Since my earlier post on Lessons Learned from Star Wars: The Old Republic (SWTOR) is the most popular post on the blog, I'd like to follow it up with a sort of "post-mortem" of the game's transition from a solely subscription-based MMORPG to a hybrid model that mixes a Free-to-Play (f2p) service with the existing subscription service. The way that SWTOR does f2p is quite intelligent, and solves its monetization and population challenges in unique and thoughtful ways. As the debate over the validity and ethics of the f2p business model rages in industry discussion forums, we can all benefit from analyzing how BioWare has successfully integrated a f2p scheme that is fair, balanced and anything but "pay-to-win."
I won't go into the specific details of SWTOR's f2p service here -- you can check their official website for the details. Rather, I'll cover the conceptual aspects of the decisions that BioWare made to implement the service, and how these decisions impact the relationship between subscribers and free players, as well as the impressions they give to new players choosing which service to use.
To conceptualize the way that f2p works in SWTOR, start by thinking of the entire game, as a whole, and all of the features that go along with it. Imagine that each feature is like a faucet nozzle, and that all of the nozzles were turned on full blast at launch. What the f2p service does is turn some of the nozzles down to a smaller flow, turn others down to a trickle and leave the rest at full blast. An f2p player can pay small amounts to control the flow through any nozzle, turning this one or that one higher or lower at will, while all of the nozzles remain at full blast for subscribers. The most that an f2p player can do is to purchase enough feature unlocks to be playing the same game as a subscriber, in which case the f2p player will be paying roughly the same amount as a subscriber (theoretically). Therein lies the genius of the scheme -- there is no opportunity for a player to buy his way to greater power than everyone else. The most a player can buy is a set of full-blast feature nozzles that makes the player equal to subscribers.
For example, a f2p player only has access to play two pvp warzones per week, while subscribers have access to an unlimited number. In this instance, the pvp "nozzle" is at full blast for subscribers, and at a trickle for free players. However, free players can purchase a weekly pass to enjoy the same unlimited rights as subscribers for this particular feature. Another example is playable races. Subscribers have access to the entire range of playable races in the game -- a full blast feature nozzle. Free players, on the other hand, only have access to a few. Again, f2p players can spend money to unlock additional playable races, allowing them the same experience as subscribers for a small fee.
Vanity goods are another integral piece of SWTOR's f2p strategy, and in this case the challenge was to avoid unfairness toward subscribers, rather than making things fair for free players. BioWare continues to add interesting vanity goods to their f2p store, including unique mounts, pets, costumes and entertaining consumables (things like fireworks). Since these items are only available in the shop, BioWare doles out a healthy allowance of f2p currency to subscribers each month, essentially allowing them the right to choose whatever vanity goods they would like without having to pay more than their existing subscription fee.
It's refreshing to see a company create a viable and robust f2p service, and impressive to see it done post-launch alongside an existing subscription service. SWTOR continues to be one of my favorite games, and I can't wait for the new expansion to continue my Sith Juggernaut's story.
Monday, January 7, 2013
Wednesday, January 2, 2013
Video (Mega)Review - AltDev Student Summit 2012
I'm really excited about this post, and I've been waiting for a while to post it. Today I present my first Video (Mega)Review, covering about 12 hours of excellent and informative content that can benefit anyone interested in breaking into the video games industry.
The AltDev Student Summit, brought to you by the folks behind AltDevBlogADay, was an entirely online conference aimed at students in technical universities working towards game-development degrees, although, as I said, the lectures and presentations can benefit people of any age. This series of 22 presentations by industry insiders covers nearly all aspects of game development, from programming to art to marketing, and covers equal ground in the AA and Indie spaces. No matter where you want to land in the industry, I can almost guarantee that there is a video here for you.
I waited to make this post because I wanted to watch each and every video beforehand, and I was never disappointed along the way. Although the event was hosted live, all of the sessions are hosted online, and can be viewed at your convenience on the Watch Sessions page.
