Validating Your Game Design
My notes on the talk Validating Your Game Design: Ways to confirm the potential of your game idea before launch by Oscar Clark
Presentation mostly Targeted to Live games
Some questionable design patterns, in Validating Your Game Design#Mechanics for example
Direction
What success looks like?
Pick 3, and put number on them! => KPI/Metrics
It can be:
- Communicate Ideas
- Looking for Inner Truth
- Pure Gameplay
- Love for Genre
- Professional Accolade
- Need to innovate
- Financial success
- Market Opportunity
What are you making
- Toy?
- Short term revenue model
- Long term investment game?
- Game as a Service?
Understand you audience
3 Personas
- Persona 1 - HOW (Mechanics)
- In love with core mechanics
- Will continue playing if the game was only the core mechanics
- Persona 2 - WHAT (Context)
- need a sense a purpose to continue playing
- Persona 3 - WHY (metagame)
- Social component
- Livestyle / Daily routine
=> Targetable audience
Everything needs to be build in the design
Design
Loops
Mechanics
Think about the emotional journey of the player
- Start condition
Does the player enter the game in a relaxed state? Does he enter the game with anticipation - Challenge
Are we introducing a sense of tension? - Resolution
Move away from anticipation toward FOMO - Reward
=> Relief, but without satisfying the player fully so he continue to engage
Keep player in the FOMO, even when we give the reward
Context
Metagame
Not the game
What happen outside of the game
Extensible interaction
Interaction that can
- Show off my skill
- Encourage my brain to work
- Be enhanced by powerups
=> Tap into to give player a sense of autonomy/control
Art/IP Fit
Is the art suitable for the IP
Game economy
This encompasses everything, like
Gold / Player Time / XP / Consumables / ...
Think about how they all interact together and where does your business model fits in
Data
Where do we get data?
User testing / Qualitative testing
Online playtesting platform : https://antidote.gg/
Great to recruit 5/10 people.
Have some telemetry ready to understand what path do they take / where they are stuck.
Ask 3 Questions
- Did they enjoy playing the game -> They will lie
- Would they play the game again -> They will lie again
- Would they recommend to a friend -> They already lied twice, they are much likely to give an honest answer here
Attribution partner
https://steamdatasuite.com/
When I run a marketing campaign, where does the player comes from?
In game data
It's increasingly difficult to extract raw data from game platform, so we need to back data gathering into the game -> ship to an Object Storage and observe with another software (Dataiku :))
Example of data
- Event trigger
With context, anonymized of course
2. Level start
3. Level end
4. Shooting action
5. End of a match
With context, so we can mesure a Win / Loss ratio
Market data
vginsight, steamspy, steamdb
What do we do with the data
=> Average of 10 games in the subgenre
=> Create revenue possibility
⚠️ It's not forecast, it's what success can look like
Top down analysis with Market data:
What the market is looking like?
What the growth is looking like?
=> Create KPI to use to mesure our likelihood of success
Bottom up analysis
- Make assumption on KPI
- What revenue can the game make if those KPI are true
Build Data targets
- Optimal
- Good
- Mid
- Fail
=> Can be used to make tests: - share trailer with real targeting but small audience
- with expected KPI
- Cost per click / Cost per install
- See in which target we land
Example Indicators
- Cost per click / Cost per install
- Retention
- ROAS: Return on Advertising Spend
- ARPDAU: Average Revenu Per Daily Active User
Game report
Rate every next points with N/A, ISSUES, PARTLY, MOSTLY, GOOD
Detail every category by answering the questions:
- What this does well
- Recommendations
- Questions and potentials risks
Game design
Compelling core mechanic
Gameplay is extensible
Sense of purpose and progression
Play fits lifestyle & Mode of use
Compelling social experience
Monetization Design
Focus on player utility
Monetization fits platform/genre
Good use of hybrid monetization
Reasons for repeat purchase
Purchase experience is satisfying