Pass. Interestingly, directly purchasing cosmetics through the shop has limited access. Each day there is a limited selection of items to purchase, so while loot boxes aren’t included in the economy, there is a limited set of items that are available at any time. Great for driving players to check the shop out daily, and giving additional pressure to purchase items while they are available.

The Battle Pass

Besides being able to purchase cosmetics with premium currency, players can also play and earn cosmetics and consumable boosts by completing their Battle Pass.

The Battle Pass is a set of rewards which can be unlocked by completing challenges. Completing challenges rewards the player with XP, which increases your tier, which unlocks subsequent rewards. The challenges themselves range in difficulty but give a baseline of progress for the Battle Royale style game.

When playing a Battle Royale game, especially if you’re not skilled, most games will end up with getting shot and losing all your progress. Also in many battle royale games there can be times when you’re waiting around for other players to arrive. These challenges give players additional goals to think about while playing, and can make even a losing round feel like progress.

Deconstructing Fortnite: A Deeper Look at the Battle Pass - 16

The monetization comes in with the free vs premium tracks, much like the VIP system in Wargaming’s World of Tanks (read the full deconstruction of World of Tanks). Free players get far fewer rewards than the premium tier. Creating a very clear conversion effort. Look at all the stuff you “earned” but didn’t receive! The amount of content given out for the premium tier is compelling — its generous in terms of the payoff and pays back your effort quickly. This feels very similar to Annuities or “Subscription Diamonds” in mobile games. A small price that pays out far more than it costs – but only if you engage in the game.

Deconstructing Fortnite: A Deeper Look at the Battle Pass - 15

The Battle Pass is limited to a season, which is what makes it so compelling. Each season has a matching Battle Pass, which comes with its own set of cosmetic content and rewards. If you don’t complete the battle pass in time — you don’t get the content. Some content may come in and out of the store on a daily basis — but then it’s usually for high costs of premium currency.

There’s a big “Fear of Missing Out” feeling with this system.

Deconstructing Fortnite: A Deeper Look at the Battle Pass - 14

If being able to directly purchase progress was in any other game, most free-to-play designers would shoot this down. It’s usually a far better idea to monetize players on the gameplay itself and not allow players to directly pay to skip. It would feel very pay-to-win if you could directly pay to reach the top arena in Clash Royale, or pay to skip a set of levels in Candy Crush.

However, since Fortnite can’t really monetize on the core gameplay, and this is really just paying to reach cosmetic content (your battle pass tier isn’t really a metric player compare as a sign of skill) — player’s don’t seem to mind, and their revenue isn’t impacted. Player’s have a way to pay-for-progress to the cosmetic items they want.

Want a head start on the season so you can show off the cosmetic items before your friends get there? Pay to skip ahead!

A week’s challenges or season coming to a close and you don’t have time to get all the remaining challenges? Pay to skip ahead!

For this reason, the spend depth and potential of the battle pass system shouldn’t be seen as limited to just the monthly purchase price. When a player has locked into the battle pass, they are more likely to be highly engaged that season to unlock the content and to convert on skipping ahead to get all that content they unlocked.

User Experience of Battle Pass vs. Loot Boxes

Battle Pass can be best described as a system first and foremost for retention and player experience. Comparing Battle Pass to Player Unknown Battlegrounds (PUBG), it gives players real goals, a direct sense of progress, and a clear path to the cosmetics that they want. PUBG instead uses a loot box system to gate all of their cosmetic content. Players play a match, get as many “Battle Points” (BP) as possible, to eventually open up a loot box.

Deconstructing Fortnite: A Deeper Look at the Battle Pass - 13

These loot boxes can sometimes be locked with a key that needs to be bought with real money, which feels pretty much like a blatant rip-off. Like most gacha systems, as a player, this means the path to desired content is completely luck-driven. You can’t even save your BPs or a dust-like currency (example: Credits in Overwatch, or Dust in Hearthstone) to eventually get the item that you want. You just need to get lucky.

From a player’s perspective, Battle Pass simply feels fair compared to the competitors gacha systems.

So overall, from a player’s perspective, Fortnite’s Battle Pass system is a great match for battle royale:

  • It gives secondary goals which give a strong baseline of progress and can keep the game interesting
  • It gives players a clear marker of progress through a season and a goal of what to accomplish besides just killing every round
  • It’s a compelling conversion item + retention driver. The amount of content for the price and the clear visual of seeing content that you “earned” but can’t access is a compelling driver to both monetize and engage in the game.
  • It creates an endowment effect of purchasing an item but only being able to unlock the content if you engage highly in the game

But it’s not as if this Battle Pass system came from nowhere, it’s obviously inspired by the playbook of Valve’s DOTA2. Their compendium battle pass has been a staple of that game since 2013. Looking at Valve’s evolution of the compendium, you can see potentially how this system will evolve in Fortnite.

The Benchmark: DOTA2’s Battle Pass

Started in 2013 as an incentive for players to donate & get interested in the e-sports scene of DOTA2, the compendium was essentially an interactive guide to an upcoming tournament. Similar to a guidebook you’d get at a sporting event: it told you about the players, tracked the stats, and got you interested in the game itself. Valve doubled down on this by making it digital, interactive, and gave a portion of the money raised by the compendium as part of the prize pool. Players had a way of supporting the esports scene for their favorite game.

Deconstructing Fortnite: A Deeper Look at the Battle Pass - 12

This has since evolved quite a bit. What started as just a compendium turned into a battle pass. They eventually added goals for players to accomplish in PvP that would increase their level for that season, and unlock cosmetic rewards (just like Fortnite’s today). However, DOTA2 has gone far deeper, with a number of recent additions that significantly increase the depth of the system.

  • Multiple Paths give players choices as they progress in the battle pass, giving far more goals in parallel for advanced players. Also, give further reason to reach higher levels in the battle pass (some paths only unlock when you’ve reached a high enough level).
  • Unlimited tiers with content unlocking slower and slower over time. Whereas Fortnite is capped at 100 tiers of content, DOTA2 has unlimited. This creates situations where players are even competing against each other to see who can progress farther in a season (when the competition itself is directly pay-to-progress)
  • Treasures/Loot Boxes as rewards rather than direct cosmetics. This gives players a mix of direct rewards and a chase to get the random rewards that they want.

Deconstructing Fortnite: A Deeper Look at the Battle Pass - 11So while Fortnite’s Battle Pass system may just be in its “early access” phase right now with a basic feature set, it’s clear that Epic is taking inspiration from Valve’s similar Battle Pass system. This evolution shows that the current implementation is not just limited to 100 tiers of content, but could be a far longer lasting and complex chase which could drive even higher retention and monetization. This system clearly has been successful for DOTA2, since recently they’ve started to shift the system to a full-on subscription style service called “DOTA Plus”. Little details are known at this point, but it looks to be replacing the Battle Pass with an ongoing subscription that gives even further systems and progression.

But comparing the Battle Pass system to a pure-gacha system, is Fortnite (and potentially DOTA2) leaving money on the table? While it’s obvious that its a play for stronger retention and higher conversion, is the lower spend depth hurting them?

Is the tradeoff of giving away all this cosmetic content for higher conversion really the smartest business decision?

Revenue Analysis of Battle Pass

Just how impactful is Battle Pass to monetization? More specifically, we should ask this question on two levels of scope:

  1. Battle Pass vs. Cosmetics: How does Battle Pass monetization compare to other forms of cosmetics based F2P, mobile monetization?
  2. Battle Pass Overall: How does Battle Pass monetization compare to F2P, mobile monetization overall (including pay-to-progress models)?

We can get a rough sense for both of these questions by doing some high-level comparison. In particular, we can a) compare monetization of the various “fair-to-play”, cosmetics driven Battle Royale games and then b) compare monetization with “pay-to-progress” game monetization schemed games.

As an initial investigation let’s take a look at lifetime average revenue per install (ARPI) of each of these titles based on Sensor Tower data to comparative, key high-performing titles:

Deconstructing Fortnite: A Deeper Look at the Battle Pass - 10

*Note: Rules of Survival does contain some weapons in its loot box, while they are balanced it is not strictly a cosmetics gacha

Source: ARPI based on Sensor Tower data

Battle Pass vs. Cosmetics

Let’s now address the first monetization question we posed above: How does Battle Pass monetization compare to other forms of cosmetics based F2P, mobile monetization?

At first glance, it would seem that Knives Out has the best per user monetization (ARPI) of the Fair to Play games. However, two issues are not fully captured by the chart above:

  • ARPI growth over time and
  • Audience distribution.

#1. ARPI Growth Over Time

Note the number of months in launch in the Lifetime ARPI chart above. Generally speaking, the longer a game sits in launch, the better the game’s ARPI becomes (eventually achieving it’s LTV):

Deconstructing Fortnite: A Deeper Look at the Battle Pass - 9Source: Based on SensorTower Data

Note the number of months since launch in the lifetime ARPI (avg. revenue per install) chart above. Generally speaking, the longer a game thrives in live operations, the better the game’s ARPI becomes (as the installs decrease and existing users spend more during their lifetime):

#2. Audience Distribution

The other key driver for monetization for Knives Out is it’s audience. Japan *generally* monetizes much more strongly than other countries, often 2x+ that of US. Hence, the large concentration of Japanese users in Knives Out primarily drives the monetization gap between Knives Out and Rules of Survival.

You can see the revenue split by top 5 countries for all three of the games below:

Deconstructing Fortnite: A Deeper Look at the Battle Pass - 8

Source: SensorTower

So what happens to monetization if we were to exclude Japan?

Deconstructing Fortnite: A Deeper Look at the Battle Pass - 7

Wow, what a difference a country makes! Without Japan, Knives Out actually becomes the worst performing game in term of monetization. Somehow Fortnite per user monetization actually does better without Japan.

Battle Pass vs. Mobile Free-to-Play

Let’s now address the second question we posed regarding Battle Pass monetization earlier: How does Battle Pass monetization compare to F2P, mobile monetization overall (including pay-to-progress models)?

From the Lifetime ARPI chart, it would seem to indicate that more traditional F2P monetization mechanics such as gacha or PVP speed-ups are much more effective on a per-user, unitary level than cosmetics based monetization.

However, we should also take two factors into consideration:

  1. Months to LTV: How much further can a cosmetics driven monetization last over time?
  2. Downloads vs. ARPI: Although ARPI for “free-to-win” games may not be as high as other, more traditional F2P monetization mechanics, these games should generate higher install volumes based on the friendlier monetization scheme.

Let’s discuss both of these points in turn.

#1. Months to LTV

So how long can gacha based games continue to increase ARPI until it hits LTV? Unfortunately, we only have 6 months of data on Rules of Survival and Knives Out and less than 2 full months for Fortnite.

One way to estimate the ARPI growth is to just do a logarithmic trendline and extend out the timeframe to say 20 months.

Deconstructing Fortnite: A Deeper Look at the Battle Pass - 6

Another way we could guess the eventual LTV of these games is by taking a look at other game examples such as Clash Royale:

Deconstructing Fortnite: A Deeper Look at the Battle Pass - 5

Source: Based on SensorTower data

Based on the above ARPI growth continued for at least 15-20 months. Hence, the 20 month timeframe for our logarithmic trendline earlier.

Traditional F2P designers would typically assume that cosmetics driven monetization should hit their LTV ceiling much sooner than a well-designed gacha game.

However, for the sake of simplicity, and just to get a rough feel let’s assume that the fair-to-play game monetization will follow a similar trajectory. In fact, let’s just eyeball all of this pretty roughly to estimate LTV.

Assumptions based on a rough eyeballing of Clash Royale ARPI growth:

  • RoS/Knives Out will increase another 50%
  • Fortnite to increase by 125%

Deconstructing Fortnite: A Deeper Look at the Battle Pass - 4

On the face of it, Knives Out and Fortnite would have similar long-term LTV estimates based on our analysis above. However, when we factor in audience concentration, we can conclude that Fortnite has much stronger monetization design. This was clearly shown when we excluded Japan from our monetization data earlier.

#2. DL vs. ARPI

Although we’ve focused so far primarily on unitary economic measures like ARPI, at the end of the day, what matters most will be the amount of overall revenue (and profit) a game can generate. Hence, in addition to ARPI/LTV we must also look at product level economics by also looking at downloads and in turn overall revenue.

As you can see from the chart below, while free-to-win based monetization has not performed as well on a per player basis, but overall revenue can be quite healthy even compared to top pay-to-progress types of games.

Also note that we only have less than 2 months of data for Fortnite (so it’s not an apples-to apples-comparison), and it has been limited by a number of issues such as being iOS only and having high-end device requirements.

Further, Clash Royale, unlike the other titles, leveraged one of the strongest IPs in mobile gaming and utilized massive user acquisition to help drive stronger install volume for their game.

Deconstructing Fortnite: A Deeper Look at the Battle Pass - 2

* Less than 2 months of data only and currently only on iOS
** Puzzle & Dragon started off in Japan only
Source: SensorTower

Battle Pass For the Win!

So, what is our conclusion on the original monetization questions we posed with respect to Battle Pass?

While pay-to-progress style economies will certainly drive higher per-player revenue, for games that monetize off cosmetics the battle pass is certainly showing impressive results. Battle Pass will likely become a dominant monetization system used with cosmetics based monetization in the future. Not only can it provide far better player experience, but by a rough calculation, it shows that it can drive higher LTV.

Deconstructing Fortnite: A Deeper Look at the Battle Pass - 3

Just keep in mind these calculations are rough – these are using estimates of revenue and downloads, we’re using trendlines based on a small set of data, and we’re looking at a game that didn’t start from scratch when launched on mobile. The legion of fans that came over from PC/Console area already highly engaged and used to its systems. We’ll need to see how this goes in the coming months!

Yet by these rough calculations, we’re pretty excited. A player-friendly system that gives better goals and drives higher engagement shows the path to stronger revenues. All the while Valve’s DOTA2 shows that this is just the MVP of a battle pass system. Bringing in a hybrid of gacha design and a deeper battle pass will most likely be the future for cosmetic driven games.

Exciting times ahead!

Getting the Message: Game design for Facebook Instant

Whenever a new platform emerges, it’s always interesting to see how developers jump onto the opportunity.

Instant Games – Facebook’s new developer platform for games on messenger and News Feed – isn’t like most new platform transitions, so for most, this meant a more cautious approach. For one, messenger games are built on HTML5. HTML5 as a technology doesn’t have the best track record for creating great games. Messenger also isn’t necessarily a new platform either – more like a platform within a platform. The platform comes with challenges that come with working within Apple and Google’s ecosystems.