As a programmer, designer and marketer, sessions of particular note for me included:
A Day in the Life of a Tools Programmer/Buildmaster – Alex Crouzen
A Day in the Life of a Solo Developer – Mitu Khandaker
Being the Voice of an Indie Company – Andrea Schmoll
DIY Development Jay Margalus and Phil Tibitoski
Creating Games for Global Players- Kate Edwards
Starting and Running a Company, From a Programmer’s Perspective – Rebecca Fernandez
I like to keep these reviews short, so I'll leave you with one powerful observation before embedding the opening keynote presentation. One theme that resounded throughout almost all of the presentations was the following gem of wisdom: The most important thing to do to break into the games industry is to make games! Period! Time and again, presenter after presenter made the point that building a portfolio of finished projects is more important than educational credentials, more important than job experience and more important than personal connections. The resounding theme of all 22 presentations is that creating and finishing games is the #1 thing that will give you an advantage over everyone else when it comes to breaking into the industry. Can you feel the inspiration?
Without further ado, I present the opening keynote of the AltDev Student Summit 2012:
http://www.altdevblogaday.com/altdev-student-summit-2012/videos/
The AltDev Student Summit, brought to you by the folks behind AltDevBlogADay, was an entirely online conference aimed at students in technical universities working towards game-development degrees, although, as I said, the lectures and presentations can benefit people of any age. This series of 22 presentations by industry insiders covers nearly all aspects of game development, from programming to art to marketing, and covers equal ground in the AA and Indie spaces. No matter where you want to land in the industry, I can almost guarantee that there is a video here for you.
I waited to make this post because I wanted to watch each and every video beforehand, and I was never disappointed along the way. Although the event was hosted live, all of the sessions are hosted online, and can be viewed at your convenience on the Watch Sessions page.
As a programmer, designer and marketer, sessions of particular note for me included:
A Day in the Life of a Tools Programmer/Buildmaster – Alex Crouzen
A Day in the Life of a Solo Developer – Mitu Khandaker
Being the Voice of an Indie Company – Andrea Schmoll
DIY Development Jay Margalus and Phil Tibitoski
Creating Games for Global Players- Kate Edwards
Starting and Running a Company, From a Programmer’s Perspective – Rebecca Fernandez
I like to keep these reviews short, so I'll leave you with one powerful observation before embedding the opening keynote presentation. One theme that resounded throughout almost all of the presentations was the following gem of wisdom: The most important thing to do to break into the games industry is to make games! Period! Time and again, presenter after presenter made the point that building a portfolio of finished projects is more important than educational credentials, more important than job experience and more important than personal connections. The resounding theme of all 22 presentations is that creating and finishing games is the #1 thing that will give you an advantage over everyone else when it comes to breaking into the industry. Can you feel the inspiration?
Without further ado, I present the opening keynote of the AltDev Student Summit 2012:
http://www.altdevblogaday.com/altdev-student-summit-2012/videos/
Thursday, November 15, 2012
Motivate Gamers to Buy Your Products Using the Fogg Behavior Model
The Fogg Behavior Model is one of many models designed to understand exactly what motivates specific behaviors in individuals and groups. This simple yet powerful model can reveal strategies for motivating behavior in almost any context, whether it be changing behavior within a workplace, working with your kids, or motivating consumers to buy products. Of course, we are chiefly interested in how this model can apply to motivating video-game consumers to try a product or service, which can include games, peripherals, platforms or virtually any other product in our industry.
Stated simply, the model presents behavior as the result of a combination of ability, motivation and triggers:
Behavior = Ability + Motivation + Triggers
This simple model can reveal tactics for:
- Increasing the number of microtransactions in a f2p game
- Influencing people to try product demos
- Gaining and maintaining subscriptions
- Increasing retail purchases
- Influencing platform decsions (hardware or software)
- Motivating employees in gaming companies (developers, publishers, retail, etc.)
