"[N]one of my clients will admit that they have a retention problem, because that means admitting they’re not very good at making games that people want to play."In this free GDC Vault video from GDC Next 2013, Gamesbrief founder and author of "The Curve" Nicholas Lovell explores how to achieve what he feels is the goal of free-to-play game design -- let anybody access your game, and allow people who love what you do to spend money on things they truly value -- in his talk, "Where the Whales Live: The Pyramid Model of F2P Design." The content of this talk expands on what Lovell posted earlier on the Gamasutra member blogs, where you can find brief discussions of the core loop, the retention game, the superfan, and more.
1 MIN READ
Video: 'Where the Whales Live: The Pyramid Model of F2P Design'
“For free-to-play, design is more important than production” to retain players -- using mechanics, systems, and emergent narrative -- says Gamesbrief founder Nicholas Lovell in this free GDC Vault talk.