Roll a year on, however, and the platform is showing signs of strength. Games are getting massive growth, developers have competitive eCPMs for advertising, and there is promise of in-app purchases coming in the future. Facebook Messenger continues to grow in user base numbers, reaching more than 1.3 billion monthly users in late 2017. Looking at public user base data that is surfaced on the splash screen for games that load in messenger, the top 10 games have between 3 million and 10 million players. Growth has been unprecedented. A game “Snake Mania” grew by 2.2 million players in seven days during February 2018. Messenger is fast becoming a viable platform.

Getting the Message: Why 2018 will be the year developers master messenger gaming - 2018 Facebook facebook messenger growth messenger messenger games mobile social channels 8

Player base delta from Feb 19 to Feb 26, 2018
Source: Data as displayed via Instant Games loading screens

However, approaching the messenger platform isn’t the same as mobile design or social web games. Many mobile devs are trying direct ports of their mobile games over to messenger. Some have succeeded with this method (Cut the Rope and Adventure Capitalist) but most have failed. It seems that this isn’t a straight-technical platform change, design needs to change as well.

I believe that moving to Instant Games will be a product and design shift similar to what mobile was in 2010-2011. While many of the same gameplay interactions and UX learnings can be applied to Instant Games on messenger (it still is a mobile platform with touch controls), to drive retention on the platform is not a simple port. Re-thinking core loops, progression, interactions from the ground up is necessary to reach the full potential of the platform.

This is something that we’ve learned at Chatterbox Games over the last year of developing games for Facebook Instant Games and iMessage – that many of the best practices of mobile don’t apply to messenger games, and to overcome the initial challenges you really have to think about the opportunities that only exist in the messenger context.

It’s not a Marketing Channel

Thinking messenger is a marketing channel is commonly how many mobile game developers will approach the platform. I don’t blame them – mobile is a highly competitive battlefield and developers are desperate for any leg up they can for getting installs. However, developers who think messenger games are a free place to get new players are mistaken.

While messenger games can gain insane levels of growth, they are all limited to playing within messenger itself. Facebook has worked aggressively to build Instant Games on messenger as a platform on its own. One of Facebook goals is most likely to drive increased engagement within messenger, not drive players into your games, so attempting to use the platform to pull players away from the platform won’t work – nor will you need to. Games can work and be profitable as its own business unit, so why fight against it?

That being said, Instant Games can be used for branding. Nordeus and ZeptoLab have done a great job at this; Golden Boot by Nordeus has Top Eleven branding all over the game, but does not directly link to the game or push players outside the platform, while ZeptoLab’s Cut the Rope Instant re-creates the same feeling of playing a native mobile version. This can drive organic installs to their mobile game, but regardless both of these games have a substantial user base on Instant Games and can build a business case on its own. Branding has its benefits, but revenue generating games are always better.

If messenger is not an acquisition channel, then the games built for it have to stand on its own in terms of retention and monetization. It’s possible, but only if you think critically of how retention can be sustained within a chat app.

Retention is Difficult

As we’ve mentioned before, retention on messenger platforms is lower than native mobile – indeed it’s more similar to Facebook canvas than it is to native mobile. This is intuitive: Most users are going into messenger to chat with their friends, not to play games. Messenger games don’t install to your phone – there’s no icon on the home screen, no push notifications, no red dots to let you know when to come back. Messenger games have to drive retention in other ways.

Getting the Message: Why 2018 will be the year developers master messenger gaming - 2018 Facebook facebook messenger growth messenger messenger games mobile social channels 10

Having no install is great for discoverability, but not great for retention

Retention instead has to come from what’s unique about the platform: social interactions. Retention is driven by friends pulling you back to play against them, or working together.

On native mobile, Facebook adoption has become tougher. Most developers would rather push players to play in guilds with other active players than real friends, yet knowing from launching countless mobile games in the past, players that connect to Facebook and actively play with friends retain far better. With messenger, this social connection is no longer an option – Facebook connection is a natural part of the user experience. Right from the start you have access to friends that are playing the game, displaying them in a leaderboard, challenging them, gifting them.

Social Contexts & Bots are Imperative

Messenger’s first priority is still to be a chat app, so real estate for games isn’t limitless. In order to have a path to your game and retain players, you have to fight to stay relevant in a player’s chat application. Facebook has the games tab along the bottom for finding new games to play, but to retain players you’re going to have to go farther than that.

Getting the Message: Why 2018 will be the year developers master messenger gaming - 2018 Facebook facebook messenger growth messenger messenger games mobile social channels 2

This is done through creating social contexts and by maintaining a bot channel:

Getting the Message: Why 2018 will be the year developers master messenger gaming - 2018 Facebook facebook messenger growth messenger messenger games mobile social channels 6

Social contexts are chats with friends or groups which your game is relevant to the conversation. You can see from the image above, in both a group chat and a one-on-one conversation, a player has posted to this chat and now there’s a clear call to action to start the game.

Getting the Message: Why 2018 will be the year developers master messenger gaming - 2018 Facebook facebook messenger growth messenger messenger games mobile social channels 3

Your Bot channel is the other method – think of this as your home screen icon within the Messenger app. However, it functions more like a chat with a friend. This allows you to communicate via messages to your players, giving out rewards and notifying them when things are happening within your game:

Getting the Message: Why 2018 will be the year developers master messenger gaming - 2018 Facebook facebook messenger growth messenger messenger games mobile social channels 5

However, bot channels can quickly become spammy, and Facebook is very restrictive over how often games can send messages. If players don’t engage with your bot, it will quickly drop off their messenger home page. If players don’t want to be bugged by your game, muting the channel is a quick button press away. Facebook has learned from their early gaming days to prevent game developers from ruining the user experience of their platform.

As a result, this is the real design challenge for a messenger game:

  • How do you design games that can naturally stay relevant in both friend’s chats and group’s?
  • How do you design mechanics so that bots that aren’t spam and remain relevant to players?
  • How does the design of your games make the bot and social contexts compelling to return?

These aren’t normal design problems for a native mobile game.

Creating Social Interactions

The best games on the platform will attempt to create the strongest social interactions. This will both be great for the game’s virality and their retention, so let’s just push players to spam their friends in order to play, right?

This has led to many of the initial interactions on the platform to be straight from the playbook of old Facebook social games:

Getting the Message: Why 2018 will be the year developers master messenger gaming - 2018 Facebook facebook messenger growth messenger messenger games mobile social channels 11

  • Gifting Lives between friends in Cookie Crush
  • Getting “Honor Points” for sending messages to friends in Everwing
  • Forcing players to play with friends even in single player experiences

However, this isn’t really leveraging the platform for what it does best, and isn’t sustainable.

What has stood out as new to messenger games are group chat dynamics: a game pushes players to engage with their group chats: working together to solve a problem or competing against each other.

The strongest implementation of social interactions are “group raids” – the idea that you can start a challenging level that can be only completed if you work together with others in a group chat. The more powerful the members are, the more difficult the challenge you can complete, and the bigger the rewards.

Getting the Message: Why 2018 will be the year developers master messenger gaming - 2018 Facebook facebook messenger growth messenger messenger games mobile social channels 9

Games: Quest Friends by Mojiworks and Everwing by Game Closure

This system allows players of all progress levels to work together, prod each other to play more, and feel rewarding to play with friends. However, this is limited to games that can give a similar depth of rewards as an RPG game, not all games can work with a system like this.

Other games attempt to use turn-based gameplay. That after each turn a player would send you their move. We’ve attempted a couple times last year to focus on turn-based interactions with your friends in messenger games, but we found it isn’t the best for retention. The key reason: if players can’t keep playing because they’re waiting for friends, they will leave the game. In the same way that “Words with Friends” or “Draw Something” from native mobile were interesting only while your friends played the game, as soon as your friends stopped responding, you had no reason to come back. Some games have gotten this to work (8 Ball Pool by Miniclip and Words with Friends), but these were launched very early on the platform and have sustained a large critical mass of players. New developers to messenger will have a harder time to reach that critical mass.

Getting the Message: Why 2018 will be the year developers master messenger gaming - 2018 Facebook facebook messenger growth messenger messenger games mobile social channels 1

For some games, to solve this means adding more modes where you can play against strangers as well.  When looking at Golden Boot from Nordeus, this most likely drove a lot of its success. You can match with strangers when friends aren’t active. In the case of Snake Mania, the top growing game mentioned above, focuses solely on playing with strangers.

However, I believe this starts to water down what separates messenger games from native mobile games. While this is currently working – by mimicking what is already retaining well on native mobile – the future for messenger games will do a better job of integrating social interactions with friends. Making playing with your friends the optimal way to progress.

As discoverability becomes an issue on the platform, developers will need to rely more heavily on social contexts to drive retention and installs. Games that are able to integrate social interactions smartly will be the winners.

Conclusions

Instant Games are still in their infancy, but the marketplace is maturing very quickly. Within a year, there already has been big shifts in what games work on the platform. Many games that were big on the platform a year ago are no longer (Galaga, Space Invaders, PAC-Man), and plenty of new hits have moved up the charts within the last months (Snake Mania, Cookie Crush).

Instant Games games will be the “Wild West” for some time. As more developers join the fray and discoverability becomes an issue, the games’ design will need move towards making social-focused games on the platform. My recommendations for anyone looking to join the messenger gaming market:

    • This isn’t about UA for your mobile game: Instant Games is a platform on its own and can be a viable business model. Work with the platform holders and build an audience on messenger, don’t think of it as a new way to acquire users.
    • Retention isn’t easy: Without the install, its hard to stay relevant to your players. You have to stay on the player’s mind and drive social interactions to stay relevant.
    • Design for a useful Bot & a variety of Social Channels: Bots and social contexts are the only way to drive players back to your game, so create lots of ways your friends can work together and ensure your bot stays useful.
    • Don’t let social interactions get in the way of engagement: While social interactions are useful for pulling players back, don’t use social interactions to pace players. Don’t make players wait for their friends to play the game.
    • Social interactions between friends is where to focus: Despite many games success so far focusing on strangers, as the platform becomes more competitive the area to focus will be on strong social interactions between friends. This channel will drive sustained retention and engagement.

I’m really looking forward to the year ahead for messaging games – it’s going to be a wild one. I can assure you one thing for those who are building messenger games: It won’t be boring.

Creating a Strong Gacha: How the Pros Make Sure Duplicates Aren’t ‘Bad Drops’

Due to the Star Wars Battlefront II controversy, the industry is taking a far closer look at what monetization practices are ethical, and whether the industry can police itself or needs further regulation to avoid misuse.

In the meantime, it’s likely loot boxes will still be featured heavily in the top charts as the revenue potential of gacha and loot boxes is hard to ignore. Using a random drop system has allowed many new genres and core loops to flourish.

However, designing for gachas isn’t a simple design process. Not all genres and not all types of gameplay can be ported to support a loot box design. We’ve already talked about some of the necessary ingredients:

  • Part 1: Ensuring your gacha system has enough depth to sustain drops over time
  • Part 2: Ensuring your gacha system has enough width to ensure that each drop is useful to a player

Now, it’s time for the third element: how to handle duplicates. It’s what we call an edge case, but it’s a process that will define how your game will feel over the long haul: Do players feel like duplicates are useful or useless?

Duplicates vs Bad Drops in a Gacha System

The first thing to master when it comes to a gacha system is how to think differently about two situations that can arise; duplicates and bad drops.

For example, let’s assume that we have a Gacha system similar to Overwatch – our boxes only drops cosmetic items. As a result, each item that we drop is permanent (the player keeps it forever and it can’t be “consumed”) and players are chase after the cosmetic items they want for the characters they play as.

Auto Draft - 8

In this system, a ‘bad drop’ could be a cosmetic item for a character that I don’t play as – maybe in the future I will, but for the time I’ve been playing I haven’t taken to the character in question. As such, this is most definitely a bad drop.

Ideally, I should be able to convert this item into something of value so that I can eventually get the items that I want. In games such as Overwatch and Hearthstone, this means converting any bad drop into a dust-currency, which allows you to purchase the items you want directly.

Auto Draft - 4

However, also inherent in this system are duplicates. In this situation, I receive the same cosmetic item for a character that I already have, which feels like a big loss. It’s doubly frustrating if the game drops a high rarity duplicate (i.e. a legendary skin) as this feels like a massive waste – I was lucky enough to receive a legendary item, but unlucky that it was an item that had dropped before.

As previously suggested, games like Overwatch and Hearthstone handle this by allowing players to convert these items to dust, essentially treating a duplicate the same way as a bad drop. However, the amount of dust dropped is a fraction of the cost of purchasing the skin you want directly, so players still feel terrible when they pick up a duplicate.

As a result, Overwatch eventually went public about adjusting the drop logic to avoid duplicates as much as possible, while Brawl Stars even removed duplicates outright. However, in my view it doesn’t need to be this way. Removing duplicates from your system reduces depth, and puts more pressure on your team to develop more content. Ideally duplicates would be celebrated by players, making this rare occurrence into something of value, rather than serving as a regretful outcome.

In light of this, let’s look at how to build out better gacha duplicate mechanics:

Six Mechanics for Handling Duplicates

#1 Duplicates Aren’t Duplicates

Auto Draft -

A different way to avoid the pain of duplicates is to make sure duplicates rarely happen.

One way to do it is to make each piece of content generate in many subtly different ways. For example, a weapon or character can drop, but certain sub-elements are randomized and generated.

Using this method, if a duplicate item drops, there are smaller comparisons that players can make between the drops. This is done when gear or drops are both procedurally and randomly generated and there are enough smaller detailed stats that players actively want to optimize.

For example, in the first Destiny you could get the same piece of gear dropping many times.

However, each drop had randomized stats and perks associated with it, causing players to head into a chase in the end game to find unusual builds of gear. The game included perks that offset the problem of some guns being overpowered in competitive modes like The Crucible. While this obviously went overboard causing severe balancing issues, this shows the power of procedurally generated gear – it deepens the chase and makes duplicates something players actively go after.

However, this system can result in players ending up with mountains of weapons and gear that they don’t want to use. As a result, designers need to find ways of converting all bad drops into something of use to players, such as:

  • Gold to purchase more weapons
  • Dust to re-roll the weapon perks of your choice
  • Resources to upgrade the weapons that the player actually wants

While such solutions put the duplicate issue to bed, it also puts more pressure on the bad drop system.