- Motivating potential investors (traditional or crowdfunded)
Let's go through the three components of the model one at a time, and explore ways that your company can gain leverage in each area.
Ability
The ability component relates to the ease (or possibility) of performing a desired behavior. The key to leveraging this component is to make your products as easy as possible to find, try, and purchase. Using the traditional example of retail, if your game is not on the shelf, customers have no ability to buy it.
The retail model has obviously changed in the last 10 years, as digital distribution continues to gain ground over traditional outlets. Still, making your games available online is not as simple as hosting a download link on your website. How easy is it to actually find your download link? Does the link always work? Is there an annoying registration process or other gateway slowing people down as they look for your game? Is the download fast enough (direct download vs. download client vs. torrent, etc.). All of these considerations come into play for this component.
Motivation
The key question here is, "why should anyone want your product?" What have you done to motivate people to search for your game in the first place? The first, most important, and most often overlooked factor in building motivation is the quality of your product. If you release another genre stereotype, all the marketing in the world won't do much to motivate people to seek out your game. If you've created something unique and compelling, on the other hand, a little marketing spending will go a long way.
Marketing is still very important, even with a game that spawns viral word-of-mouth advertising just by being epic. Carefully craft all of your marketing messages throughout the campaign with the goal of building motivation in mind. Don't just let players know about your
upcoming release; make them want it so bad they need it! What are you doing to drive people crazy over wanting your game?
Triggers
The trigger component can be the most elusive, but it is no less important than the others. A trigger is something that ties motivation and ability together, and acts as the catalyst that puts behavior into motion. Consider, for example, that your pre-launch marketing campaign has people drooling over your game before it comes out, and that you have set up a solid digital distribution platform. What is going to tell your customers that it is time to satiate their desire and make a purchase? The answer to that question is the trigger. A trigger could be an email blast that tells pre-launch subscribers that a new update is ready to play, or it could be one final push in your advertising schedule that lets people know the game is on store shelves.
Whatever you do in this area, just do something! Do not think that your pre-launch announcements of release dates will be enough to move massive amounts of product on day one. Be just as active in the first few weeks after launch as you were in the weeks prior, letting people know that they now have the ability to satisfy their motivation.
Putting It All Together
I've focused on publishers in the above examples, but I hope this quick summary gets you thinking about ways that you can influence motivation, ability and triggers to achieve desired behaviors in whatever industry segment you may operate, and with whatever target groups you may seek to influence.
For more information on the Fogg Behavior Model, see the whitepaper below:
A Behavior Model for Persuasive Design, BJ Fogg
Photo Credit: freedigitalphotos.net: imagerymajestic
Stated simply, the model presents behavior as the result of a combination of ability, motivation and triggers:
Behavior = Ability + Motivation + Triggers
This simple model can reveal tactics for:
- Increasing the number of microtransactions in a f2p game
- Influencing people to try product demos
- Gaining and maintaining subscriptions
- Increasing retail purchases
- Influencing platform decsions (hardware or software)
- Motivating employees in gaming companies (developers, publishers, retail, etc.)
- Motivating potential investors (traditional or crowdfunded)
Let's go through the three components of the model one at a time, and explore ways that your company can gain leverage in each area.
Ability
The ability component relates to the ease (or possibility) of performing a desired behavior. The key to leveraging this component is to make your products as easy as possible to find, try, and purchase. Using the traditional example of retail, if your game is not on the shelf, customers have no ability to buy it.
The retail model has obviously changed in the last 10 years, as digital distribution continues to gain ground over traditional outlets. Still, making your games available online is not as simple as hosting a download link on your website. How easy is it to actually find your download link? Does the link always work? Is there an annoying registration process or other gateway slowing people down as they look for your game? Is the download fast enough (direct download vs. download client vs. torrent, etc.). All of these considerations come into play for this component.
