Designing Social Games with SoPlay Heuristics MindTrek 2010 Conference Workshop by Janne Paavilainen Workshop details One-day workshop on Friday 8th Oct, running from.

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Transcript Designing Social Games with SoPlay Heuristics MindTrek 2010 Conference Workshop by Janne Paavilainen Workshop details One-day workshop on Friday 8th Oct, running from.

Designing Social Games with SoPlay Heuristics
MindTrek 2010 Conference Workshop by Janne Paavilainen
Workshop details
One-day workshop on Friday 8th Oct, running from 10.15 am to 4 pm, one hour lunch at 1 pm
Introduction to SoPlay heuristics with case examples from known social games
Participants select one AAA game title, which theme is taken into social game design space
Easy picks are Civilization, Final Fantasy… For harder challenge there is StarCraft, Halo…
Workshop focuses on each SoPlay heuristic, which are used to create social game concepts
Accessibility, Interruptability, Continuity, Discovery, Virality, Narrativity, Expression, Sharing, Sociability,
Competition
Each heuristic is taken into focus and divided into series of design questions
Participants answer to these design questions and designing a social game concept
Towards the end, each concept is presented and evaluated in group
Focus of evaluation from business perspective: acquisition, retention, referral, monetization, following
Closing discussion and methodology evaluation
Participants fill up a questionaire form considering the methodology
The goal is to develop SoPlay heuristics further
SHARING
CORE
THEME
CONTINUITY
SG1 - Accessibility
Making the game easy to approach, understand and play.
Design questions:
What are the key qualities for…
Easily approachable TITLE and THEME?
Quick, short and inspiring TUTORIAL?
Easily understood CORE MECHANICS?
Short and interesting INTERACTION LOOP?
Quick LOADING TIME?
Having FUN in under 2 minutes of game play?
How would these design questions be addressed in your social game concept?
What would be the result of addressing these items poorly?
SG2 - Interruptability
Taking advantage of spontaneous and irregular use context of social network.
Design questions:
How are the…
Breaks in game play REWARDED?
Game mechanics SUPPORTING INTERRUPTIONS?
Gameplay tasks designed to be SHORT?
How would these design questions be addressed in your social game concept?
What would be the result of addressing these items poorly?
SG3 - Continuity
Providing asynchronous and permanent game world which attracts the player to come back.
Design questions:
How is…
ASYNCHRONOUS game world designed to foster continuous game play?
EXPERIENCE and LEVELING designed to stimulate the feeling of progress?
REWARD SYSTEM diveded into different levels?
Fast ADVANCEMENT promoted in the game play?
The player rewarded for COMING BACK?
How would these design questions be addressed in your social game concept?
What would be the result of addressing these items poorly?
Business perspective
Keeping it real.
Business questions:
Acquisition
How the players get acquinted with the game and start playing?
Retention
How are the players hooked in the game?
Referral
How the players are made to recommend the game for their friends?
Monetization
What makes players to pay for your freemium game?
Following
How to build a community around your game?