#2 Repair

Auto Draft - 7

One system that hasn’t been used often is the repair system..

Fallout 3 used this effectively by asking players to collect duplicates to maintain their gear. Have an amazing piece of gear? It will eventually deteriorate and be less effective over time. To repair it, you can pay a large amount of currency or find duplicates of your gear to repair for free. If the deterioration is felt as fair to players, this can create a repeatable grind to find duplicates of your gear to maintain its highest possible gameplay effectiveness.

This system is likely avoided because of the consumable feel that drops from the gacha become: The feeling that an amazing item will drop, but one that’s only useful briefly. It’s a feeling that anyone who played Zelda: Breath of the Wild will definitely find familiar

#3 Fusion (Unlocking Potential)

Auto Draft - 1

[Source: Both Guns Blazing]

Fusion is the typical way that Japanese and Chinese games have made duplicates relevant. These games typically focus on selling stat improvements over cosmetics, and because of this they focus their duplicate mechanics more on unlocking higher stat growth.

Fusion mechanics are designed in a way that requires the player to receive a duplicate in order to increase the stat potential of a card. As such, while you can upgrade a card up to high level, unlocking the ability to upgrade it even further requires you to “evolve” or “awaken” the card with a duplicate of itself.

When looking at the stacking probability needed to get the highest star rating, it’s easy to see why they do this. You can drive a lot of depth in a gacha system by asking players to chase after duplicates without adding more content.

The problem with this comes in the randomness of the system. Getting a single duplicate becomes so important in this system that players can become very frustrated. Players have no grindable path to unlock the potential for their favourite characters. Hence, designers came up with a new system: Sharding.

#4 Sharding

Auto Draft - 5

As duplicate systems changed over time, there was a need to make them more flexible and granular.

To solve the issues of fusion, gacha games started to experiment with shards instead of duplicate fusion, best seen in Western Gacha games like Galaxy of Heroes. With shards, each character can’t be unlocked until you have collected a certain amount of shards. In the above example, Grand Moff Tarkin requires 80 shards to be unlocked.

Auto Draft - 3

However, that’s just to unlock the character. To upgrade the character to its maximum potential, the player would need to collect additional shards, so “duplicates” are simply just additional shards needed to progress to the maximum potential.

With characters now needing hundreds of shards instead of single drops to reach the maximum characters, games added mechanics which allowed players to grind for specific shards, so players that are looking to upgrade or unlock their favourite character could grind specifically for it. This wasn’t possible with the fusion system before, since giving a single card could mean massive progress for players. In short, sharding allows clear progress.

However, there remains one big problem: opening up a gacha pack you’ve paid for and receiving mere pieces of a character – nothing that you can use there and then. It’s a transaction the player almost always regrets and, as a result, Supercell came up with a workaround.

#5 Unlock & Upgrade

Auto Draft - 2

Clash Royale provided a completely new framework for how to handle duplicates. It took the best of the Shard framework, made the handling of duplicates restrictive, yet still has a gacha system that feels fair.

With Royale’s system, each card is unlocked after getting the first card. This feels far better than shards because getting a new card feels amazing – there’s no more paying for “parts of a character”.

After you unlock the card, the card becomes a duplicate sink. In order to upgrade the card, you need to collect a number of duplicates of that card. It removes any needed management of duplicates, while giving a clear path for players to upgrade their cards.

Due to the design, players will unlock cards fairly quickly (you only need one card), but the majority of the chase is after the (thousands) of duplicates necessary to upgrade your cards to a competitive level. This system has significant depth, allowing Supercell to be generous with the cards it gives out, and keep players collecting for years.

However, despite its perks, this design still has disadvantages. For one, Clash Royale has to work really hard to try to ensure that as many cards as useful to players as possible. Otherwise, getting a duplicate for a card you aren’t using is completely useless (the only way to get value from it is to trade it away to clan mates). This works very well for CCG style games, but many games can’t support this level of gacha width – where every item from the gacha is theoretically useful.

#6 Unlocking Better Cosmetics

All these mechanics thus far are primarily focused on handling situations where duplicates give out better stats – they “unlock the potential” of an item so they can be upgraded further. This works great for games that are RPG-based and are comfortable with players speeding up progression (ex. Clash Royale), but most competitive PvP games can’t do this, such as Playerunknown’s Battlegrounds, and League of Legends. Competitive PvP games can really only sell cosmetics. So, how do you add value to duplicates for cosmetic economies?

This is considerably harder, which is why most cosmetic driven games end up allowing players to convert duplicates into dust (ex. Overwatch) or allow players to sell them on a secondary market (ex. Counter Strike: Global Offensive). League of Legends has even dabbled in at first not fully “unlocking” the cosmetic, but only allowing the player to “rent” the cosmetic. Getting duplicates eventually allows the player to convert their duplicates into a permanent item.

However, beyond this, the only thing you can do is make duplicates of cosmetic gear unlock cooler/better visuals of a cosmetic item. In Counter-Strike: Go (CS:GO), they use a “decay” system to do this.

Auto Draft - 6

In CS:GO, each item is dropped with a randomly assigned “decayed” attribute. This could mean that the item looks brand new, or is heavily worn down. Getting a duplicate allows players to find items which have far less wear, meaning that players aren’t just chasing that “item”, but also chasing the best looking version of it. The visual differences between “Factory New” and “Battle Scarred” are striking – making the value of having the highest valuable version of the item very important to players that are chasing after cosmetics.

As such, similar to stats, cosmetics can have a “unlocking potential” of their own – you just need to make sure your cosmetic items can have varying degrees of visual quality.

Summary: Duplicates aren’t Bad Drops

In any Gacha system, regardless if you’re just dropping cosmetic items or gameplay impacting items you, as a designer you are responsible for ensuring that there is as little remorse or regret from players – for making sure that each purchase of a loot box feels rewarding to players.

  • Gacha depth helps ensure that you can sustain drops from a gacha.
  • Gacha width ensures that each item is as useful as possible.
  • However, Duplicates are inevitable, and how you handle them is important to achieve the balance between a system that feels fair to players and doesn’t cripple your studio by producing lots of content.

There are seven examples of mechanics you can use to handle duplicates and give them value:

  • Dust: Allowing players a path to purchase items they want
  • Duplicates aren’t Duplicates: Using procedural generation to have subtle differences between drops
  • Repair: Duplicates can power up a previously owned item
  • Fusion: Unlocking further potential
  • Shards: Breaking fusion up into a more granular path
  • Unlock & Upgrade: Unlocking higher stat levels with duplicates, no option for duplicates
  • Unlocking Better Cosmetics: unlocking better looking versions of the same cosmetic

Each have their pros and cons, but hopefully can help you decide what is the best path for your game.

Brawl Stars vs Clash Royale : Designing a Strong Gacha

When Supercell launches a new game, it sends shock waves around our industry and players alike. On June 14th, Supercell released Brawl Stars — and in typical fashion, we all jumped on to give it a try.

But there was something special about when Supercell launched Brawl Stars. The game was Supercell’s first outside of the strategy genre. Brawl Stars is the first action-based multi-player game for Supercell, and notably, the most casual MOBA style game launched for mobile to date. Supercell also publicised the launch, beginning with an e-sport style tournament. This isn’t a typical soft launch; they are already building up a massive community and driving a strong streamer culture around this game. This was a bold move for Supercell. Supercell has been known to stop games such as Battle Buddies, Smash Land and Spooky Pop when they don’t look like they will become a top 10 game. Going into this soft launch with so much confidence is bold.

But weeks after the game has been launched, industry veterans began to weigh in and started noticing the cracks in the design. Many have already dismissed the game as an unlikely game to launch, despite having a massive following already from streamers and e-sport fans. Currently, the game is sustaining in the top 10 grossing in Canada and driving a massive community around it. Despite the concerns, this game could end up being a surprise hit due to the strong multiplayer gameplay.

But ultimately as a game designer, what I see from Brawl Stars is an amazing game that is weakened by a poorly designed gacha system. It fails to deliver on what a gacha system needs to do, and it will ultimately not last in its current incarnation. Comparing the system to Clash Royale, Brawl Stars system is considerably weaker and will result in lower revenue on a per player basis. Even if Supercell can drive downloads organically, this will hold it back from where it could be.

While I believe the game is incredibly fun to play and may just succeed based on its multiplayer component alone, ultimately the game will be weak on a revenue-per-player basis.

From this analysis, it begs the question:

What is it about the Brawl Star mechanics which weakens the Gacha? That comes down to Depth.

“Depth” of a Gacha System

Something to clarify is about how designers look at depth of a gacha system, and why this matters.

The depth of a gacha system ultimately defines how long it will last, roughly what the maximum spend a player could spend to reach the end of content, or how long a player would need to play before reaching the end of content. This is usually defined as the number of drops it takes to complete the gacha.

A “drop” in a gacha is defined as giving away a single item. For example, in Clash Royale a drop would be synonymous with a single card dropped from a chest. Some designers also call this a “pull” — but for this article, I will call them drops.

Auto Draft 3

Keep in mind that a drop does not mean a chest. A Chest has multiple drops in the case of Clash Royale, but a chest in Brawl Stars only contains a single drop. Also, not all drops are alike — a drop from a legendary chest in Clash Royale is not the same as a drop in a wooden chest — since the legendary chest has different probabilities for selecting higher value items. But when roughly measuring the depth of a gacha — you can ignore (average out) the “quality” of a drop.

Drops are important because the ultimate goal in free to play games is to maximise long-term retention and maximise the cap of the economy. To drive strong long-term retention, players need to have a long lasting sustained desire to pull from the Gacha. The more drops this takes, the longer the system will last.

The more drops a gacha can sustain, the more generous a game can be, the higher revenue per player, and the higher the long term retention would likely be.

On this metric, Clash Royale’s system dominates Brawl Stars, comparing their soft launch states. Designers usually have 3 key variables to maximise Depth: Content, Duplicate mechanics and Pacing. In all 3 of these cases, Clash Royale’s systems outperform Brawl Stars.

Problem #1: Content

Content is usually the easiest problem to point to with a shallow gacha system. Brawl Stars has 15 characters (for now) whereas Clash Royale had 42 at their soft launch.

What this gave Clash Royale was a longer period of time in which players were likely to get new content, as well as the ability to control the pacing of the introduction of this content. With 42 cards at launch, Clash Royale was able to pace the pool over time using Arena tiers. So players knew they needed to play for awhile before they could even gain access to some of the upper tier cards.

Auto Draft

On top of this, because they were able to launch with this much content, each interaction with the gacha system felt novel and interesting, especially between arena tiers. So playing through arena 1, each time you opened up a gacha chest you typically got new cards. Each time you levelled up to a new tier, you were introduced to a whole new set of cards, all of a sudden the gacha got way more exciting to open (even inciting purchases like the limited offer for each tier!).

Auto Draft 2

For Brawl Stars, with 15 characters, all available in the gacha from the beginning, with only a few as legendary, this leaves Supercell in an inflexible position. They need to keep all 15 in the pool from the beginning, otherwise, players will get duplicates too fast from the gacha. By only having a few legendaries, the path to complete the gacha feels fast. As a paying player of Brawl Stars, I’ve dropped a small amount of money, but already feel like I’ve unlocked a majority of the content that the game has to offer.

With more content, Brawl Stars would have considerably better control over the player experience and make it last far longer.

For Supercell to correct this problem it may not come in the form of new characters. Brawl Stars gameplay is not the same as Clash Royale. Clash Royale’s core gameplay supports and pushes players to have a collection of cards, especially since each battle requires 8 cards chosen. Brawl Stars only asks the player to choose 1 character. If they add too many characters, this may lead to players losing the desire to collect them all. Having too many characters can lead to players just choosing one they like and ignoring the rest. Brawl Stars will need to find new ways of dropping desirable content, and it may not be in the form of characters. Content can come in the form of special abilities, perks, equipable weapons, customizations, which each could add considerable depth to the progression system, and drive players to upgrade more than just their favourite character.

Problem #2: Duplicates

Content typically isn’t a terminal problem on its own. Content is simply the base in which the gacha total drops has to work with. If content were the only thing that was important, Hearthstone’s 1,000+ card collection would dominate over Clash Royale, but this isn’t the case. The fact is that Clash Royale got away with significantly less content than Hearthstone at its launch because of its duplicate system.

Even with a smaller set of content, a strong mechanic for handling duplicates can make a gacha mechanic last.

The most terminal problem that was introduced with Brawl Stars was the mechanic for handling duplicates.

Auto Draft 7

In Brawl Stars, getting a duplicate character in the gacha meant that you were instead rewarded with a single blue chip. This mechanic is similar to Hearthstone, where you can exchange duplicate cards for a small amount of dust. Players can exchange the blue chips in for unlocking characters, although the number of blue chips necessary to unlock many of the rare characters is insane.

As a result, each time I have purchased gacha packs from Brawl Stars I’ve felt completely regretful. After I unlocked a majority of the characters, each chest has a high probability of dropping a single blue chip over unlocking a new character or gaining some elixir (the currency necessary to upgrade your characters). Having a string of gacha packs that just give out blue chips, especially if you’ve unlocked all the content, would surely cause many players to churn.

Auto Draft 8

Clash Royale doesn’t have this problem because it drives significant value from its duplicates. Duplicate cards are necessary to upgrade the card. Getting a single card unlocks the card for use, but to have the fully upgraded version of the card, you need duplicates of it.

This is what makes Clash Royale’s Gacha system last. Thinking in terms of the number of drops, even with a base amount of content of 42 cards, requiring each card duplicate to be found hundreds of times (depending on rarity) exponentially increases the number of drops necessary to reach the end of the economy.

Auto Draft 6

Even thinking about maximising a single legendary card can show you that it takes a lot of drops. It’s reported that Supercell drops 1 legendary card 0.43% of the time in their gold level chests. If we use this as a base, and a pool of 6 legendary cards, that leaves the % of dropping your chosen legendary to be 0.0716%. In order to upgrade this card fully, you need 37 drops of this card. So, on average, a player will need over 50,000 drops before their single legendary card is fully upgraded. That’s a system that LASTS.

So for Brawl Stars to utilise its minimal content better, it needs to think about duplicate mechanics similar to Clash Royale. Potentially duplicates increase the max upgrade level of a character. Potentially duplicates unlock new special abilities. Without it, players will simply lose interest in the gacha, or feel as though the high price tag to purchase chests are just not worth it.

