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Index
Free2Play
Acknowledgments
About the Author
Foreword
Discovering F2P
F2P Success
Why F2P Is Better
Why This Book Is Important
Contents
Introduction: How F2P Changed Games
The Opportunity of F2P
How This Book Works
Examples of Successful Games
The Chapters
1. Economics: How the Money Works
Physical vs. Digital (Why Bits Aren’t Atoms)
The Internet Is an Open Market; Your Game Isn’t
We Don’t Buy Things; We Buy Emotions
Not All Players Spend Equally
The Math
The Acronyms: A Primer
The Money Formulas
Winning at F2P: Increasing Profits with KPIs
Users and Engagement
Retention and Churn
Spend and Conversion
Cost Per Acquisition
Overheads
Improving KPIs Holistically
2. Gameplay: Keeping Players Coming Back
F2P: The Good Games Revolution
Core Loops: The Beating Heart of Games
Structure of the Loop
Upgrades in the Loop
Waits in the Loop
Grinding in the Loops
Sessioning: Showing Your Players the Door
Finite Loops: How Sessions Work
Return Triggers: Enticing Your Players to Come Back
Appointment Triggers
Competitive Triggers
Social Commitment Triggers
Location Triggers
Sales and Events Triggers
Nudge Triggers
Player Motivations: Hearts, Clubs, Diamonds and Spades
Hearts (or Socializers)
Clubs (or Killers)
Diamonds (or Achievers)
Spades (or Explorers)
It’s an Understanding
Goal Systems: Retaining Players for Years
Rats in Boxes: The Secrets of Variable Reinforcement
Increasing the Rewards
Choosing a Schedule
Examples of Goal Systems
Collections
Missions
Leaderboards
Friends
Unlocks
Don’t Tick Boxes
3. Monetization: Players Reward You with $$$
IAP 101
What to Sell: The Four Cs of IAPs
Content
Convenience
Competitive Advantage
Customization
Mixed Cs
Creating Demand: Supply and Pinch Points
Virtual Currencies
Energy
Virtual Goods
Making Money from Demand
Creating Value: Comparison, Quality and Experience
Comparison
Quality and Experience
Breaking the Barrier: Getting Players to Spend
User Experience
First Purchase Deal
Social Proof
Beyond IAPs
Advertising
Banner ADS
Interstitial ADS
Video ADS
Offer Walls
Affiliate Linking
Alternative Benefits of ADS
The Negatives of Advertising
Product Placement
Merchandise
Store Cards
Observe, Improve, Repeat
4. Analytics: Understanding and Serving Your Players
The Eternal Beta
Don’t Listen to What People Say, Look at What They Do
Collecting Data
The Metrics You Need
KPIs
Demographic Metrics
Play Tracking
Resources and Items
Custom Metrics
AB Testing
Data Quality
Statistics: The Analyst’s Toolbox
Averages: Mean, Mode and Median
Causation and Variables
Regression Analysis
The Art of Interpretation
Gather Data, Test, Analyze
5. Marketing: Reaching Players
Eyes on Your Game
Buying Players
Press
Organic Traffic
Burst Marketing
Golden Feedback Loop
Viral Marketing
Players in the Funnel
No Two Players Are Alike
Catching Leaks: Sharing Players and Building Communities
Strategic Positioning
The High-level Proposition
The Best Marketing of All
Appendix A. The F2P Spreadsheet
Appendix B. Additional Resources on Free-to-Play Games
More Money From Your Mobile Game for Zero Cash: Tips on Maximizing Sales and Revenue
Increase Sales
Create Fresh Virtual Items
Lobby Your Platform Holder
AB Test Names and Icons
Link to Affiliates
Reduce Bounce and Churn
Make Building an IAP an Event
AB Test Your IAPs
Build a Community
Cross-Promote Your App
Refine Your Pinch Point
Include Advertising and Offer Walls
Up Your Largest IAP
Be Creative with What You Sell
Try Product Placement
Create an Update
Utilize Free Game Promos
Win with Balance
There’s Nothing Sinister About High-Value IAPs
Spending Habits
The Debate
Games are Machines; You are an Engineer
Cogs in the Machine
Enigma Machines
The Core of the Machine
People vs. Machines
A Compelling Conclusion
When You Don’t Need a Consultant
When You Want to Hear What You Already Know
When You Want to Be Told What to do
When You Want to Ignore the Consultant
Doing a Low-Level Task
Covering Your ASS
So, When Do I Need a Consultant?
Appendix C. Interview with Zynga Co-Founder and CEO Mark Pincus
Index
A
B
C
D
E
F
G
H
I
K
L
M
N
O
P
Q
R
S
T
U
V
W
Z
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