Tag Archives: Gaming

Mobile Game Monetization Methods for Bartle Types: Think Like an Explorer

The Mystic Media Blog is currently engaged in a series of articles examining each of the Bartle types and how to acquire, retain and monetize them according to their desires. Check out last week’s article on Achievers.

Explorer via Massively OP

The Explorer is one of the most important Bartle types to maintain in a userbase. Explorers are out for the thrill of discovery. They want to test the limits of the game and see as much of the world of the game as possible. Explorers will wander the world to find secrets. If given a level map, they will utilize it to view as much of the world as possible. They enjoy trying out different weapons and characters. For Explorers, the gameplay is simply a mechanism for discovering different worlds and abilities. They are obsessed with Easter eggs and exposing game methods to find hidden areas. They love analyzing gameplay systems and motion systems, and executing plans designed to see if they can outsmart the designer and find parts of the map which the designers hadn’t expected users to find. The savvy game designer will know his game inside out and give Explorers props when they reach rare areas of the level.

Explorers’ role in the Bartle Type ecosystem is very important. They make for easy prey for Killers, but also, the secrets which they discover generally trickle down into Achievers, much to the benefit of Achievers who will go on to use these secrets to better their status.

Check out this awesome video on balancing Bartle Types by Extra Credits:

Retaining Explorers depends on the size of the world, but even a simple 2D scroller can have several lo-fi backgrounds which will prove incentives for explorers to see all the different backgrounds. A game board is a major opportunity to show off your world and offer explorers a tangible visual for the amount of work it will take to fully see the world. Explorers love to play as different characters and with different gear to see how the game experience changes. If you really want to appeal to this archetype, creating parts of a map only accessible with certain gear or characters will drive them wild.

The beauty of thinking about Explorers as an audience is that it will force the game designer to enrich their game. Making different levels available for purchase can drive Explorers to reach for their wallet. The savvy game designer may create an area which is only reachable when the user has made an in-app purchase of new gear or a tune-up. The Explorer wants to have the most full understanding of the game, so having unlockable and purchasable characters with different music and sound effects can entice the Explorer to buy.

But perhaps the best way to monetize an Explorer is not by forcing them to buy, but by sectioning their gameplay off with rewarded ads. Rewarded ads give the user a certain amount of in-app points or game money which can go toward an in-app purchase. Explorers are willing to spend hours exploring a map without a tangible goal – thus, rewarded video ads are a great way of rewarding their inquisitive behavior while offering a preview of some of the goods available for purchase.

A properly edited trailer will preview the game world in a way that leaves enough to the imagination of the user that it instills the desire to explore, regardless of whether they are Explorers or not.

Next week, we’ll take a look at Killers and the best methods for attaining, retaining and monetizing them.

Mobile Game Monetization Methods for Bartle Types: Break the Bank with Achievers

Last week, the Mystic Media Blog covered Richard Bartle’s taxonomy of player types. Over the next four articles, the blog will be conducting an in-depth exploration of each of Bartle’s four player types and how to attract, reward and ultimately monetize them.

The Achiever is the most basic player type. They seek to conquer the obstacles set up by the game. They look to act upon the world within its limitations. Achievers are generally the most important Bartle Type to maintain in your core userbase since they seek to play the game by the rules, as it was intended. Nicknamed “Diamonds” by Bartle, Achievers are interested in rewards, recognition and glory. They won’t settle for beating the game and will attempt to attain high scores in the leaderboard. If there is more than one difficulty, then they must learn to master it. In short, they look to attain any and every badge of honor they can.

The Achiever plays by the rules with the aim of progress. In order to entice them on a most basic level, they need to be engaged by gameplay from the outset. Games which are too difficult will discourage them from playing on, while games which are too easy will not be worth the time.

As they navigate through the game, giving Achievers finite goals and recognition for achieving these milestones will keep them engaged. They don’t just want to achieve, they want to be acknowledged for their achievements. A solid reward system with a steady stream of achievement-based unlockables and trophies will retain Achievers. As a game designer, using sound and visuals to create a positive emotional reaction upon in-game achievements should be among your top UI concerns.