Problem #3: Pacing

With gacha systems, designers have one final variable to control how long their gacha lasts: pacing.

Not all gacha systems support a huge amount of drops, but to counteract this, increase the time it takes for a player to get another drop from the gacha. For pacing, game designers typically have a couple methods to use:

  • Pace how often the players can open the gacha
  • Pace how many drops the gacha gives

Clash Royale gives a lot of drops daily. With free chests, crown chests, clan chests, and regular chests, each day players can get plenty of free drops to feel progress. This is mostly because Clash Royale’s duplicate system multiplied by their high amount of content supports such a high amount of drops.

With Brawl Stars, because of the low level of content and the fact that duplicates aren’t necessary, this left Supercell designers in a bind. They had to pace their gacha significantly slower. They did this by tying chests to coins, and by making chests only give 1 drop each. Comparing this to the experience of opening a chest in Clash Royale, Brawl Star’s gacha boxes are far less rewarding. The reward pops up, you get a single currency of something, and then you’re left feeling “That’s it?”. This problem is magnified when each drop can be amazing or terrible feeling. If I get a new character or some elixir this feels good. If I get a blue chip… I feel like all the time I put into collecting coins for that box was worthless.

Clash Royale’s chests on the other end can guarantee rare or legendary cards, and even if I get a duplicate, it still feels beneficial. So even as I reach the mid-game and end-game where I have a majority of the content, every time I open a gacha I feel like I’m making progress, and I have a chance for big gains.

Supercell had pace Brawl Stars chests this harshly because their economy only supports a certain amount of drops. If they increase the number of drops a chest will give, this will mean they either need to increase the pacing (increase the cost in coins to purchase a chest) or they will be allowing players to speed through content significantly faster something they can’t afford with the low amount of content they have so far.

The Path Forward

Supercell’s Brawl Stars is an amazingly fun game to play. As the community has shown, there is a huge desire to play an action-based MOBA on mobile, and clearly, Supercell has capitalised on this with Brawl Stars. This game has a strong chance of succeeding simply based on its rabid community building around its multiplayer core gameplay.

But as we know in free to play, a strong core gameplay is only the first step towards success. For Brawl Stars to become a Supercell-sized success, it’s about how long their systems last.

Improvements could come with more content, it could come from better pacing of the gacha, but driving more sustainable drops likely will need to come from a better mechanic for duplicates to avoid a content treadmill. Taking a page from Clash Royale’s system and finding a way to make duplicates a key part of reaching the end of content for its gacha mechanics. Doing so will exponentially increase the lifetime of their gacha systems, plus drive stronger retention and monetization from their user base.

Brawl Stars has the DNA of the next Supercell hit. They may just need to make some last minute adjustments to make it the next billion dollar game. I’ll be cheering for them.

Mobile Monetization 101: The First Steps

“We should have thought of monetization from the start”

Countless free to play games have launched and failed, and this is a constant regret many game teams have. They should have done more in the beginning to think about monetization. They should’ve been thinking a lot deeper about how their game was going to make money instead of just making a good game.

Learning how to evaluate monetization early is difficult. Most resources talk about clever monetization mechanics (ex. Pricing of in-app purchases, limited time offers, VIP systems, sales, etc.) but rarely is there much information about how to tell if your early prototype has what’s necessary to eventually monetize. The common remark to monetization is that good monetization can only come from good retention, as if just making a fun game will inherently make your game monetize. Anyone that’s launched a free to play game knows this isn’t completely correct.

The truth is that monetization and retention are strongly interconnected and you need to think about both as early as possible within your game. Monetization is not something that you can stumble into if you want to compete on the AppStore. 

But before you start obsessing over your in-app purchase prices and before you start obsessing over sneaky monetization mechanics  — you need to figure out how your game is going to survive as a free to play game. The best way to set up monetization in your game is to ensure that your game has 3 things:

  1. A clear definition of what you are primarily selling
  2. Assurances that your systems will last for years
  3. Ways of pulling the player to the end game

Completing these 3 steps will allow you to set up your game to monetize to its full potential.

Step 1: What are you Selling?

Every top grossing free to play game primarily sells the means to progress.

Progress is the strongest driver of monetization. The top grossing games don’t sell content (ex. DLCs), they sell progress towards an end game.

Progress comes in many forms and sizes. It could mean moving forward on a map. Progress could mean building up a farm. Progress could mean collecting and upgrading characters. To start, you need to define what progress means for your game.

Let’s take a look at 2 games, and what progress means for them:

Candy Crush

pasted image 0

Candy Crush’s core progress is to move forward on a map. Candy Crush focuses all of their monetization mechanics to help progress on the map. They sell boosts, extra moves or charms which all help you progress.

Star Wars Galaxy of Heroes

pasted image 0 (1)

Galaxy of heroes is all about upgrading & collecting heroes. Each game mode promotes the need to have a large collection of characters. As the game progresses, it demands an increasing upgrade level of your characters, requiring you to progress. They sell the means to progress faster: currencies to train your characters, the ability to fight battles instantaneously, and loot cards to unlock characters faster than your normally can.

Every top grossing game has a long path of progress which is the main focus of their monetization.

You must define the core progress for your game. What do you see players building over a long period of time?

Just to give more examples, here are some of the Top Grossing games’ Core Progress:

pasted image 0 (2)

For each of these games, this core progress is the central focus of their monetization strategy. All monetization mechanics give options for the players to speed up their progress.

When you’ve discovered what your core progress is — what the key central point you are going to be selling — then you can start designing monetization mechanics that speed up the player’s progress in interesting ways. You can start designing mechanics that pace the player’s progress giving you opportunities to monetize.

But there is one important step you need to do before you can start creating monetization mechanics: you need to ensure this core progress will actually last. Otherwise you won’t be selling progress for very long.

Step 2: How long will it last?

What you are selling must be able to scale for years.

It doesn’t matter how many monetization tricks you’ve got in your game. If what you’re selling won’t last, you won’t be successful.

This is usually where systems begin to show weakness. Not many systems can last for years. Many of the games that we all loved growing up were great games, but only lasted 10 or 20 hours before the system would crack. These games aren’t well suited for free to play.

An example of this happened when I was working on a racing game prototype. The core of the game was to race against an opponent to the finish while avoiding obstacles.

Our core progress was upgrading your car (similar to CSR Racing). The player collected loot from races to purchase upgrades which would improve their car’s stats. To progress in the game, the player needed higher and higher stats. The key stats to progress were: Speed, Handling, Acceleration and Boost/Nitro. As we tested out the game, we noticed: the more you improved the Speed stat, the harder the game became. The player’s cars were moving faster, which meant that the obstacles were becoming harder to avoid. We had a very limited cap that the speed could be upgraded to without demanding way too much skill from players.

With this cap in mind, we tried many things to avoid the issue. We made all obstacles travel with the player based on the player’s speed to make high speeds more manageable (instead of stationary obstacles, we switched to cars driving with the player on a highway). We adjusted the opposing AI’s speed based on your upgrade level to ensure that each upgrade was necessary. We tried many weird tricks to get the system to work, but all of them fell apart and were making the gameplay feel confusing.

In the end, the cap on our speed stat wasn’t high enough. In order for the game to be successful we needed the cars from the beginning of the game to be much, much slower than the cars at the end of the game. If we wanted the end of the game to take a months to reach, yet each upgrade along the way to feel meaningful to progress, the “Speed” stat was just not going to work.

This was a signal that our system wasn’t going to scale, and our game was not going to work as free to play.

Compare this Speed stat problem to a regular RPG system with Health and Attack. This system can scale almost infinitely.  A 200 HP monster when you have 20 attack is the same as a  200,000 HP monster when you have 20,000 attack. Attack and Health counter each other, allowing both to grow infinitely large. Speed had no counter stat, which made its growth eventually constrained. This is why many free to play games rely on an RPG system of Health vs Attack (ex. Clash Royale, Clash of Clans, Best Fiends, Puzzles and Dragons, Summoner’s War) this simple system can scale.

Look at your base gameplay — do the stats scale?

pasted image 0 (3)

Health vs Attack: The infinitely scalable system that many of the top free to play games use.

So how do you apply this to an early prototype? How do you ensure that your system will last?

2 basic tools you can use to evaluate your scalability:

  • Model your economy
  • Test your game in the Beginning, Mid and Endgame

Model your Progression

Modelling your game’s economy and progress early is an easy way to give you a sense of just how much content you need and how to pace your game.

Exactly how to do this is a very deep topic that I’d love to cover some day. If you don’t have the skillset on your team to model your economy with a tool like Excel, then you need to get someone who can. Without modelling, it is impossible to see just how you’re going to get your game to last.

But what should the goal be? How long should your game’s progress last?

10,000 hours or $10,000 dollars: that’s how long your system should last.

This of course is just a high level estimate (and easy to remember) but this is a good goal to have if your looking to reach the top grossing charts. Looking at the top games today, they easily go beyond these numbers. Games like Clash of Clans support purchases larger than $10,000 in their games. In comparison to Game Of War, this economy can support a purchases by a single user of over $120,000. These are insane values, but to give you a sense of just how long lasting and resilient these economies are. There is a lot of room in these economies to monetize.

With this model, you have a great tool to show what it will take to last. Compare your model against the models of your competitors in your genre and you’ll have even greater benchmarks for how much content you will need. If you want to beat the competition, your game has to last longer.

Test your Beginning Game, Mid Game, and End Game

When you’ve modelled your game’s economy, you will have a sense of what the beginning game, mid game and end game’s content will be. From this, you can build a prototype which can showcase how the game will feel in the beginning, in the middle and in the end. With this prototype you can ask questions like:

In the beginning, do player progress quickly?
Is each progress step desirable and felt as required by the player?
Is this beginning of the game still engaging or have you taken away too much of the depth?
Is the gameplay easy to get into?

In the midgame, has it sufficiently changed from the beginning game? Does it feel like the game is getting deeper?

In the end game, does the game still work?
Is the amount of skill required to succeed still feel achievable to all of your player types?
Is the end game sufficiently complex and deep? How does my end game depth compare to my competitors?
Is there a dominant strategy, or do you see your end game players debating over best choices?

There are many more questions to ask to ensure the depth of gameplay is there at each stage, but these 3 prototypes can give you a better sense that progress is happening and that your game will work at these 3 stages. This will ensure that the progress that you will be selling is desirable, and that the end game is worth reaching.

Using a model and effectively testing your game at multiple stages in the game is the basics of how to prove your game can last. When your game can last, then you now have the necessary base of a game that can monetize. Now it is time to start driving desire to spend.

Step 3: Why do I care?

You’ve got a core system that can last for years, and a clear definition of what you are selling. All that doesn’t matter if players have no desire to progress.

As free to play games, we are selling virtual items. In reality these things have no value. Our job as game designers is to create systems which create value for our virtual items. When our virtual items have value, we are much more likely to monetize.

Making virtual items valuable is not easy, but thus far most free to play games have focused on 2 ways to do this:

  • Visual progress & teasing a long term vision of the end game
  • Social Pressure

Visual Progress & Tease Long Term Vision

The majority of free to play games use visual progress cues to create a sense of value as you progress through the game. Visual progress can come in many forms, but it must showcase your progress thus far as well as tease future progress. Showcasing your previous progress gives value to your work so far. Gives you real value for your playing time or payments in the past. Teasing the future content gives the “carrot on the stick”. Shows players that there is lots more to come, and hopefully entices them to discover the new content still awaiting them.

The 3 most used examples of visual progress are:

  • The Saga Map
  • Base Expansion
  • Character Collection

#1 The Saga Map

pasted image 0 (4)

The Saga map in puzzle games clearly shows the visual progress of the player. Each time you complete a level, you progress on the map. At any time in the future you can scroll through the map and feel good about the progress you’ve made.

At the same time it clouds over the future worlds and hints at the mountain of content yet to come, giving you a reason to continue playing to discover the content.

#2 Base Expansion & Building Progress in Clash of Clans

pasted image 0 (5)

Clash of Clans and almost every game like it with a city/base-building component has this to create greater visual progress to the user. Looking at an early level base in Clash of Clans to a late base really shows just how far a player has come. Each time they enter the game they are reminded of their progress. Each base also feels completely customizable and your own. You decide where each piece of wall goes. This creates more attachment to the visual progress — this is your own base.

On top of this, players are teased each time they preview a greater opponent. They can look at the top of the leaderboards and be tempted by how amazing the bases look near the end game.

#3 Characters in Star Wars Galaxy of Heroes

pasted image 0 (6)

Looking at your character list in Galaxy of Heroes is the best way to see your progress and be teased of the future content.

You can see each of your characters and how amazing they are. This showcases their value. Just below your characters, you can see transparent versions of the characters you have yet to unlock, enticing you of the future progress pulling you along.

These 3 examples show how the top grossing games use visual progress to create value and desire. Each are also tightly tied to what the core progress is for the game itself.

When your core progress is visual, players are much more likely to feel like it is valuable and worth playing or paying for.  When progress is teased, players are much more likely to stick around to see what happens.

Social Pressure

pasted image 0 (7)

Want your game to monetize? Then make sure players are engaged socially within your game!

Deep Social mechanics is the key to building a game that retains the longest and monetizes the strongest. When a player is actively engaged in a lively community of players, then the content in the game is far more valuable. As a player, I am far more likely to spend . We’ve already written a lot about how strong community features in your game will heavily influence how well you can monetize:

  • Dawn of the Dragons (5th Planet Games): conversion rate for non guild members: 3.2% vs. guild members: 23%
  • Tyrant Unleashed (Synapse Games): ARPU for non guild members: $36.59, vs. guild members: $91.60

It is not a coincidence that MMOs like Habbo Hotel (pictured above) monetize so strongly with a core interactions that are quite simple. The deep social interactions that are possible in Habbo Hotel pull players in over a long period of time. Because of this strong social connection, players put a much higher value on looking good, showing off their progress and helping others. As a result players play longer and pay more money.

So when you’re thinking about monetization, make sure that you have truly defined what is going to be pulling players through the game on the long haul. Ensure you have strong visual progress mechanics that show off the player’s progress and tease the late game. Ensure that you have social mechanics which give real value to the content that you’re creating. If players have minimal desire to progress, then it doesn’t matter what monetization tricks you have — they won’t play long enough to spend.

