This is the result of an assignment in narrative design I made during my studies at Futuregames. It scored 93.4% out of 100%. It took around three to four hours to complete.
Working with narrative.
Working towards specific criteria and questions in narrative design.
Working with existing assets and repurpose them to fit the design.
This image was the base for the character I designed around. It is created by the talented Stéphane Wootha Richard.
Creating the core loop
This is a diagram of the core loop for the game and with detailed explanations for each stage in the loop.
The core loop consists of four stages.
Before the player delves into a dungeon, they can set up a strategy for their squad of characters.
The player can go through their collection and equip armor and weapons on their characters as well as bring consumable items that the player want to use.
The game is based around creating a strategy before delving into a dungeon. The player can identify and buy boosts inside the dungeon for premium currency, not in game currency.
The second stage is Delve. The player delves into a dungeon with their selected characters and fight as many monsters as possible before their characters are fatigued and they have to go back to the surface.
The game is turn based. The player can choose one of four different options. Attack, Defend, Special and switch character.
When delving the player gets loot after every fight and go deeper in the dungeon. The enemies get progressively harder.The player can continue as long as they have one character remaining.
The items the player picked up while delving the dungeon. Quantity and quality vary depending on how far you made it, with rarer and better items located further down in the dungeon.
Items can vary from consumables items like weapons, armor and power ups to cosmetics for your characters, that you can use in later Delves. The player will also get in game currency after each run that they can spend inside the shop.
Weapons, cosmetics and armor need to be identified to be used and this is where the monetization comes in.
(wait or purchase)
After a play session the player can identify the items (loot) they have collected. Identifying is done automatically over time, or instantly using premium currency.
The player can only see the items type (sword, shield, power up etc) but not how good it is before identifying. Identifying shows the player what the item is and they can now put it in their collection.
During gameplay, the player can identify items for an increased cost of in game currency.
Designing the shop
The next step was to create a decision diagram for an in app purchase.
The purchase had to be made during gameplay and return the player to the place in game where they bought the item. The item had to be bought using gems (in game currency).
The above diagram shows a purchase for a power up being made during gameplay from the Game loop. I prompt the player to purchase a power up after checking the health on their characters.
The dotted line is where the player is sent if the choices were made from the game loop so that will be sent back to it. I have included options if the player at any point wants to back out of it. I check where the purchase is being made and make sure to send the player back to the right location. If the player does not have in game currency that is also being taken care of.
Creating the persona
Here i have created a detailed persona of a high spending player for the game.
I focused on creating a persona that would fit the dolphin category of spenders.
How much money would they spend in the game, in dollars before they quit?
Niklas leans toward the dolphin category of spenders. Niklas would spend for permanent upgrades and consumables two to three times during his time with the game.
If the permanent purchase (ultimate edition/ no ads etc) is around $15, this would increase his enjoyment with the game so that he might spend several more times on consumable upgrades, costumes or new characters.
Explain how you came up with that number.
Depending on the marketing tactics the payment to acquire a single user is hard to determine. Targeted ads on social media could be a good choice since Niklas spends his time on social medias, such as Tinder.
To acquire a user from a targeted social media ad it’s hard to measure the conversion rate. A reasonable click through rate on a targeted social media ad however, should be around $1 per click.
So with this in account let’s assume we need 3 ads (including retargeting ads) to convince Niklas to buy into the game. This would mean it would cost approximately $3 to acquire Niklas for my game.