One of the major visual opportunities to get users invested in your game is the Game Board. Check out a portion (57:20-59:09) of this awesome lecture by Nicolas Lovell where he breaks down how the Candy Crush board appeals to all different levels of player:

Game designers can monetize Achievers in a number of ways. Offering new game modes or difficulties through in-app purchases offers a tempting proposal to the Achiever, who will likely go ahead, buy and conquer if they are into the game. Having a difficult game with high level unlockables also available for in-app purchase can entice some Achievers to taking a shortcut. Offering an ad-less option is another enticing low-price option for the impatient achiever.

Achievers want their victories to become a part of their identity. They want to be known as winners and are looking to the game for fulfillment, so an alternate avatar for players who conquer the game is enough to retain them. Offering customizable avatars for in-app purchase is a simple way of appealing to all gamers’ desire to make their character their own. Candy Crush monetizes Achievers by limiting the amount of time they can play per day without paying, enticing many daily players to extend their time for a cheap price.

MMORPGs and warfare games capitalize on Achievers with special weapons and characters available for in-app purchases. Games with a social component make it easier to capitalize on Achievers since they are a sucker for status. The social component adds a major competitive edge which will cause some Achievers to jump at the opportunity to gain an advantage.

The difficulty in monetizing Achievers lies in offering a fair game experience with in-app purchases. Purchasing a competitive edge can dilute the amount of new users in a game. Achievers want their achievements to be sacred, so while offering purchasables is important, it shouldn’t make the game a landslide for those who invest. Some glories should be unlockable purely through game progression, rather than for purchase. Another way of regulating is to set a limit on in-app purchases. If you only have $5 to work with, it creates an element of strategy for Achievers which makes both the game and the purchase appealing.

Finding a balance between enriching gameplay with in-app purchases and maintaining a fair and engaging game on a free level is the difficulty of the Freemium model.

Next week, we’ll take a look at Explorers and the best methods for attaining, retaining and monetizing them.

Money in the Mind: How Bartle Types Can Help You Effectively Monetize Your Mobile Game

As a mobile game developer, understanding demographics is equally as important as understanding gamer psychology. Due to the emergence of the Freemium model, profits depend less on acquiring downloads, but on retaining your user base. The key to retention is to understand not only who your game appeals to, but what they are looking for in their gaming experience and how to creatively capitalize on their desires with an effective monetization strategy.

Richard Bartle is a video game writer, professor, and researcher best known for creating MUD1, Multi-User Dungeon, the first and oldest virtual world in existence. One of the major pioneers of the MMOG (Massively Multiplayer Online Game) industry, Bartle penned a paper called “Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs” which has become one of the fundamental reference texts for analyzing player psychology.

Bartle classified behavior into an axis which evaluated their tendency to act vs. interact, with players vs. the world.

Character Theory Chart (Via Wikipedia)

The Bartle Types break down into four categories:

Achievers

Achievers seek to achieve a high status within the game. They favor acting upon the world. They put the most value in points-gathering and make it their mission to rise in levels. They will work diligently to overcome obstacles presented by the game and generally take on the challenges laid before them. Achievers can also seek social fulfillment, deriving pleasure from public knowledge of their achievements (online leaderboards, statistics, unlockables etc.). They are drawn to RPGs, arcade games, anything where they can attain a high score or achieve goals.

Socializers

Socializers make the most of the game’s communicative facilities. They favor interacting with other players. They seek a social experience. Socializers are drawn to multi-player and online gaming. Their social tendencies may also cause them to engage with the games’ storylines, especially in open world games such as the Legend of Zelda and Grand Theft Auto.

Killers

Killers seek to utilize the tools offered by the game to cause distress and assert their dominance over other players and elements of the game. They favor acting on players and thrive on imposing themselves on others. They may seek to gather points and rise in levels, but only to better assert their dominance over others. Killers care less about storylines than they do about action and are drawn to shooters, sports games, and online RPGs with combat.

