60 likes | 197 Vues
Join us for a one-day workshop on October 8, led by Janne Paavilainen, focusing on the SoPlay heuristics for designing social games. Learn through case studies of popular games like Civilization and Final Fantasy. Participants will engage in hands-on activities exploring heuristics such as Accessibility, Interruptability, and Continuity to develop innovative social game concepts. The workshop includes guided design questions and group presentations, emphasizing evaluation from a business perspective including acquisition, retention, and monetization strategies.
E N D
Designing Social Games with SoPlay HeuristicsMindTrek 2010 Conference Workshop by Janne Paavilainen Workshop details • One-day workshop on Friday 8th Oct, running from 10.15 am to 4 pm, one hour lunch at 1 pm • Introduction to SoPlay heuristics with case examples from known social games • Participants select one AAA game title, which theme is taken into social game design space • Easy picks are Civilization, Final Fantasy… For harder challenge there is StarCraft, Halo… • Workshop focuses on each SoPlay heuristic, which are used to create social game concepts • Accessibility, Interruptability, Continuity, Discovery, Virality, Narrativity, Expression, Sharing, Sociability, Competition • Each heuristic is taken into focus and divided into series of design questions • Participants answer to these design questions and designing a social game concept • Towards the end, each concept is presented and evaluated in group • Focus of evaluation from business perspective: acquisition, retention, referral, monetization, following • Closing discussion and methodology evaluation • Participants fill up a questionaire form considering the methodology • The goal is to develop SoPlay heuristics further
ACCESSIBILITY INTERRUPTABILITY CONTINUITY DISCOVERY VIRALITY COMPETITION THEME SOCIABILITY CORE SHARING EXPRESSION NARRATIVITY
SG1 - AccessibilityMaking the game easy to approach, understand and play. Design questions: What are the key qualities for… Easily approachable TITLE and THEME? Quick, short and inspiring TUTORIAL? Easily understood CORE MECHANICS? Short and interesting INTERACTION LOOP? Quick LOADING TIME? Having FUN in under 2 minutes of game play? How would these design questions be addressed in your social game concept? What would be the result of addressing these items poorly?
SG2 - InterruptabilityTaking advantage of spontaneous and irregular use context of social network. Design questions: How are the… Breaks in game play REWARDED? Game mechanics SUPPORTING INTERRUPTIONS? Gameplay tasks designed to be SHORT? How would these design questions be addressed in your social game concept? What would be the result of addressing these items poorly?
SG3 - ContinuityProviding asynchronous and permanent game world which attracts the player to come back. Design questions: How is… ASYNCHRONOUS game world designed to foster continuous game play? EXPERIENCE and LEVELING designed to stimulate the feeling of progress? REWARD SYSTEM diveded into different levels? Fast ADVANCEMENT promoted in the game play? The player rewarded for COMING BACK? How would these design questions be addressed in your social game concept? What would be the result of addressing these items poorly?
Business perspectiveKeeping it real. Business questions: • Acquisition • How the players get acquinted with the game and start playing? • Retention • How are the players hooked in the game? • Referral • How the players are made to recommend the game for their friends? • Monetization • What makes players to pay for your freemium game? • Following • How to build a community around your game?