Counting On Uncertainty: Balancing familiarity and surprise in game design
San Francisco, California
London, United Kingdom
Counting On Uncertainty
Building fun into a game has a lot to do with understanding the balance between the familiar and the surprising. We need our playing mechanics to be intuitive so players will engage quickly and at the same time we need them to be endlessly repeatable without becoming boring. This is especially challenging for freemium games where we want to attract the widest audience and maintain their interest for many months of play.
In this Oscar will look at the contradictory influences of familiarity and uncertainty and the important role they play in building up player engagement. He will show the importance of soft variables in the gameplay to create emergent behaviour as well as to ensure the attractiveness of virtual goods in Freemium games. Additionally, he will show that challenge and disruption are essential to the long term success of your titles, but that timing is essential to avoid your players churning and to create magical moments that players love to share with their friends. Oscar will also look at the role of 'Easter Eggs', Emergent Behaviour and Imbalanced Economies to build challenge and surprise within the game. These are strategies that the top developers are using to build retention, monetization and long-term customer engagement.
Join This Webinar To Learn
- The importance of balancing Familiarity with Uncertainty
- Why timing is essential with it comes to surprise
- The role of 'Soft Variables' in emergent and personalised play
- How to Leverage Easter Eggs, Emergent Behaviour and Inbalanced Economies
- Making Better Games With Freemium
Pesentations fill up quickly, so sign up before we run out of space!
Oscar Clark - Evangelist Everyplay
Oscar Clark is a consultant and Evangelist for Everyplay from Untiy Technologies. He has been a pioneer in online, mobile and console social games services since 1998. He provided ‘vision’ for one of the first Online games communities (Wireplay - British Telecom); was global lead for games at Hutchison Whampoa (3UK) which included (perhaps) the first mobile in-App purchase; and was Home Architect for PlayStation®Home.
He is a regular columnist on PocketGamer.Biz and Develop-Online as well as other irregular pieces on publications such as GamesBrief and Gamasutra. He is an outspoken speaker at countless games conferences including GDC, Casual Connect, Game Connection and Develop on Games Design, Discovery and Monetisation. He is a Mentor for accelerator GameFounders and has guest lectured on Social Freemium Games Design for several Universities. His first book "Games As A Service: How Free To Play Design Can Make Better Games" is available on Amazon, Kindle, Kobo and iBooks and published by Focal Press.