Explorers

Explorers seek to learn as much as they can about the world before them. They favor interacting with the world. They enjoy exploring both worlds and the mechanisms of the game. They are interested in testing all of the characters, wearing different gear, playing different game modes and levels, etc. The more complex, the more a game will appeal to explorers.

In his book Designing New Worlds, Bartle has gone on to add a third axis of implicit/explicit, leading to a total of 8 player types. While players generally skew toward one player type, any given user has a variety of desires and appealing to each Bartle archetype will ensure the game will provide an emotionally fulfilling experience to a wide audience.

While Bartle Types are vital in effective game development, the template can be used or abused if not taken with a dose of creativity and common sense. Learn from the master in this lecture on how to properly and improperly utilize the Bartle Type Theory:

You can learn what type of player you are and take your own Bartle Test here.

Mobile Game Developers Rejoice: Apple Increases App Store Size Limit to 4 GB

Apple recently announced they would increase the size limit of mobile app packages on the Apple App Store from 2 GB to 4 GB.

They experimented first by releasing Disney Infinity: Toy Box 2.0 for free in late January. Disney Infinity Toy Box 2.0 is a gaming app developed using Metal. The app is similar to Minecraft in the way it allows players to create their own world using pre-made characters. It weighs in at a massive 3.8 GB when downloaded from the App Store. The additional space is utilized in the expansion of their cast of characters. Disney Infinity Toy Box 2.0 features not only Disney characters, but many superheroes from the Marvel universe, Guardians of the Galaxy, and The Incredibles.

Check out this awesome iOS preview of the game:

https://www.youtube.com/watch?v=sm7iF5l-ZcA

Although the app is available for free on iTunes, in-app purchases start at $0.99 and reach as high as $59.99. Only three characters are available for free. These free characters rotate, giving users a taste of what they are missing, as well as reason to keep checking the app. The rest of the characters can be purchased in stores like Best Buy, Walmart, etc. It is sure to be a profitable endeavor given the pre-existing fan-bases of the many characters in the mobile game.

The Apple App Store’s increased app size limit will most certainly bring about an influx of large-scale apps like the Disney Infinity Toy Box, although one thing hasn’t changed: apps which are being downloaded by a cellular network still have a 100 MB size limit. Apps above 100 MB must be downloaded using a Wi-Fi network.

While there are obvious advantages to giving users the ability to download an app wherever they have cellular service, large-scale apps are often less dependent on impulse downloads. Many developers will no doubt be excited to put the new limit to work via higher quality graphics and longer games.

The move seems consistent with Apple’s strategy of making the development process easier for app developers. Last year, Apple released Swift (for information on Swift, check out our previous post: Swift Execution: Apple’s New Programming Language Shakes Up Tech Community) and  Metal, a low-level, low-overhead graphics API which we wrote about when it debuted with iOS 8 in our post Bite the Apple: Maximize iOS 8 to Vanquish Your Competition. Both releases, along with the increased app size limit, seem to be power moves dedicated to drawing more developers to the iOS platform.

As we detailed in App Store Optimization Part 5: Key Differences Between Apple Vs. Google Play App Stores, the main difference between the Apple App Store and Google Play is Apple’s emphasis on curation. Although good ASO processes for the Apple App Store are shrouded in secrecy, it’s known that Apple focuses on promoting discovery through curation. Apple requires all apps to be approved by their team of curators before allowing them to be displayed in the App Store. Increasing the app size limit gives developers the freedom to create more intricate, high-production value games for the Apple App Store curators to promote.

If there’s one broad conclusion to be drawn from the move, it’s that mobile gaming is evolving, and Apple wants to spearhead the movement.

Mystic Media is an iOS and Android app development, web design, and strategic marketing firm based in Salt Lake City, Utah. Contact us today by clicking here or by phone at 801.994.6815

Game Up: Employ Top Gaming App Design Trends for a Killer End User Experience

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