The Last Step: Capitalize

You can see that Steps 1, 2 and 3 don’t really talk directly about monetization. There’s not much about skipping timers, VIP programs, limited time offers or designing virtual currencies. It’s because all that doesn’t matter unless you’ve got a long lasting game.

This is really why many monetization topics usually say “think about Retention before you think about Monetization”. What the real crux of it this statement is: don’t think about monetization unless you’ve got a system that can last. Obsessing over monetization mechanics before you’ve got a long lasting system is futile. However if you’ve nailed a long lasting system that can keep players engaged for a long time, the remaining steps to monetize become significantly easier.

When you’ve got a long lasting system, you can start creating mechanics that pull the player faster forward in that progression by paying or playing the way that you want them to. With enough desire to reach the end game, you can drive players to spend repeatedly to reach it. This is where true monetization begins.

More on the ways to capitalize on your long lasting monetization systems coming soon!

Further Reading:

Mid Core Success: Monetization, Michail Katkoff :
http://www.deconstructoroffun.com/2013/11/mid-core-success-part-4-monetization.html?q=monetization

Dimitar Dragonov, Freemium Mobile Games
https://www.amazon.com/Freemium-Mobile-Games-Design-Monetization/dp/1512322172

Critical Mobile Monetization Concepts, Joseph Kim
http://quarterview.com/?p=774

The Tower of Want, Ethan Levy
https://www.youtube.com/watch?v=tBG2G-9vl-M

Deconstructing Galaxy of Heroes

Over the last few weeks I’ve been working with Miska Katkoff of Deconstructor of Fun to put together a deep deconstruction of Star Wars Galaxy of Heroes. It’s now posted on Deconstructor of Fun.

Launched late last year, “Star Wars: Galaxy of Heroes” by EA’s Capital Games is a new incumbent to the static top grossing charts. In the US, Galaxy of Heroes initially retained a Top 10 downloads rank and topped out at Top 6 grossing overall. Since the hype of the movie has died down, the game’s download rank waned. Yet still, the game has retained its rank in the Top 20 Grossing for Games. This tells us one thing: the game is keeping its players hooked. This game has the potential to stick on the Top Grossing charts for a while. Especially because the Star Wars license isn’t going anywhere for the next few years.

License games have been popping up everywhere recently, and many have achieved great success. Multiple Star Wars games have launched, yet despite the strength of the license none have really stuck on the Grossing Charts. Kabam’s “Star Wars Uprising”, Disney’s “Star Wars Commander” or Konami’s “Star Wars: Force Collection” are notable entries, but none seemed to take off when the new movie was launched in December… except for EA’s Galaxy of Heroes.

EA did what Kabam, Disney, and Konami did not. They created a game that lasts for years. They did this with a proven free to play formula. They built the game upon a solid, proven core loop. They reinforced this loop with a deep strategic battle and an evolving metagame. This game will retain players for years because it is well made, deep and complex.

Core Loop

At its core, Galaxy of Heroes is a turn-based RPG game with a collectible card style metagame. It is very similar to Summoner’s War, Heroes Charge, and various other Mobile RPGs. Players fight in bite-sized battles to collect loot. Loot comes in many forms but ultimately is there to give the player resources to upgrade their characters. Upgraded characters give access to bigger and harder battles, which subsequently means better loot.

1000w

The game starts off gifting you two characters: Chewbacca and a Jedi. Using these characters, you start off fighting your first battles. Each battle rewards you with Credits and Training Droids. Using these you can quickly upgrade your Jedi and Chewbacca to higher levels, allowing you to defeat more difficult battles. The game initially feels quick because you can constantly play and upgrade your team. Eventually, the game restricts your play sessions: You’ve run out of Energy and need to come back to play more.

This is a pretty standard battle & upgrade loop used in most games. Battles give you rewards, and rewards allow you to upgrade, energy paces the battles. After completing this loop a few times, things start to get more complicated…

Eventually, the game puts pressure on you to start collecting new heroes. You have a small team of Light Side Heroes (Jedi, Chewbacca, etc.) but in order to fight in the “Dark Side” battles, you need a team of dark side heroes. As the light side battles start getting too difficult, you’re nearly forced to start collecting dark side heroes.

1000w

To collect new heroes, players collect Shards. Each character has its own shard, and a player must collect a large set of these to successfully unlock the character. Shards can be collected one at a time by grinding on specific campaign levels, or you can get them quickly by purchasing data cards which reward a random character’s shards (a gacha mechanic).

1000w

But having a strong core loop is just the beginning. For the game to last for years you need to start building on top of this core loop, building up complexity and keeping it interesting. EA accomplished this by creating a strategic Battle System, and an Evolving Metagame that slowly unlocks depth. Let’s take a closer look at each now.

The Battle

The Core gameplay of Galaxy of Heroes is the battle. The battle system is based on a usual turn-based RPG system. Similar to Final Fantasy (and the hundreds of other similar RPGs), gameplay revolves around picking your team, battling wave after wave of enemies, and optimizing your strategy to keep your team alive.

Battle System & Controls

The battle mechanics themselves are a fairly traditional turn-based RPG system. Each side has a team of up to 6 heroes. The object of the battle is to defeat the opposing characters before they defeat yours. To defeat a character, you have to deplete their health. To deplete their health, you must attack them with your own team of characters.

To decide when each character’s turn to attack is, each character has a speed gauge underneath their health bar (a blue bar). The faster the character, the faster this blue bar will fill meaning the more often they can attack in the battle.

In most battles, you need to confront 3 waves of enemies. The last wave usually contains a more difficult boss. This slowly escalates the tension in the battle and demands that your strategy and your characters can survive all waves. In total, each battle usually lasts around 2-3 minutes. Although this usually depends on how easy the battle is.

The controls of the game are pretty simple — on each turn, a character is selected to make an attack. You can choose which opponent you want this character to target, and choose which ability you want them to use.

1000w

Comparing this battle system to the competition, this game actually requires more taps, and more choices to move the battle along. This goes against what most modern mobile RPG games have moved towards. Most new RPG games go for automated battles which minimal interaction.

1000w

Contrast Galaxy of Heroes battle with Heroes Charge and you can clearly see the difference. In Heroes Charge, each character is automatically attacking and receiving damage. You only need to trigger the special abilities during the battle.

Galaxy of Heroes asks for much more interaction during the battle and demands the player to make strategic choices. Every few seconds you need to make a decision about who a character will attack and which ability you will use. Overall this design choice makes each battle feel more strategic and demands that each choice matters. But this focus on constant strategic choice can only work if the strategy stays interesting. EA attempts to do this by making the use of abilities interesting.

Strategy through Abilities

The strategy in battle develops when you consider the variety of characters you can collect:

1000w

Each character has a different purpose in battle. For example, Kylo Ren is an attacker, while the Jedi Consular is a Healer. As a player you must strategize between these two different uses of characters. In a typical situation in battle, you have to decide which character you should attack first. Attack the enemy healer first, and you prevent them from regenerating health. Or take out their strongest attacker, who next turn could kill one of your team members. Not always an easy choice.

1000wSimilar to most RPGs, Characters have more than one way to attack the enemy. Each character in Galaxy of Heroes has multiple abilities that they can use. As the character levels up, players unlock new abilities which ratchet up the complexity and strategy available to win battles.

In battle, a character can use the basic attack as many times as they like, but each special ability is on a cooldown timer. Using the character’s ability will disable using the ability for the next 1 or more turns. This forces the player to think strategically about when they use their abilities. Use a healing ability now, or wait until the next attack? Use an ability that damages multiple enemies now, or wait until the boss appears? The strategy really comes out in choosing when to use these abilities.

Overall these abilities are very deep and offer nice strategic moments on how to optimize their usage:

1000w

In this example, my Admiral Ackbar has the ability “It’s a Trap!”. But the actual benefit of this ability is useful only if my team has a bunch of negative status effects. So the Admiral is excellent for dealing with situations where enemies’ special abilities give multiple negative status effects, but in other cases, this is a pretty weak ability. Similar to gameplay in Hearthstone, the game really comes down to getting the best impact out of your special abilities and minimizing the impact of your opponents.

Additionally, certain abilities focus on certain types of characters. For example, some abilities benefit only Jedis, others could punish Droid characters. Thus making the strategy involved in winning a battle not just to be about the decisions you make inside the battle, but also which characters you bring into the battle.

And this is really what the game ultimately becomes about. Players get matchmade against difficult opponents and attempt to strategize who they bring to the battle and how best to use these characters’ abilities to win against difficult opponents.

Pick Your Team: Types & Synergies

Instead of going for a single character RPG (ex. Diablo, Dungeon Hunter) Galaxy of Heroes went with a 5 character squad (plus one additional character that can be borrowed from friends). This design decision supports their core loop: they want as many opportunities to push the player to collect and upgrade many different characters.

1000w

As a player, it also adds to the fun of the strategy outside the battle. Because of the depth in the core battle, the decision of who to bring is not always as simple as just choosing your 5 best characters. So many decisions must be made: Who best benefits from being together on the same team? Who are my opponents weak against? Can I counter their best characters? Do I have enough healers to deal with their high-level attackers? Do I have enough Tanks to take the damage they are going to throw at me? This level of decision making is only possible with a multi-character team combined with the strategy of the battle.

To make this choice interesting, they needed mechanics that challenged the players’ assumptions of what the perfect team would be. Using Types and Synergies accomplished this. Because each character has a type (Jedi, Droid, Human) and some abilities specifically counter or aid these types, it asks the players to form teams that have the best synergy together. Very similar to Contest of Champions. Players seek to have a good balance between Attackers, Healers, Tanks and Support as well as having a good balance between Jedi, Droids, Humans and others.

On top of this, players will want to find teams that directly counter an opposing team, so if the team has a very strong Jedi Healer, going for a counter-Jedi such as Count Dooku is a good plan. But of course just having a Count Dooku isn’t enough — you need to ensure Dooku is upgraded to the level necessary to defeat the Jedi.

So overall you can see that even for a traditional RPG game, EA has ensured there is enough strategy here to make collecting and upgrading many heroes an integral part of winning difficult battles.

The Battle isn’t the Fun part

Despite all this strategy, rarely are players challenged by it. Most of the battles are trivial. As a result, the RPG battling system gets stale pretty quick. This is usually inevitable in an RPG system and something that is expected by the audience. This is a by-product of the Grinding nature of the game. Players expect that there will be thousands of battles that they need to grind through to get to their ultimate goal.

Comparing this to Heroes Charge’s automated battle, I’m a bigger fan of Heroes Charge’s system over Galaxy of Heroes. This is subjective, but although Galaxy of Heroes feels more strategic than Heroes Charge because it’s turn based, most choices remain a bore. As a player, these battles are better off focusing on the part that is interesting: choosing when to trigger special abilities. Heroes Charge does that by only asking the player to trigger the special abilities, not make a choice every turn.

Regardless of the battle system, even Heroes Charge becomes a bore after battling the hundredth time. So both Heroes Charge and Galaxy of Heroes both use a method to both monetize players experiencing this boredom.

1000w

Galaxy of Heroes has a currency called Sim Tickets. Using Sim Tickets, players can auto-play through battles they know are too easy and a waste of time. This currency is easy to get, so players quickly get used to auto-winning previous levels to collect materials when they need to. However, Sim Tickets also uses up the energy and cooldown timers for levels. So grinding too much on a single level that you need shards or materials from will quickly pull up a pay gate. A smart decision to increase monetization and pace players from grinding too much on a single level.

Also, Sim Tokens can only be used on levels that have been “3 starred” — levels which you have defeated without losing a single character on your team. Thus: their Autoplay feels earned. You earned the right to auto-win because you completed this level with no issue.

As a player, this feels great. During a session, I can strategize where I grind to collect the loot that I need. It feels good that I have an opt-in way to speed through these battles that doesn’t feel like cheating or that I’m fast-forwarding through the game. I can quickly get materials and resources needed to upgrade my heroes, and only battle when I need to. As a result, the battles that I do enter feel exciting and are worth my time.

Visuals and Audio

The visuals in the game can best be described as “Economic”. Not to insult EA, but these guys had a tall, tall order. They needed to model, animate and texture the many star wars characters in the game, and make them all look good on mobile. Comparing this game to Contest of Champions, Contest clearly did a much better job in making each character look unique and their animations bring out the traits of each character. However, Galaxy of Heroes looks like they took every shortcut they could to keep the costs down.

It’s clearly visible in-game when most Jedis all animate and attack in the exact same way. Many characters share the exact same animation rig and animate the same way in battle. It’s a clever shortcut, but it’s noticeable.

1000w

Here you can clearly see Darth Vader’s model has some shortcuts to keep his model from getting too far away from the rig they wanted to use. The models themselves are also very low poly. Which just adds to the economical feeling.

Audio, on the other hand, is a great fan service. Using the best practices of the licenses, all nostalgia is here if you turn up the volume. Many of the key theme songs play in the background, lightsabers have that timeless sound as they hit the enemy, and even when playing in some stages the alarm sounds of the death star can be heard in the background. EA clearly spared no expense in ensuring that by the audio players would be immersed in the world of Star Wars.

The Key: The Core Supports the Loop

Overall, as a player, the battles are interesting but get stale quickly. The overall battle system is far from innovative. It feels very similar to the way that battles work in many turn-based RPGs.

RPGs in general, are a tried and true Free-to-play mechanic, so I can’t fault EA Games for going with such a traditional system. RPGs provide a nice light strategy for the player that can build up complexity over time.

However most importantly: RPG battles set the expectation for the player for a lot of upgradeable stats. RPG systems are great for communicating the importance of upgrading and making meta-decisions. You can’t win battles unless you’ve upgraded your characters. This pushes the focus of the players’ attention to be on where money is made: on upgrading and collecting characters.

Metagame

This brings us to the metagame. EA designed a metagame system that stays interesting for years due to two key reasons:

Firstly player is given a variety of ways to battle. As a player, I can choose and optimize my grind in many different ways.

Secondly, they built an upgrade system that lasts. Just to upgrade a single character fully takes months, and is a massive undertaking. To build up a collection of many characters would take years.

