This document discusses game design and business models for online games. It covers various business models like pay-by-the-minute, subscriptions, one-time purchases, and free-to-play with microtransactions. Each model impacts game design and targets different audience sizes and demographics. The document also discusses issues like balancing time and money, revenue and fairness, and advancement speed vs content production. It proposes using conjoint analysis to segment players and match different attribute values like damage and speed to player types to maximize revenue from microtransactions.
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Game Design and Business Models Neil harris cce_2012
1. Game Design & Business
Models
Neil Harris
neil@heroengine.com
10. ONE-TIME PURCHASE DRAWBACKS
No Recurring Revenue:
Frequent Expansions & DLC
Heavy Focus on PvP = VERY
Hard Core
P2P = Instanced =
Hacking/Cheating
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11. WHY I LOVED PAY-BY-THE-MINUTE
More Fun = More Time
More Time= More Money
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16. ANNUAL REVENUE POTENTIAL
BY THE MINUTE
High ARPU, Audience 1,000-50,000
SUBSCRIPTION
~$15 ARPU, Audience 50,000-millions
FREE-TO-PLAY MICROTRANS
<$1 ARPU, Audience potential tens of
millions
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17. BUSINESS MODEL IMPACT:
SUBSCRIPTIONS
ARPU HAS A FLOOR AND A CEILING
No chance to benefit from whales
Low value for light users
HAPPIEST USERS = LOTS OF TIME
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19. SUBSCRIPTION GAME DESIGN ISSUES
SLOW DOWN PLAYERS = GRIND
HUGE WORLD = HUGE EXPANSIONS = HUGE
COST
PvP END-GAME (LESS CONTENT REQUIRED)
WoW IS SPEEDING UP ADVANCEMENT TO
BROADEN AUDIENCE
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20. FREE TO PLAY + MICRO TRANSACTIONS
Huge Audience!
More Casual
Needs Low Hurdle
Balance Paid Goods with Fairness
Annoyances + Cures
Speed or Convenience
Vanity Items
New Areas / Content
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21. MAXIMIZE REVENUE & FUN IN FREE-TO-PLAY
A MODEST PROPOSAL
WHAT IF?
YOU COULD DIVIDE YOUR PLAYERS INTO
SEGMENTS
AND OFFER EACH GROUP ONLY THOSE
ITEMS THAT THEY VALUE MOST HIGHLY?
CONJOINT ANALYSIS
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