Motivation
The key question here is, "why should anyone want your product?" What have you done to motivate people to search for your game in the first place? The first, most important, and most often overlooked factor in building motivation is the quality of your product. If you release another genre stereotype, all the marketing in the world won't do much to motivate people to seek out your game. If you've created something unique and compelling, on the other hand, a little marketing spending will go a long way.
Marketing is still very important, even with a game that spawns viral word-of-mouth advertising just by being epic. Carefully craft all of your marketing messages throughout the campaign with the goal of building motivation in mind. Don't just let players know about your
upcoming release; make them want it so bad they need it! What are you doing to drive people crazy over wanting your game?
Triggers
The trigger component can be the most elusive, but it is no less important than the others. A trigger is something that ties motivation and ability together, and acts as the catalyst that puts behavior into motion. Consider, for example, that your pre-launch marketing campaign has people drooling over your game before it comes out, and that you have set up a solid digital distribution platform. What is going to tell your customers that it is time to satiate their desire and make a purchase? The answer to that question is the trigger. A trigger could be an email blast that tells pre-launch subscribers that a new update is ready to play, or it could be one final push in your advertising schedule that lets people know the game is on store shelves.
Whatever you do in this area, just do something! Do not think that your pre-launch announcements of release dates will be enough to move massive amounts of product on day one. Be just as active in the first few weeks after launch as you were in the weeks prior, letting people know that they now have the ability to satisfy their motivation.
Putting It All Together
I've focused on publishers in the above examples, but I hope this quick summary gets you thinking about ways that you can influence motivation, ability and triggers to achieve desired behaviors in whatever industry segment you may operate, and with whatever target groups you may seek to influence.
For more information on the Fogg Behavior Model, see the whitepaper below:
A Behavior Model for Persuasive Design, BJ Fogg
Photo Credit: freedigitalphotos.net: imagerymajestic
Tuesday, November 13, 2012
Video Review: John Lasseter - A Day in a Life
Last night I watched a very inspirational short documentary that follows Pixar/Walt Disney Animation Studio director and chief creator John Lasseter through a typical day in his life. Specifically, the video shows John making numerous directorial decisions regarding the movie Cars 2.
At first, I found the video to be a bit shallow -- while it was entertaining to see John's model trains and a bit disgusting to see his collection of nearly 400 shirts, I felt that the video lacked the substance that I was hoping for. However, that all changed when I caught a true gem of inspiration near the end of the video. At it's core, this is a video about a man who truly loves what he does each day. He is truly passionate about what he creates, and he says that every day he is thrilled to go to work and see what new things he can discover. This quick documentary is a must watch for anyone who needs a bit of inspiration and motivation to leave a dead-end job and follow a dream!
http://www.youtube.com/watch?v=m5HN3-l_f-U&feature=youtu.be
At first, I found the video to be a bit shallow -- while it was entertaining to see John's model trains and a bit disgusting to see his collection of nearly 400 shirts, I felt that the video lacked the substance that I was hoping for. However, that all changed when I caught a true gem of inspiration near the end of the video. At it's core, this is a video about a man who truly loves what he does each day. He is truly passionate about what he creates, and he says that every day he is thrilled to go to work and see what new things he can discover. This quick documentary is a must watch for anyone who needs a bit of inspiration and motivation to leave a dead-end job and follow a dream!
http://www.youtube.com/watch?v=m5HN3-l_f-U&feature=youtu.be
Monday, October 1, 2012
Video Review - "Game Design with Will Wright"
My last video review met with excellent reviews, so I'm going to charge ahead with another! In this post I review "Game Design with Will Wright," from a speech Mr. Wright gave at SD Forum in 2003. Even though the video and examples contained therein are a bit dated, the concepts shared in the video are timeless.