Lots of Ways to Battle

The goal of any great metagame is to introduce complexity slowly over time, to ease the player into the game but also keep it interesting. Galaxy of Heroes delivers on this by slowly unlocking new modes which layer new challenges and each unlocks their own unique rewards. There is a total of 6 different modes that you slowly unlock:

#1: Dark + Light Campaigns

1000w

This campaign is the main focus of the game. Players engage in increasingly difficult battles to test their team against AI opponents. The only restriction is that the Light Side battles can only be fought with Light side heroes, and the Dark Side battles can only be fought with Dark Side heroes. These battles start off very easy but ramp up the difficulty quickly. Each battle rewards the player with the major currencies (outlined later) but these battles are mostly for collecting randomly dropping gear. Each level can drop very specific gear which is needed to upgrade specific characters. So as a player you want to unlock all the levels to be able to collect all the materials you may need for upgrades.

#2: Cantina Battles

Cantina battles allow you to use any character (light side or dark side) in your team. These missions are much more challenging than the campaign, but reward the player with Ability Upgrade Materials (outlined later) instead of Gear, and reward different character shards giving a different reason to play. This mode also uses its own energy system, so when you’re done with the Campaign, you can further extend your session by playing in this mode.

#3: Challenges

1000w

Unlocked later after Cantina Battles you get the Challenge Mode. Challenge Mode allows you to enter in newly designed challenges every day to reward with the major upgrade currencies: Droids, Ability Materials, and Gear. These competitions reset every day, giving the player more reasons to come back every day and compete.

#4: PvP Arena

1000w

PvP Multiplayer is unlocked fairly late in the game, but this mode allows the player to compete against other player’s characters in a ladder system. This mode gives prizes once per day based on your rank in the multiplayer arena. Players move up the ladder by competing often against teams above their rank. This system benefits players with high-level squads, but also demands that players have to play often in order to defend their rank.

Interestingly this mode does not have energy. You can compete in this mode as often as you’d like. However, after each battle, there is a cooldown timer of 5 minutes which prevents you from playing again quickly. This simple cooldown prevents players from burning out on this mode.

#5: Events

1000w

Events keep the game feeling fresh by cycling specific competitions into the game on calendar cycles. Each event asks the player to bring in specific character types, further pushing players to collect and upgrade. In the example here, the Grand Master Training requires only “Jedi” type players. It also gives a reward you cannot get in any other mode — Yoda shards to help you unlock the Yoda character.

#6: Galactic War

1000w

Galactic War is the final mode you unlock, all the way at level 40. By the time you’ve reached this far in the game, you should have plenty of characters and are looking for a new challenge. This mode is a war of attrition — the damage you take in each battle carries with you to the next. In this way, having a huge library of characters is extremely beneficial. The more characters you have, the higher level they are, the farther you get in this mode. The farther you get — the higher the rewards. And just like in all the previous modes, the rewards you receive here are unique. The specific characters and materials can only be found here.

The Key: All these modes keep the game fresh, and support the loop

The player experience here is great. As a player, I slowly level up and unlock new modes. Even weeks into the game you can find yourself unlocking a brand new mode in the game that all of a sudden feels very different from what you’ve played before.

But furthermore, each of these modes support the core loop in different ways. Each mode demands that the player collect more characters and upgrade those characters to the highest level. This is what you want out of your metagame design: everything being built to support the core loop AND a way to change the game over time to keep things interesting.

Upgrade System: It’s a Long Way to the Top

In a typical RPG game, the element that designers have to manage is their players upgrading their characters to their maximum level too fast. To counteract this, Galaxy of Heroes creates a long, complex road the player must take to fully upgrade each character.

1000w

Taking their influence from games like Heroes Charge, Galaxy of Heroes has a similarly complex system made of multiple parts. Each system can be done in parallel, and each system is important.

To outline this, here is the path to get the best Darth Vader in the game: Character Unlock System

First, in order to unlock Darth Vader as a character, you need to collect 80 Shards. You typically get a few shards each day from grinding the Dark Side Battles or completing daily goals. So 80 Shards will take you a lot of time and effort. Otherwise, you could pay a ton of money and see if I get darth vader in the premium gacha… but this is rare, expensive, and no guarantee.

1000w

After weeks of hard work, you can get 80 shards. But if you want Vader to grow to the highest possible level… you’re going to need a 7 star Darth Vader. That, of course, will take a lot longer:

Star Promotion System

?format=750w

According to this, it would take 1.88 Million Credits and 320 Shards to be able to upgrade Vader to the maximum level. This will take a long, long time.

But okay, in this game you don’t NEED a 7-star Vader to play the game, you can progress in the game with Vader and slowly grow his star level as time goes on. Star Wars thus includes 3 other training systems which can be progressed in parallel:

XP Training System

To actually grow Vader to have better stats, you must spend Training Droids to increase their level. Overall this system feels really fast compared to most RPG games. You can quickly gain 10+ levels using droids easily collected from most battles. However, your character’s level is capped based on your actual Account Player level. So in order to have the highest level Darth Vader, your overall account level has to be high (forcing you to actually play through the game).

1000w

Gear System

On top of a star system and XP training system, Galaxy of Heroes also includes a gear system. As explained before, each battle drops loot in the form of materials. Each material is needed to fill up slots in each character’s gear. When you fill up all the slots on your character… Upgrade it! And all the slots are empty again! Asking you to go back to the drawing board to find all the gear once again.

1000w

Overall this system feels like a small Kompu-Gacha (complete a set by collecting random things). But to pace this system, as time goes by, the gear gets exponentially more difficult to find. So to get to Gear Level 10 on a character will take exponentially longer to complete.

Ability System

Last but not least each of a character’s abilities can be upgraded separately by collecting ability upgrade materials. So just to add an additional progression layer, you also need to be upgrading your abilities by collecting materials.

1000w

 

The Key: Complexity that lasts for Years!

So going through all 4 of these systems: Star System, XP Training, Gear Slots and Ability Upgrades, you’ve finally landed the best Darth Vader. This, of course, takes months to do while being hyper-engaged and focused only on Vader. But keep in mind that this game requires at least 5 unique characters to play at the highest level — you need to be doing this for multiple characters!

Additionally, different modes, events, and battles require a different collection of characters. Darth Vader may not be the best character for every battle! You need a lot more than 5 characters at the highest level to compete!

Overall you can clearly see here that the upgrade system is complex, but serves its ultimate purpose: this game lasts for years. Instead of offering a linear, obvious path for players to slowly upgrade their heroes, Galaxy of Heroes offers many parallel systems which give players short term and long term goals. Multiply this out by having many different characters to always be collecting, and this game constantly has tasks and things for the player which give the feeling of progression. This is the way that Galaxy of Heroes stays interesting for years.

Retention Drivers

Just looking at their performance on the Grossing Charts, we can predict that Star Wars Galaxy of Heroes can keep players playing for a long time. So how did they do it?

To look at retention we have to look at what drives sessions in the short-term, the mid-term and the long-term overall aspiration. These drivers must change and be as visible to the player as possible to give a clear roadmap of how to reach the end game.

Short-Term: Daily Activities + Session Length

Daily Activities

Great daily sessions on mobile are marked by a clear session goal. A mobile game should present the player with clear goals as soon as possible when opening up the game. Clear session goals means that players will work to achieve that goal each day, and feel good about leaving when accomplishing it.

1000w

Galaxy of Heroes heavily incentivizes completing the Daily Activities to progress fastest. These activities ask the player to engage, at least a few times, in all major systems and modes in the game: Play a few dark side campaign missions, play a few cantina battles, play some arena battles, etc. Each item on this list rewards the player, giving a great feeling to coming back each day and accomplishing each task. Beyond this, accomplishing everything that is on this list will give a “Daily Activities Completion” reward. This further rewards the player for completing everything on the list. What’s great is that this all forces me to actually play to receive my rewards, further pushing players to engage longer each day.

There is always something to do

Remember when everyone thought that mobile games should only have short sessions? That you need to be able to kick the player out of the game before they played too much? Throw out that rule.

Total daily session length is a far better indicator for a successful free to play game than any other. Looking at games like Contest of Champions, Clash Royale, Mobile Strike and now Galaxy of Heroes, it’s obvious that games that support long, long session length are dominating the top grossing charts.

But how do you do this without players getting bored of your systems or consuming your content too fast? Star Wars Galaxy of Heroes can support Long Sessions because:

Firstly, Their content is very inexpensive to produce (thanks to the core gameplay). Each level does not take hours for a game designer to create, just small adjustments in a spreadsheet.

Secondly, they’ve designed so many modes into the game that use the same core, but challenge the player in slightly different ways. This keeps the game fresh.

As outlined above, in a typical session I can play in up to 6 different modes. Each of these modes I can play multiple battles each lasting up to 3 minutes. Each mode has its own form of energy, so if I run out of energy in one mode, I can move to the others. By the time I’ve completed each mode, another mode has its energy almost replenished. In many cases as well, a “Daily Energy Boost” comes into my inbox which gives me an even bigger boost allowing me to keep playing. It feels like a nearly endless cycle of opportunities to keep playing the game.

As a result, I can easily spend hours in this game every day, building up commitment, and keeping me playing (and paying) for months.

Mid-term: I want my Darth Vader

What drives the midterm is really all about completing your collection of favourite Star Wars characters. They tease this from the very beginning with everyone’s favourite villain: Darth Vader.

1000w

The Achievements in the game each reward the player with Darth Vader shards. The game makes it very addictive to attempt to complete these achievements to get these free shards. This slowly creeps up the player’s collection necessary to unlock Darth Vader. This just adds to the temptation. If you just play for a few weeks, you’ll get your favourite character!

But besides darth vader, because each mode directly promotes the player to collect more, having just darth vader isn’t enough. Each game mode teaches the player that to play optimally, they need a larger team of heroes. In order to get the ones you want, you’re going to need to grind for shards. And just to reiterate, shards are very difficult to find. You can collect just a few shards of any character each day, and it consumes your energy quickly.

This is an excellent mid-term goal for a game to have. Find and collect the shards of your favourite characters. This is great because is supported by the license itself. Star Wars has a ton of characters everyone is motivated to collect.

Long-Term Aspiration: Complete the Content, Build the Best Team

After a few months (or a lot of money) each player will have unlocked their favourite characters. Darth Vader, Boba Fett, Rey, Kylo Ren, Luke Skywalker, etc. After the collection urge is satisfied, the player must turn to new goals on the far horizon.

The first key driver of the long term retention has to be just the sheer amount of content. It will take a long, long time to complete all the campaign levels for the Dark and Light side, especially because the difficulty growth. This mode eventually demands that your team reaches near the level cap (60), which itself takes months to achieve. Adding additionally the incredibly complex and long lasting upgrade systems for each character, this content is going last for a long, long time.

Content is one way to drive long term retention, but content is only valuable if the player has the desire to complete it. Driving the desire the reach the end of content is not an easy task, and I believe that Galaxy of Heroes can still do more to tempt players to do this.

Galaxy of Heroes attempts to do this during the tutorial. A Hutt character bumps into you in the beginning, insults you, and the tutorial guide gives you a reason that you eventually want to beat this character. This is good, but eventually this goal should be for more social or innate reasons.

The main reason to reach the endgame of Galaxy of Heroes is to reach the top of the leaderboards. Build the best team to reach the top.

1000w

This provides the longest term goal and the main reason to reach the highest character levels in the game.

Monetization

Star Wars Galaxy of Heroes is a game with content that can last for years. This is the foundation of strong monetization, because in this game you can easily spend thousands of dollars without making a dent in the content. Furthermore, because Galaxy of Heroes strongly incentivizes collecting and upgrading a variety of characters to progress in the game, there is always a strong desire to spend to collect more characters faster than the game is offering them. To keep progressing, you need more characters and you need them at a higher level.

EA made 3 key decisions which helped drive Galaxy of Heroes’ revenue:

#1 Tapering Progress: Gotta Collect ‘em All

As mentioned in many of the deconstructions here, the best way to monetize is to get players hooked off fast progress in the beginning, but then quickly reduce their progression speed while teasing late game content. Players need to have both the desire to reach the end game and the frustration that their progress is slowing down.

The beginning of Galaxy of Heroes is filled with fast progression. Your account level is increasing quickly allowing you to rapidly train all of your characters with droids. Each character’s level is increasing faster than most RPG games. On top of this, gear is easy to come by so you’re able to upgrade your character’s gear very quickly giving you a strong sense of progress.

1000w

But eventually, things start hitting a tipping point. The characters you started off with are only 1 star, so each time you upgrade, you are reminded that you could be growing your characters faster if you only collected more shards. You’re given a couple 3-star heroes in the beginning which show the value of having such high star characters, giving you a sense that in the end, you’re going to need to promote your characters to higher star counts. Shards are hard to come by in the game’s economy but are much easier satisfied by spending real money on crystals and data cards. This is how Galaxy of Heroes converts players into spenders.

Adding to this, as players unlock new modes to compete in, they are inevitably showcased modes and villains that they can’t counter with their initial team. They see the value of having a variety of heroes but see a very slow progress to do it without spending. In different modes, they can collect a few shards for specific characters, but regardless — the best way to get the variety of characters is to spend money on Data Cards.

Because every mode in the game highly incentivizes having a variety of heroes, and grinding for new heroes is far more difficult than just spending money, this primes the player to spend.

#2 Sales & Subscriptions

Taking best practices from games like Heroes Charge, Galaxy of Heroes also made sure to include key features to convert players into payers as early as possible. Converting a player early is key to both retention and monetization: A player converted early is likely to commit to the game for the long run, and a paying player is much more likely to continue to spend if they retain. So to incentivize players early, Galaxy of Heroes was sure to include 2 key features:

Limited Time Starter Packs

1000w

As your account levels up by playing the game, you trigger starter packs. These appear in your shop. The packs offer one-time-only deals for a limited time. They offer guaranteed quality characters and heavily discounted amounts of in-game currencies. The deals start off at a low price point, but quickly escalate up to prices as large as $140USD. Each heavily incentivizing you to make that first purchase.

As a player this feels great — these purchases feel like the smart purchase. I get a high value pack with unique characters and currencies, and EA Games gets a committed player.

Subscription

1000w

Besides the Starter packs, Galaxy of Heroes also employs another common tactic in mobile RPG games: a subscription purchase. This purchase gives players 100 crystals each day for 21 days.

This mechanic is important because it both incentivizes the first purchase AND demands the player be engaged for a long period of time. This mechanic is also a great way to build commitment from your player base early, and as a player, it feels great — I get a huge discount on premium currency, and all I have to do is come back!

#3 Currency Design

Overall looking at all these features, what truly incentivizes purchases in this game is how they crafted their economy. They created an economy which pushes the player to play in the ways that they want, and escalate monetization quickly for spenders.

