Tag Archives: Game Developer’s Conference

Designing in-game purchases – GDC Next ’13

Description of my talk from GDC Next ’13 – Designing in-game purchases:

In-game purchases are here to stay. Now more than ever it is clear that players are comfortable spending money in browser, mobile, and download games. But just because players are willing to pay does not mean game developers know how to give them something worth buying. This talk gives practical, hands-on guidelines and processes for designing your game’s monetization. Core loops, feature design, economy design, user interface tips, user experience flows, and forecasting tools are all covered in this actionable talk from a 11 year design veteran who has successfully made the leap from designing paid games to freemium games.

Game Design is Business Design – GDC 2013 Edition

I presented this latest version of my game monetization lecture – Game Design is Business Design – at the 2013 Game Developer’s Conference as part of the Free to Play Design and Business Summit. In the talk, I mention some tools and templates in the lecture that you can find at the following links:

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Deathblow!

or, Ben Cousins was Too Gentle

On Wednesday of GDC, Ben Cousins of ngmoco delivered easily one of my top talks of the show, “When the Consoles Die, What Comes Next?”  This succinct talk painted a clear picture of the collapse of the Cinema relative to TV and a similar collapse of Arcade relative to Console.  Cousins’ hypothesis stated that a transition is already underway; Console is rapidly giving way to Mobile, and in the near future Gree will be to Nintendo what Nintendo is to SNK.

This picture was painted using a variety of data sources: historical data on market capitalization for key companies, year-over-year market size of Arcade vs. Console, losses of Microsoft’s Entertainment and Devices division, etc.  In one slide on comparing annual arcade revenue to console revenue, Cousins highlighted two years where the markets were roughly equal as the tipping point from which Arcade would never recover.

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Dragon Age Legends Road to 100k Likes



Here are the slides from my GDC Online 2011 talk, “Dragon Age Legends Road to 100k Likes”. Talk description from the the program guide:

We live in a new world where borders between game developers and their players have broken down, where a Like can be more valuable then an ad campaign and where your fans can literally reach you 24 hours a day. In this metrics driven talk, Dragon Age Legends’ producer Ethan Levy explains the successes and failures of the game’s innovative pre & post launch social marketing strategy. From its MMO style Closed Beta program, to its fully animated trailer, to getting a Facebook game front paged on IGN, Dragon Age Legends was a game of firsts in the social gaming space.

Dragon Age Legends at GDC Online

In October of 2011, I gave a talk at Game Developers Conference Online entitled “Dragon Age Legends’ Road to 100k Likes”.  You can watch the talk for free at the GDC Vault.  Here is the description of the talk, which was presented in both the business and customer experience track:

We live in a new world where borders between game developers and their players have broken down, where a Like can be more valuable then an ad campaign and where your fans can literally reach you 24 hours a day. In this metrics driven talk, Dragon Age Legends’ producer Ethan Levy explains the successes and failures of the game’s innovative pre & post launch social marketing strategy. From its MMO style Closed Beta program, to its fully animated trailer, to getting a Facebook game front paged on IGN, Dragon Age Legends was a game of firsts in the social gaming space.

I plan on posting up the slides sometime soon for more convenient digestion.