In this lecture, Will goes into detail about what it takes to achieve emergence in game design. Simply put, emergence refers to a paradoxical concept that arises when a system with a simple and straightforward ruleset and constraints can provide seemingly limitless opportunities for unique experiences. Will Wright is the king of emergence, creating franchises like SimCity and the Sims, which can be learned in a single day and yet can continue to surprise players with new experiences after months or years of play. This is a definate must-watch for anyone strategizing on ways to take their gameplay design to a higher level.
http://youtu.be/CdgQyq3hEPo
In this lecture, Will goes into detail about what it takes to achieve emergence in game design. Simply put, emergence refers to a paradoxical concept that arises when a system with a simple and straightforward ruleset and constraints can provide seemingly limitless opportunities for unique experiences. Will Wright is the king of emergence, creating franchises like SimCity and the Sims, which can be learned in a single day and yet can continue to surprise players with new experiences after months or years of play. This is a definate must-watch for anyone strategizing on ways to take their gameplay design to a higher level.
http://youtu.be/CdgQyq3hEPo
Wednesday, September 26, 2012
Video Review: Designing Original Games | Daniel Cook
I would like to try something new with this post. Previously I've shared my reviews on books useful to those in the video game industry, but I find myself watching a great deal more lectures in video than reading books. Starting with this post, I am going to share quick overviews and reviews of informational videos that I find around the web.
This first video review focuses on "Designing Original Games," a speech given by Spry Fox's Daniel Cook at Casual Connect 2012 in Seattle. I ran across this video as an embedded comment on an insightful post on Indiebits.com.
In this video, Daniel Cook shares tips and strategies for breaking genre paradigms and creating enitrely new game mechanics and systems. Daniel shares things that he and Spry Fox have done to train their minds to generate new ideas, rather than leaning on tried-and-true methods of player interaction. This video gave me insight into how to approach game design with an eye toward innovation and creativity from the start, rather than starting with a proven genre and adapting it to stand out.
Notable Byte: If you make a game in a standard genre, there will always be players who prefer your competitors' offerings. If you make something completely unique, every player will have to play your game for that specific experience.
http://youtu.be/f7DFuXDN29M
This first video review focuses on "Designing Original Games," a speech given by Spry Fox's Daniel Cook at Casual Connect 2012 in Seattle. I ran across this video as an embedded comment on an insightful post on Indiebits.com.
In this video, Daniel Cook shares tips and strategies for breaking genre paradigms and creating enitrely new game mechanics and systems. Daniel shares things that he and Spry Fox have done to train their minds to generate new ideas, rather than leaning on tried-and-true methods of player interaction. This video gave me insight into how to approach game design with an eye toward innovation and creativity from the start, rather than starting with a proven genre and adapting it to stand out.
Notable Byte: If you make a game in a standard genre, there will always be players who prefer your competitors' offerings. If you make something completely unique, every player will have to play your game for that specific experience.
http://youtu.be/f7DFuXDN29M
Saturday, July 28, 2012
Zynga (ZNGA) and Facebook (FB) Dive Together

I stumbled across an article on DigitalTrends.com that made me start thinking about the future of Zynga -- the phenomenal company that created an entirely new segment of the video game consumer market. The article, linked below, reveals that Zynga plans to enter the world of online gambling next year, starting with a real-money poker game to be launched in legal and regulated markets. It wasn't too long ago that people couldn't get enough of Zynga's stable of games, staring at gradually-growing landmarks for hours while dishing out hundreds of dollars, 50 cents at a time. Why, then, should the company consider serving an entirely new target market?
While considering this interesting turn of events, I saw Jim Cramer on CNBC's Mad Money highlight the fact that both Facebook (FB) and Zynga (ZNGA) stock took a major dive in trading on Thursday (Facebook plummeted even further on Friday). Then I remembered my earlier post, Upcoming Facebook IPO Could Change the Game for Social Games, and everything started to click.

My advice to social gaming companies is to do exactly what the social network that went public with a single productive asset did not do -- diversify your outlets. If Zynga games were as tightly entrenched in The Android Market, iPhone App Store, XBOX Live Arcade and other popular outlets, I wonder if Facebook's slowing pace of growth would affect it as much.
Read More:
Zynga to launch real-money online poker in early 2013
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