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Must Haves For Your Free-To-Play Games. Presented by Saljack Enterprises. Gaming. Media. Entertainment.

When designing a free-to-play (F2P) game, most developers concentrate on tracking the number of downloads, installs, and in-app purchases. However, there’s nothing wrong with keeping an eye on these metrics, it is vital to study how your players are communicating with your game by getting details on the performance of specific elements. This will help you make the needed tweaks and adjustments you otherwise wouldn’t know you needed. Below are five ways to help you see which parts of your game are acting well, and which are making you lose your players:

  1. Have stages to complete: The most necessary one on this list is having stages to complete because it is the simplest way to compare players based on their level of progress and skill. Although time-based measures can seldom be useful, but you may not receive any valuable information if you’re analyzing data from a player who has just installed your game with someone who has been playing it out for a month or two. Also, outside factors such as the poor internet can mess up your time-based data. Hence, experienced developers recommend stages or levels. Stages are perfect as they allow you to measure several groups of players based on their progress. You can then analyze which stages are difficult. The more stages your players check out, the more likely they are to invest in the cash shop.
  2. Analyze the First Time User Experience: Most of the players tend to open up an F2P game and only play it a few minutes before determining if it’s worth keeping or not. That is why it’s crucial to track the user flow during this initial time and notice at what point does the player lose his interest. The longer a player plays your game, the more likely he is to buy something. The best way to track the FTUE of your game is by either flagging certain first-time events as they appear or allowing players to go through a particular sequence of events.
  3. Know what players are buying: There’s nothing more thrilling than seeing that people like your game enough to spend their hard-earned virtual currency on new items, stages, and more. Of course, it’s even more overwhelming when that virtual currency was achieved by spending actual money. Either way, you need to keep track of how many players are earning your game’s currency by playing it and how many are doing in-app purchases.
  4. Ask them to link their game with social media sites: It is a common thing to link your F2P game to link your Facebook, Twitter, or any other social networking profile for the game. This is very useful for developers, as it not only enables players to attract others to the game, which is an excellent way to gain popularity, but it also gives them access to particular demographic information.

Have you recently designed a free-to-play game? What are the things that you have kept in mind while designing it? Let us know in the comments section or Tweet us @essjay_ent!



13 thoughts on “Must Haves For Your Free-To-Play Games

  1. elaine says:

    “it is vital to study how your players are communicating with your game by getting details on the performance of specific elements.” What I think that,
    no matter you communicate with the machine, two-way communication might be important for networking.

  2. Dark Vader says:

    I wonder where to find a link on that on social media. There isnt anything nowadays.

  3. Killa says:

    Of course this is very vital, you really have to check for updates since it’s free everybody is also intrigued to play it.

  4. Tony Stark says:

    It also helps to be on the look out on whats hot. Here our president is a hot topic thus there is a game based on him.

  5. Peter Parker says:

    Me too always on the look out for free stuff. It is the best way to play.

  6. Newt says:

    Social media is really important these days. If people share or talk about your game on social media, more people will know about it.

  7. Mau says:

    While I haven’t made a game of my own, I think designing a game is just as fun as playing it. There’s nothing like figuring out what works or not; and of course, if your game became popular, that’s an extra bonus.

  8. Howie says:

    I’ve tried a couple of F2P games a while back. Some were quite fun but the insane prices of in-game items turn me off. Also, the “donator rewards” system make the playing field very unfair. Haha! I’m a poor gamer!

  9. Gunther says:

    These are very good advice for budding developers out there. The #2 in the list is something a developer should really work on. I, for one, enjoy trying out new games and F2Ps are the most practical to test drive. As soon as I feel that it takes too much effort to get used to the interface, controls are not as responsive as I expect, dragging progress, or simply no fun, I’m gonna log out immediately and for the last time!

  10. Tom Esthber says:

    I love it when companies take these into account when they make their games! It makes me feel like they really care about what we players want in our games.

  11. Raphael Fabella says:

    This is why a lot of companies have betas and things for people to try out before they finish their games. This allows them to see what their future paying (or maybe backing) players would want and what they don’t want in the games.

  12. Rebi says:

    I’m not a game designer but when I play, I really consider the user experience of having to play it for the first time.

  13. Ales says:

    Always on the look-out for free games. yes I’m one of them.

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