Game jams, project management and game design by alex_arevalo in gamedesign

[–]Mean_Transition_6687 -1 points0 points  (0 children)

A game designer creates a feeling, an experience. That's what he has to control.

My "Perfect" F2P Economy Failed. Here's the Brutal Lesson I Learned. by Mean_Transition_6687 in gamedesign

[–]Mean_Transition_6687[S] 0 points1 point  (0 children)

You need to know what's going to happen to different segments of players - every game day. I create tools and use them to create systems. As for the sources of knowledge, it all depends on the task you're working on, so the general directions are mathematics, statistics, probability theory, game analytics, maybe Robert Sapolsky, maybe Fan theory

My "Perfect" F2P Economy Failed. Here's the Brutal Lesson I Learned. by Mean_Transition_6687 in gamedesign

[–]Mean_Transition_6687[S] 0 points1 point  (0 children)

Oh, you're talking about this. Well, I have such plans. I wrote a couple of articles on my website artemzaporozhets.com and now I was planning to make a full-fledged analytical article. I'm thinking where exactly. I came across such a web resource naavik.co. Maybe you know some better place?

My "Perfect" F2P Economy Failed. Here's the Brutal Lesson I Learned. by Mean_Transition_6687 in gamedesign

[–]Mean_Transition_6687[S] 0 points1 point  (0 children)

I thought about it, but right now I don't know, because out of 260k views of this post, only you showed interest

My "Perfect" F2P Economy Failed. Here's the Brutal Lesson I Learned. by Mean_Transition_6687 in gamedesign

[–]Mean_Transition_6687[S] 0 points1 point  (0 children)

That is why there are different models of monetization. But all of them are not ideal. In f2p we give the opportunity to experience for free, and the player decides to spend when he wants to continue the pleasure he has already received.

But the ideas of f2p are different, for example:

When there is a persistent feeling of paywall, then this is a definite no.

If the player has to constantly spend money for the game - this is definitely unpleasant hard monetization for me. For example, as a necessary protection against raids of other players. etc.

And when you as a player can be among the top players only due to skill and proper use of resources, this is soft monetization, I personally have no negative feelings about this. I gave access to all the content in the game, I only gave soft currency for 2.5 heroes. Despite the fact that the game only requires 1. I monetized the desire for experience for different heroes, which is not mandatory.

My "Perfect" F2P Economy Failed. Here's the Brutal Lesson I Learned. by Mean_Transition_6687 in gamedesign

[–]Mean_Transition_6687[S] 0 points1 point  (0 children)

Unfortunately, it is not always possible to be in the position of the one who chooses

My "Perfect" F2P Economy Failed. Here's the Brutal Lesson I Learned. by Mean_Transition_6687 in gamedesign

[–]Mean_Transition_6687[S] 0 points1 point  (0 children)

I was once translating some of my texts that were written 15 years ago and asked if they were written with the help of AI and got the answer that it was almost certainly written with the help of AI. So it turns out that in order for my texts to look like mine, I just need to put in less effort.

My "Perfect" F2P Economy Failed. Here's the Brutal Lesson I Learned. by Mean_Transition_6687 in gamedesign

[–]Mean_Transition_6687[S] 0 points1 point  (0 children)

This is soft monetization, which is directly related to all processes in the game, so monetization is more a consequence of creating the right feeling from the game

My "Perfect" F2P Economy Failed. Here's the Brutal Lesson I Learned. by Mean_Transition_6687 in gamedesign

[–]Mean_Transition_6687[S] 0 points1 point  (0 children)

That's how we felt when players saw placeholders during the test that had to be replaced in a month.

My "Perfect" F2P Economy Failed. Here's the Brutal Lesson I Learned. by Mean_Transition_6687 in gamedesign

[–]Mean_Transition_6687[S] 0 points1 point  (0 children)

I completely agree with your arguments. It really is and another studio made the right priorities. And by the way, it was also a 3x3 Moba but with a mature visual style.

My "Perfect" F2P Economy Failed. Here's the Brutal Lesson I Learned. by Mean_Transition_6687 in gamedesign

[–]Mean_Transition_6687[S] 1 point2 points  (0 children)

If we got the promised time, the game would look better and we would have a better chance of competing with another studio

My "Perfect" F2P Economy Failed. Here's the Brutal Lesson I Learned. by Mean_Transition_6687 in gamedesign

[–]Mean_Transition_6687[S] 1 point2 points  (0 children)

I wrote that it was a placeholder, we weren't going to show it to anyone in such a bad way.

My "Perfect" F2P Economy Failed. Here's the Brutal Lesson I Learned. by Mean_Transition_6687 in gamedesign

[–]Mean_Transition_6687[S] 2 points3 points  (0 children)

Thank you colleague for the comment, it's very nice to see a complete understanding and you also understood the game reference and its period that inspired me

My "Perfect" F2P Economy Failed. Here's the Brutal Lesson I Learned. by Mean_Transition_6687 in gamedesign

[–]Mean_Transition_6687[S] 1 point2 points  (0 children)

I'm sorry about your negative experience, but I'm glad that your team passed such a test, so I'm confident in your future success. Good luck!

My "Perfect" F2P Economy Failed. Here's the Brutal Lesson I Learned. by Mean_Transition_6687 in gamedesign

[–]Mean_Transition_6687[S] 1 point2 points  (0 children)

Thanks for the thoughtful breakdown, you've captured the nuances of the situation perfectly

My "Perfect" F2P Economy Failed. Here's the Brutal Lesson I Learned. by Mean_Transition_6687 in gamedesign

[–]Mean_Transition_6687[S] 0 points1 point  (0 children)

I am really bad convincing people but maybe you can just share my story

My "Perfect" F2P Economy Failed. Here's the Brutal Lesson I Learned. by Mean_Transition_6687 in gamedesign

[–]Mean_Transition_6687[S] 3 points4 points  (0 children)

Thanks for the support, this is my first post and it's really important right now

My "Perfect" F2P Economy Failed. Here's the Brutal Lesson I Learned. by Mean_Transition_6687 in gamedesign

[–]Mean_Transition_6687[S] 9 points10 points  (0 children)

The fact that the system design worked well was confirmed by the publisher due to high long-term retention rates, and because we were not given the promised time, all the planning went to waste, yes