Do you have friends? Yes? Okay, awesome, we’ve got common ground to work on. Doing things socially is a large motivator for a lot of people; the desire to work together or to show off accomplishments is a driving factor behind many activities. Even unrelated actually participating, sports fans want to socially proclaim their love for their team (R.I.P. Atlanta Thrashers) despite having nothing to do with the success of the team. Capitalizing on that desire for social experiences is currently a driver behind a lot of change in the game industry, both in terms of mechanics and monetization.
Of course everyone is familiar with FarmVille, either by direct experience or remote vilification, so we’ll use that as an example. Here, you grow virtual crops and raise virtual animals and run a virtual farm. There is a cyclical nature in the game where the goal is to get better at doing these things so you can get better at doing these things, etc, etc. Which, while not my perferred method of gameplay, is something that appeals to people. Why it appeals to people is a whole discussion on Skinner Box (new window) game design, which I’m sure I’ll rehash at some point, despite there being loads of well written thoughts on the topic already. Let’s, for the sake of this discussion, just accept it for what it is and not debate the merits.
This method of “earning” rewards (which are really just time based milestone rewards, rather than skill based) and sharing the rewards with your friends to generate more (gasp!) rewards is a feeder in to the cyclical design. Frequently giving a player bonuses, rewards, etc and promoting the idea of sharing those accomplishments with their friends is built-in marketing. I doubt anyone that reads this will be shocked, and most of us have probably been annoyed by it at some point. The idea works, though, because people feel like they’re helping (“Oh! I’m going to send you this extra Pig Feeder 9000″) rather than annoying (“Oh! I’m going to spam your Facebook with posts about Pig Feeders!”) helps encourage shares. Even if the return rate is 5%, you’re still getting your players to work for you, for free.
This isn’t new. At all. Word of mouth marketing is a known and powerful thing. These games just nudge you slightly harder than some things. Think about the last time you nabbed a great deal on something. Did you think, “Man, I should tell FriendX about this because they’d love this!” before calling them or sending them an email about it? That is exactly the momentum they’re trying to capture. There is nothing wrong with the concept; I’m completely stoked if a friend gives me the heads up a game I’ve been wanting is half off today. Or a game he thinks I would enjoy is half off, even if I have never heard of it. So what makes these games so obnoxious and intrusive to us when they do this on Facebook?
First, they’re not well tailored. Most applications just have you shotgun posts out to all your friends at worst, or at best let you pick friends that have played that game at some point ever. What if I was playing a game where I was managing a cafe, for example. So you get some kind of reward, let’s say gourmet coffee. The game then internally examines your friends that play the game, and notices my coffee sales are low. It then specifically targets a need by recommending you share a reward with me that is benefit to a specific deficiency in my play. By doing this, you’re causing connections that are less frequent (lowering annoyance factor) and more relevant (raising return rates) to the recipient.
The next important part for taking these sorts of ideas from the flood of reskinned FarmVille games is to make the achievements meaningful. A reward for successfully clicking a button after a timer runs out or a meter fills up is only satisfying on a base level. Tie some actual accomplishment to it, and people that aren’t swayed by current methods will suddenly become more involved. Let’s go back to our hypothetical cafe game. Say you have to solve puzzles to add recipes to your menu. So now, that gourmet coffee reward you sent me is the result of you successfully solving 10 puzzles in less than the average time. This encourages skill growth, which promotes critical thinking about the gameplay that is happening, and helps keep the brain doing things that are good for it like problem solving.
At this point, if you’re my father, you’re probably wondering about when I’m going to get to the whole monetization part of it. So what we’ve done so far is build a better system that encourages social participation in games, and allows us to user the player base as free marketing while that marketing still provides a desirable service to the players. We’re moving away from the traditional casual game design to more skill based challenges. Now since our game is starting to have meat on its bones, we can begin to make money. If you make quality content, people will respect and trust what you do. Thus, charging for extra content has a high payout rate since you have earned the loyalty and support of your customers. Our cafe game can release a $5 Smoothie Pack that adds a whole new style of puzzle, with new rewards and challenges, and have a much higher conversion percent from non-payers to payers, because the content is worth the money.
This all sounds nice and simple, but the reality is that you have to be able to make a very good game to begin with for this to work. Your premium content doesn’t need to let people accomplish things for free. Rather, the premium content should be new and unique experiences that expand on a solid gameplay core to drive sales. After all, at the end of the day, giving away loads of free stuff doesn’t pay the bills unless you want to plaster advertising everywhere, and good luck with that one. Building an engaging, skill-driven core system with meaningful and relevant social interactions will allow you to monetize on hearty, game-expanding premium content and grow a satisfied, trusting user base. Obviously, this is a pretty bare-bones analysis, and there are a lot of other factors to consider, but if I typed everything today I’d have no content for Wednesday.