More Currencies means More Control

The way they accomplished this was not being afraid of complexity. Just looking at the sheer number of currencies in the game, you can clearly see that this game isn’t for everyone:

1000w

Why have these many currencies? Shouldn’t we as game designers seek ways to consolidate currencies?

If Galaxy of Heroes tried to consolidate some of their currencies, it would make for a more accessible game. Fewer currencies mean less clutter on the UI, less for the player to remember.

Besides accessibility, it allows players to have more choice on how they spend their currencies. For example, if they consolidated all energy into a single energy currency, players would be able to pick and choose which modes they wanted to play in and ignore the rest. This is exactly the choice that EA did NOT want players to have — they wanted to heavily incentivize players playing in ALL modes equally. This is the same reason why they have so many material types (Gear, Ability Upgrade, Droids, Shards) and within each type having so much variety in those rewards. This heavily incentivizes players to play in every mode. Ensuring that players actively want to play in each mode promotes their core loop further.

If players could ignore the “PvP Arena” mode completely, then the player would be completely cut out of the long term aspiration of becoming the best team. If players would feel okay with completely ignoring the “Cantina Battles”, then they would rarely feel challenged by the game, and feel okay with just spending all their time grinding in easy levels. Because each mode has its own energy, and each mode can have its own unique rewards, the player is heavily incentivized to compete and play in each mode.

On top of this, because there are more currencies in the game, and each currency’s sources and sinks are heavily restricted, this makes an economy balancer’s job much easier. They can easily model and predict the rates that players can gather and spend this resource, thus allowing much better control over the economy.

I believe Galaxy of Heroes was very smart in the design they had for their currencies. Going for this many currencies was the right choice.

The complexity that comes from having many currencies is worth the tradeoff for better balancing control and better monetization.

The Premium Currency won’t convert easily into everything.

The second smart thing that Galaxy of Heroes does, is ensure that their currencies are tightly controlled how they can be converted into each other. Especially the premium currency (Crystals).

Most of the currencies in the game aren’t directly convertible from Crystals. Crystals can only directly purchase data cards, skip timers, skip cooldowns, and speed up the energy timer. Compared to other games, the premium currency in Galaxy of Heroes is very restricted. These restrictions help to ensure the maximum potential of monetization.

1000w

In one mode called “Shipments”, crystals can be converted into certain shards, certain materials, and some currencies, but are restricted by a shipment timer. You can only purchase the item once per shipment. Afterward, you have to wait for the shipments to refresh.

This is a great way to further restrict currencies and open up better session design and better monetization. If a player wants a large amount of these currencies, they must either come back often to the game or pay quickly escalating amounts of crystals to cycle the shop.

Social Elements

Overall, Social is the weakest element in Galaxy of Heroes and thus is the most untapped potential for Galaxy of Heroes to grow. As a player, this is fundamentally a single player game, and it never demands that I work together with anyone to reach my final goal.

Allies, Borrowing Heroes

The only real social mechanic in the game is the ability to borrow other player’s heroes during battles. This allows you to “borrow” a high level hero each time you enter a battle, progressing you faster. It’s good for teasing game content and giving benefits for having active friends in the game. It also allows players that are higher level to help the progression for new players joining the game.

1000w

However, the system isn’t really all that impactful. Since I can always select a random player, it takes a long time before I start needing to add friends that are beyond my level. It’s a nice to have, but there’s no real motivation to add allies until I’m nearing the end game. This system would be much more impactful if the random heroes had a limit on it — you could only bring in a non-Allied hero a few times each session. This would mean eventually you will need your friend’s heroes. This would stress the importance of friends in the game earlier, which is a great way to increase retention through social pressure even for early retention.

Ranked Leaderboard & PvP

Beyond the Allies, there is also a PvP Arena mode. Each battle increases your rank in leaderboards, and matches the player against increasingly difficult teams of characters from other players in the game. It’s good for building up some light competition, but in my eyes, this is just the beginning of what a competitive mechanic needs to do.

The Key: More Social Needed!

To reach the top of the grossing charts you need social mechanics that push players to compete together. Social Pressure to play and pay together. Clans and Guilds to bind players together to compete. This is what is missing from Star Wars Heroes, and clearly is something that can be added to drive this game farther.

1000w

The blueprint for an effective guild structure for mobile RPGs can be found in games like Dungeon Hero and Heroes Charge. These games push players to join Guilds early, adding social pressure to upgrade and collect more heroes. They have mechanics including daily quests which reward the guild with their own currency and rewards all members in the guild for doing so. Guild Leaderboards to push the guilds to compete with each other. These are the basic building blocks of including social pressure into the game. I’m confident that EA knows this, and is working on these features for an update in the future.

Summary

Star Wars Galaxy of Heroes has done what all free to play games must do: create a design that with a strong core loop that lasts for years. Each of their key systems is designed to do this:

  1. A Strategic RPG Battle that demands the player collect and upgrade many characters
  2. A Metagame with many different modes to progress, but each demanding different characters at high levels
  3. A Character Upgrade system which is complex and nonlinear, demanding the player spend months to fully upgrade each character
  4. A tight economy which pushes players to play in every mode for hours for optimum progress
  5. But stepping back from the mechanics, Heroes of the Galaxy did what all Free to Play games must do when adding a License. Their license does more than just help market the game — it supports their core loop. Star Wars as a license drives the player’s core desire to collect and upgrade their favorite characters. Who wouldn’t want to collect a powerful Darth Vader? EA knew this and tempted players with this throughout the game.

Rather than just slapping a license onto a game, EA Games ensured that the license supports their core loop. Further pushing the game’s strong long-term retention, further pushing this game to be a strong top grossing title.

Deconstructing Clash Royale

Supercell has dropped a bomb on the mobile gaming market. Their new game, Clash Royale, soft launched just as 2016 got started. They have soft launched in only 8 countries, but this game is already a sure success. Supercell has already committed the game to a global launch in March.

The game is already Top 3 Grossing in Canada

The game is already Top 3 Grossing in Canada

Supercell has made a lot of smart choices with this game. They have a fun, competitive, forward-thinking game that exemplifies what modern free to play design should feel like. Previously I’ve talked about just how difficult Multiplayer on Mobile is to get right, yet here Supercell threw out the rulebook. They’ve now proven that Synchronous multiplayer can work on mobile. Many have even gone as far to say this is the first successful MOBA on Mobile.

Whatever you want to call this game, it will be a success, and it did so while breaking many of the rules.

But enough praise for the game, today I’d like to talk about my favourite subject when it comes to mobile game design: sessions. Specifically, where I think Clash Royale succeeded in creating session design that pulls players back each day.

They did so with 2 clever systems:

  • Free Chest Systems
  • Chest Slot System

Overview of the Game

Clash Royale is a card-based real-time strategy game. The best way to explain it is to watch:

Player use cards to spawn various units to attack opposing player’s towers. The goal is to destroy their towers before they destroy yours. The strategy is in choosing when and where to place your cards: to counter your opponent’s units, and to ultimately press the opponent enough to destroy their central tower.

Overall it is a hectic strategic game that lasts only a few minutes. It feels like a real-time hearthstone match mixed up with the clash of clans gameplay.

The Core:
  • Winning a battle will reward you with chests (in various ways)
  • These chests give you random rewards: gems, coins, and random cards
  • Cards can be upgraded with enough duplicates of the same card, and enough coins
  • To win, you need a variety of Levelled up cards
The Goal:
  • Players want a collection of competitive cards
  • To win as many matches as possible
  • To get as many crowns and trophies as possible
  • To reach highest Arenas
  • To reach the top of the leaderboard (With your clan or by yourself)

The loop is focused on collecting and gathering cards. Not unlike Hearthstone. The big modification though is the ability to upgrade these cards.

bomberupgrade

Comparing Clash Royale to Hearthstone, the ability to upgrade cards changes matchmaking and progression quite a bit.

To upgrade a card, you need to collect duplicates as well as coins. The real key comes in the rarity of the cards. Some cards are inherently better than others (ex. the Giant), and since they are RARE or EPIC, they drop a lot less than others. So not only do you want to collect these rare cards, you also need to collect a lot of them to fully upgrade the card.

This strong desire to collect and upgrade your cards is what drives all systems in the game. Each session is about attempting to get as many chests (and thus cards) as possible. To collect cards the fastest, the player has to play by the rules that Supercell desires to drive retention and monetization.

#1: The Free Chests System

To analyze Clash Royale’s sessions, let’s start with the most obvious system: how Clash Royale starts and ends its sessions.

For any game, good session design is marked by two things:

  • You’re rewarded each time you come back to the game
  • The game quickly gives you a short-term goal, that can be accomplished within that session, or at least within a few sessions

This is usually accomplished in most games by a few things:

A Rewarding Start:

Good sessions always start off with a instantly rewarding mechanic. Most games aim to have a collection of resources each time you return or a Daily Reward System. This gives the player a good feeling instantly after starting up the game.

Rewarding Start

Short Term Goal:

But having an instantly gratifying mechanic isn’t enough. The player must quickly form a goal which will drive the player further into the game. They need a goal which asks them to engage in the core gameplay.

This dynamic is usually created by a Daily Mission system or wanting to use up all Energy.

Session Goal

Clash Royale creates these 2 dynamics with 2 systems: A free chest every 4 hours, and a crown chest after collecting 10 crowns.

clash-royale-chests

The free chest system marks the beginning of your session: you come in, open up your free chests. It feels rewarding just to come back.

20160111042712a0eavbdtriwnw35g

Secondly, the crown chest. To open you must collect 10 crowns from opponents. This gives me a nice short term goal. Even if I am far away from ranking up, I want to collect 10 crowns so I get the crown chest. Realistically this goal can be accomplished in 1 session, or at least within a day.

This is perfect for driving a strong session length. A clear goal as soon as they’ve opened up the app. Something that the player feels good for accomplishing.

Crown_Chest_Tip

This chest can be opened once per 24 hours, which gives a strong daily goal for players. Players wanting to get the maximum number of chests come back each day and play enough matches to collect 10 crowns.

These 2 chests, which take up a small portion of the UI, incentivize strong sessions per day and strong session length.

#2: The Chest Slots System

Secondly lets look at the Chest Slot system.

Each time you play a round, if you win (score more crowns than the opponent), you will receive a chest. This chest is randomly chosen from Silver, Gold or Magical. Each chest takes time to open: 3h, 8h or 12h. You can only open 1 chest at a time, and to restrict things further, you only have 4 slots to store chests.

chest-drop-order-clash-royale

No other game on mobile has used this pattern for pacing players. This is the first I have ever seen someone attempt something like this. Instead of pacing the players through energy or construction timers, they went with a system that limits the rewards players get. Players can play as often as they like, but in order to progress and upgrade their deck, they need to pace themselves.

This system can only work if they know that :
#1: players won’t grow tired of playing their game… no matter how much they play
#2: their matchmaking and card upgrade system can prevent players from progressing into the higher leagues too fast

#1 is no easy feat, but I believe they accomplished it. Clash Royale is a game, like Hearthstone, that has a shifting meta, no clear answers. Every battle feels different, especially because its synchronous multiplayer.

#2 is based on the big change they made over a pure Trading Card Game system. Because you can upgrade each card, eventually the player will be confronted with decks that are stacked against them. No amount of skill will be able to defeat a deck with higher level units. Because of this, players will eventually need to play the chest opening game. There’s no avoiding it.

Matchmaking aside, what about the overall feeling of the sessions?

This system fulfills the goals of Flexible Sessions. Rather than blocking the player from playing the game, they ask the players to be smart about how they spend their time.

But what about having to come back every 3 hours to clear out a single chest? Why not allow for chests to be opened up automatically? Opened up in queue?

My guess is that Supercell knows the pain that the chest slots creates, and this is intentional for retention and monetization purposes. Players have to organize themselves to hit all their timers. This uncertainty of hitting their Chest Timers drives players to come back, and pay to speed up the timers when they know they won’t be able to return optimally. I know for myself this chest slot system has converted me into paying to skip timers.

But regardless if you’re chest slots are full, the player can continue to play, which really is what drives the flexible sessions. Even if you’ve filled up your chest slots there is a lot of productive things you can do in the game:

  • You can continue to play and push as far up the leaderboard as you can go with your current cards
  • You can continue to collect crowns for the Crown Chest
  • You can donate cards and request cards from clan mates
  • You can chat and read messages from other clan mates
  • You can watch other battles from around Clash Royale (and be teased of late game content or tempted to speed up progression…)

So although the Chest system is restrictive, its not nearly as restrictive as a straight up energy system. And having this “soft” restriction allows highly engaged players to opt-in to leaving the game when they feel smart about it.

Conclusions

Supercell have a big success on their hands with Clash Royale.

They crafted strong sessions with 2 systems:

  • A Free Chest system that gives rewards just for arriving and setting a strong session goal
  • A Chest Slot system that effectively paces players without energy

This base of strong session design is driving strong retention and monetization. I don’t expect Supercell to change much as this game moves towards global launch. I expect that they are mostly focusing on making their end game deeper and more competitive. This will drive the game even further up the Top Grossing charts, and drive even stronger long term retention. This game will be on the charts for a long time to come.

Overall Supercell clearly have opened up new doors with their designs. It shows that synchronous multiplayer can work on mobile, and energy is not needed to pace players properly. Lets see whether this ushers in a new “Clash of Royale Clones” or developers can apply these design lessons to new games on mobile.

Deconstructing Fallout Shelter

Fallout Shelter shocked many people when it reached the top grossing charts. Many (including myself) have been preaching about the unchanging stasis that exists at the top of the AppStore, and Bethesda came in and changed that completely.

As the smoke cleared, and I watch Fallout Shelter slowly fade from the top charts, I’m left with: “so what did we learn?”

I don’t think anyone can doubt that the brand of Fallout was huge for this launch. It attracted loyal gamers and drove massive organic growth on the AppStore. Every game studio since the launch of Kim Kardashian by Glu has known this. To make marketing on the AppStore affordable, brand recognition is becoming more and more important.

But the marketing aside, what shocked me was the response from players to this game. Here is a game that was developed by a traditional developer, taken a brand many gamers love (as a premium title), and then changed it completely to be free to play. We have seen this many times before ending poorly (see Dungeon Keeper, Sonic the Hedgehog). So what was so different about this launch?

How did Fallout Shelter become a beacon of acceptable free-to-play design for core gamers?

