I want to highlight this view of the hierarchy of social game design as seen through the eyes a new user funnel, in this case mobile social and a major app store like Apple's:
- ACCESSIBILITY
First, a player browses or searches for your game on the app store, and finds it. The SEO is tuned and they find it easily. The marketing text is in a language they can read, they understand what is written (it's not riddled with "in-jokes" or "only for fans" humor), they're on a device that can download it, they have the space and bandwidth to download it, and it's at a price-point that is accessible to them. The player can decipher and access the basic "code" of information presented. If not, the player already churns at this point in the funnel.
- THEME
The player reads about the theme through the app store marketing; first, by way of the name of the game itself (not Alpaca Farm, please), next, by the name of the company, then by the marketing paragraph texts. The theme and premise are interesting, have gravity, have a "hook," and begin to pull the player in. If not, the player already churns at this point in the funnel.
- AUDIO VISUAL
The player views the screenshots, the art quality is high, the art style is appealing, they like what they see and want to see more. A rich lively world is presented. If there is a video and the player watches it, the music and sound effects further activate regions of their brain that pull them in to want to experience more. If not, the player already churns at this point in the funnel.
- GAMEPLAY
Now the player has downloaded the game, and is actually playing it. Interactions are rewarding and seamless. Pacing is perfect. Story and characters draw them in. Gameplay is familiar yet novel. The player takes baby steps, but soon is walking on their own. After 20 minutes, the player already starts to feel a mini-sense of mastery, and could see how continued play would grant them further self-satisfaction and reward. Gameplay is clear, and objectives and rewards are unambiguous. If not, the player churns at this point in the funnel.
- SOCIAL
Now the player has been playing the game, for hours or days, and they are invited to socially connect. The social game design is brilliant. The promises made are the equivalent of being told they will experience the very essence of firework explosions themselves. The social play promises transformative play and true social interaction, using multiple methods of social play (parallel, cooperative). If not, the player fails to attempt to play socially, and with social being the real long term retention provider, where the game is mere platform for the social, the player churns at this point in the funnel.
- VIRAL
Now the player has socially connected, and is socially playing - but the virals are mere spam, not gameplay-adding depth. Or conversely, there are no virals, and the player must "push" to tell their friends, instead of the game pulling friends to them. The player may socially connect, then find they have no friends already connected, and without effective virals they never invite those to whom they would otherwise stick with. The player churns at this point in the funnel.
- MONETIZATION
The player is playing, socially connected, with invited friends, and is really rocking it. Then they hit a pay wall. The game points a gun to their head - pay to keep playing to progress, or wait here in a permanent plane stall. The player churns at this point in the funnel.
You can see how the progression of each social game design hierarchy element not only comes right after the other in serial time progression from app awareness to in-app purchase, but how each social game design hierarchy element transcends but includes all prior foundational elements before it.
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Delete9gag brought me here. Even tho I don't understand what you've written, nice that you started a blog! If you click on my profile, you'll see mine (if you're interested ofcourse).
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