42. Action
RewardsProgress
STEP 1: DEFINE WHAT YOU’RE SELLING
What are the major currencies & systems
which pace your progress?
Where could new pacing mechanisms
make natural sense in your loop?
Are the purchases repeatable?
Should these be purchasable?
43. What are you selling?
STEP 1: DEFINE WHAT YOU’RE SELLING
54. Their progress lasts
Clash of Clans ~3y 193d*
Clash Royale ~2y 168d**
*Not Spending, 1 Builder. http://clashofclans.wikia.com/wiki/Cumulative_Costs
** Until Level 12 Progression http://clashroyalearena.com/guides/spend-gems-clash-royale
STEP 2: SCALE
55. Even with heavy spending.
Clash of Clans ~$16,650*
Game of War ~$120,000*
* Single Player Only http://clashofclans.wikia.com/wiki/Cumulative_Costs
*Ignores Social Purchasing http://www.pocketgamer.biz/news/61710/deconstructing-game-of-war/
STEP 2: SCALE
124. Find Your Triggers
Why are they spending?
What player type will spend?
How often & much will they spend?
What can you do to strengthen the reasons to spend?
STEP 3: TRIGGER
125. Why are they spending?
To progress past a difficult level!
STEP 3: TRIGGER
167. Define the Core Progression & What you can Sell
Ensure your game can scale to years
Define & Tighten Triggers in your game
Prototype with Pacing & Monetization