#1 No Arbitrary Session Caps

Fallout Shelter never forces its players to leave. There’s always something positive to do with your vault. There’s no blocker such as energy which says “you must leave now”. But as we’ve seen in previous posts (here and here), having a limit on sessions and progression is absolutely necessary to drive long term retention.

Fallout Shelter employs what I like to call “Flexible Sessions”. The player enters the game, feels rewarded, but the game slowly increases the pressure to leave. Instead of having an abrupt end to the session with energy, Fallout Shelter slowly tweaks the gameplay so you as a player feel smart for leaving.

fallout-shelter-resource-collecting

This is the typical screen the player returns to each time they come back to the game. Lots of rooms with lots of resources to collect. It feels very rewarding to return to the game every time.

Each time the player enters the game there are a ton of things to reward them. Production timers are short, so coming back every 5-10 minutes rewards the player with lots of resources and some occasional level ups of their dwellers. However, the longer the player remains in the session, the less rewarding the game is. This is built intentionally so that players eventually opt-in to leaving the game.

You want to build session design so that the player feels smart about leaving. Not told to leave.

image

A good example of the game increasing pressure over a session is the “rush” feature. Rushing takes the place of a “skip for premium currency” button which free to play games have. For fallout, the rush feature is no longer a monetization feature, it is a session design feature. In the beginning, the player is trained to continually rush production of rooms. This rewards with faster resource production and bottle caps (a key currency for progression). However, the more you rush a single room, the higher the incident chance will go up. So the more you rush rooms, the more likely a fire or radroach attack happens. The longer you are in the session, the more rooms you rush, the higher risk you have of bad effects. It is strategic to leave and come back later.

Overall the game never really forces the player to leave. Just tries to slowly decrease the value of sticking around. So for core gamers, they never feel like they are being pushed out of the game for no apparent reason, rather they are making strategic choices about when to stay and when to leave.

#2 Disguised Pacing Structures

We can all read from the reviews, forums, and rants that gamers hate timers, pay-to-skip and energy systems. But pacing is the key to long term retention. Without long term retention, a free to play game can’t succeed (more on this here).

So how do we effectively pace traditional gamers?

Disguise the pacing systems to feel different from traditional free to play systems.

Best example of a disguised free to play mechanic is the wasteland mission system. This system is a version of FarmVille’s “plant and wither” mechanic which drove very strong commitment for players to return. Each time a player would plant a crop, the crop would have a limit of how long it was harvestable. If the player didn’t come back before this time, the plant was withered. The player would not get any value from it.

Plant and wither hasn’t been around for awhile because most designers see that player’s really hate it when their first experience coming back to the game is to be punished for not returning. Punishing players at the level of FarmVille these days results in a high churn rate (a high percentage of players leaving the game). But Clash of Clans, Boom Beach and other “Build & Battler” style games have slowly added this punishment back into the toolkit for free to play design. The longer the player is away, the more likely they are to be attacked. When they’re attacked, their precious resources are being stolen.

This fear of losing out on owned items, or “loss aversion”, is a very strong session driver.

fallout-shelter-exploring-wasteland-guy

Fallout Shelter employs loss aversion with their wasteland feature. Unless the player comes back to the game before the dweller dies in the wasteland, that settler is dead. All those bottle caps and rare equipment the dweller collected? That’s gone too. Of course the player can revive the dweller, but this comes at a cost, which rises over time. “Smart” gamers are going to feel good about scheduling their day around avoiding deaths of their dwellers.

For addressing the core audience, designers will have to reverse engineer common pacing systems and rebuild them to feel something very different. The wasteland feature is an excellent example of how to do this.

#3: Gacha

Lastly, targeting their Fallout player audience, Bathesda knew they needed a fair monetization scheme. The only way to do this is with a Gacha/Card system (more on Gacha here). Fallout Shelter offers no direct purchase of resources. This is the usual method for simulation games. Drive desire for the player to spend when they’ve run out of a specific resource they need.

FalloutShelter_Announce_Lunchboxes_1434320369-700x525

Fallout Shelter does it differently. Instead of the much-hated resource store, they have a lunchbox gacha system. Each lunchbox contains a random set of cards. Cards can be resources, soft currency, gear, or even rare dwellers. So instead of knowing exactly how much currency you’re going to get, you have the rare chance that you’ll get a rare dweller or rare gear on top of the resources you need. Thus paying for items feels very rewarding versus paying for currencies in other games. You don’t feel like you’re cheating the game (as much) instead you feel like you’re playing the lottery and being rewarded with new toys to play with.

The key that makes this core-gamer friendly is that it is fair because it is luck based. Any player has a chance at the big rare prizes.

It is fair because all players can get lunch boxes from regular play. Playing the game smartly can get you lunchboxes quicker. It also feels fair because the players that pay aren’t really impacting any other player’s experience with the game. Fallout Shelter is not operating in a PvP multiplayer environment. If they were, there would be a lot of pay-to-win criticisms. Because the game is single player, Bethesda had some wiggle room with these pay-to-progress mechanics.

Hearthstone and Contest of Champions has shown that these gacha systems can give lucrative monetization potential. However, the revenue per download of Fallout Shelter over the last few months is much lower than most top grossing games. But when you consider the downloads the game got simply because it took a lighter approach to monetization, this was probably the best choice.

Monetization methods have far more to do with what your audience expects, rather than what would be the best way to make a buck.

The Fall of Fallout Shelter

Despite the all that I’ve praised here, the game ultimately did not sustain in the top grossing. While it initially had the support of the brand, ultimately the game didn’t stick to the top charts because of the lack of content, not pacing players enough and no social gameplay which led to low long-term retention.

From discussing with high level players, the game really only lasts for maximum 2 weeks. After this, there is no new rooms, no desire for more dwellers, no new content. No goal to achieve other than optimizing your vault’s layout. For free to play to truly work, your game must last for months (if not years).

So why should you start even considering emulating what fallout shelter built?
Why should we care what core gamers think of our game?

It comes down to your audience, and knowing what they expect and what they tolerate in free to play mechanics. Games for players of mass market match 3 games require different techniques than games for players of fallout.

What fallout shelter has shown is that the core gaming audience can be a big game changer for free to play games. This audience can grow a game overnight that can take over the top grossing charts. This audience is very likely to be the ones playing your game for months, competing at the highest level. Research is showing that the big spenders on mobile aren’t new game players, these are players that have experience playing and paying for games.

Gamers have money and are willing to spend it on games that they feel treat them fairly. So as a developer, if you’re going for a more mid-core or core audience, you have to ask yourself: What did Fallout Shelter teach you?

Deconstructing Hearthstone by Blizzard

Blizzard’s Hearthstone has defined collectable card games (CCGs) on mobile over the past year, and with the recent launch of the versions for smart phones on both iOS and Android the mobile revenues have rocketed roughly sevenfold.

Hearthstone is an interesting game to look at, because it breaks so many of the conventions of mobile F2P:

  • It has no energy system
  • It sells only permanent items
  • It is highly skill based
  • It is mainly synchronous PvP

As such it appeals to a lot of self designated “gamers” that find other mobile games somehow below them. This run down of the game will take apart the main features and discuss how they create and great game, and whether there are larger implications for the mobile F2P industry.

Core Loop

The core loop in Hearthstone is incredibly simple:

Hearthstone

There are two main play modes: Ranked and Arena.

Ranked can be considered the basic game mode, where players play against each other synchronously to climb a monthly ladder. Players use decks that they have constructed from their permanent card collections. It is free to play, and players earn coins for winning matches and completing quests that appear daily.

Arena can be considered a secondary play mode, but is hugely important to and complements Ranked play. Here players also play synchronously with each other, but they must pay an entry fee – either coins or real money. Players make a deck as they enter the arena, choosing one of three cards at a time until they have a full deck. The rewards depend on a player’s performance, but can be generous compared to the entry cost.

The balance of the two modes is important, because it provides both payers and non payers, as well as players of different skills something to do. Earlier on, players may find Ranked play easier as they learn to put together decks that rely on specific combos. Later on they may find Arena more fun as there is the challenge of putting together a deck on the fly, and all players have the same chance of getting legendary cards.

Pacing

Hearthstone-quests

Quests act as the pacing system in Hearthstone, but it is so well framed that many players don’t see it for is. Rather than restricting the number of matches that players can play in a certain time, quests limit the amount of coins that a player can earn. Players get one new quest each day, and are limited to having three in total at any one time. Players can earn small amounts of coins for winning matches in Ranked play (10 coins every 3 wins), but this is small both compared to the time it would take to play these matches (perhaps 30 minutes or more on average), as well as the coins earned from quests (40-100 per quest).

As players earn most of their coins from quests, and not from playing matches, Hearthstone has no need to limit the amount of times a player can play. Players can (and do) sink hours into climbing the rankings without breaking the economy, as after the first few games their in game earnings are virtually nil. This is such a simple yet effective feature I am amazed that more F2P games have not copied it – energy systems are by far the most hated, yet standard F2P systems.

Single currency, single resource

I count coins as the single currency in Hearthstone and dust as the single resource. Hearthstone does not have a soft currency for everyone and a hard currency for payers. It follows therefore that it does not have items that can only be bought for hard currency. Purchasable things in the game can either be bought for either coins or real money. Dust is reserved exclusively for crafting specific cards.

The fact that as a non payer you can get anything in the game, and you can earn coins at a reasonable rate, helps create an environment that seems fair and inviting for both payers and non payers alike. Whilst the temptation to drop real money on a bunch of packs is constant, it never feels like someone has beaten you just because they’ve spent money on the game.

Permanent purchases

Hearthstone-collection-management

The nature of card rarity in Hearthstone also supports the feeling of fairness. Cards have one of four rarities: common, rare, epic and legendary. However, in contrast to many of the other mobile CCGs, cards cannot be upgraded or fused. This means that buying cards always results in a permanent addition to your collection, either directly or through the crafting system.

As with all CCGs there needs to be some method of dealing with duplicate cards, to maintain the randomness of pack opening. Hearthstone only allows players to have two of each card (one of legendaries) in their deck. Duplicates beyond this can be disenchanted for Hearthstone’s main resource: dust, which in turn can be used to craft any card in Hearthstone. The conversion rate is obviously not great – cards give only 25% of their cost to craft when they are disenchanted, and making progressively rarer cards gets ever more expensive. You need to disenchant 320 common cards to craft a single legendary. But the system does mean that even if players only get duplicates through randomly opening packs they can work towards specific cards that they want to create particular decks.

The fact that purchases result in permanent items that cannot be taken away from the player makes them all the more attractive. Players know that if they get a legendary card they will always have it, and its power will stay constant. Players can still spend huge amounts of money on the game, as there are so many cards to collect and the chance of getting a legendary is so low. Various Reddit posts put the cost of a Legendary at around $12-24, so with 67 legendary cards currently players could easily spend over $1,000 getting all of those alone. The cost of the epics and rare cards would be on top of that, and players can pay 4x for cards with a gold back – a purely cosmetic change.

Buying Experience

[youtube https://www.youtube.com/watch?v=_N0p4YSXn4Q]

The permanence of purchases together with the overall polish in the game creates an incredibly positive buying experience. You would expect nothing less from Blizzard of course, but the pack opening sequence is spectacular, especially when compared to the drab experience in many mobile F2P games to skip a timer or add more resources. Buying something feels great, a detail that is all too often overlooked.

Skilled play vs. Pay to Win

blizzconhearth

Most mobile F2P games steer clear of including too much skill. Skill makes games more difficult to balance, as players will have a varied experience of the same content. Furthermore, with highly skilled games it is difficult to give players a continuous sense of progression, as their skill level will typically plateau after an initial learning period. As most mobile F2P games are selling progress, they need to maintain the sense of progression that grind based games give, as ensure that players have broadly the same experience by leveling the playing field with luck.

In contrast, Hearthstone has a high degree of skill – the game has an impressive number of tournaments and events, and Blizzard host a World Championship at BlizzCon that had a prize pool of $250k last year. Youtube and Twitch are awash with Hearthstone matches and the top players are starting to make their fame and fortune from the game. This is clearly a far cry from games like Clash of Clans or Game of War, where success largely depends on the amount of time (and money) players can grind into the game.

That said, in Ranked play, working your way up gets more difficult the higher you go not only because you meet more skilled opponents. Any player will tell you that you need to both have the right cards to put together in a deck to create the right combos, as well as the ability to change your deck as you go. This flexibility is vital as the meta game changes as you move through the ranks. At a given time, rush decks might be unstoppable at ranks 20-15, but easy prey above rank 10.

Always having the right epic and legendary cards to finish off your deck becomes essential, but you rarely need very many of them to create a good deck. The pressure to spend is in having the necessary breadth of cards, rather than a deck construct solely of very rare cards. This creates a dynamic where players do need to spend to play at the highest levels, just as League of Legend players need to practice with all the different Heroes rather than just the ones that are freely available that week. At the same time each individual card is balanced for its mana cost and players who have spent a lot of money to acquire a lot of different cards might be beaten by a player who has spent very little, but happens to have the right cards for that particular battle. Players must spend to progress in general, but matches don’t feel pay to win.

Synchronous PvP

Hearthstone is one of the only successful mobile games to centre on its synchronous PvP experience. Vainglory and others have tried to take this challenge on, but no one else has succeeded except another game backed by a massive desktop IP: World of Tanks Blitz. Hearthstone was in beta on PC 9 months before coming to iPad, and had half a million downloads before it even hit the App Store. This period was essential to give them the critical mass needed to match players with each other at an appropriate level. Without it players would either be facing long wait times every match they played, or getting matched against players of very different skill – either case is a potentially game breaking experience.

Blizzard’s ability to drum up this level of interest in a new game is a testament to their expertise at launching new synchronous PvP games, but absolutely not a reference that other developers can hope to emulate. Without Blizzard’s existing World of Warcraft IP, installed fanbase, community management efforts and PR, the game would have faced a much harder prospect of building the community necessary for critical mass. I do not believe that we will see a synchronous PvP based game successful on mobile without a PC version any time soon.

Conclusion

The success of Hearthstone, combined with how different it is from many other mobile F2P games makes you expect it would have a huge impact on the prevailed design trends in the industry. The pacing system in particular seems superior to the energy systems that are still prevalent in many games. However, the fact that Hearthstone was launched PC first on the back of the huge World of Warcraft brand has allowed a number of other differences that the vast majority of mobile F2P developers cannot hope to emulate.