Comments on: Mobile Free to Play: What about Player Skill? https://mobilefreetoplay.com/free-to-play-and-player-skill/ The Art and Science of Mobile Game Design Mon, 06 Aug 2018 16:25:43 +0000 hourly 1 https://wordpress.org/?v=5.7.12 By: Adam Telfer https://mobilefreetoplay.com/free-to-play-and-player-skill/#comment-16 Thu, 02 Jun 2016 11:57:03 +0000 http://adamtelfer.com/?p=155#comment-16 In reply to sukchou.

Yes. Games with 100% skill don’t tend to have great long term retention. The only exception are games that have PvP Multiplayer at its core (ex. LoL). But overall a game of heavy skill is much, much harder to monetize. Stats and Luck are much easier to sell and control as a game designer. Generally, selling “skill” usually comes in the form of “hints” (which never does well), characters/heroes/cards (which puts heavy stress on content) or can feel like Pay to Win mechanics. The most successful f2p games focus on mechanics that blend the right amount of Skill with Luck and/or Stats.

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By: Adam Telfer https://mobilefreetoplay.com/free-to-play-and-player-skill/#comment-15 Thu, 02 Jun 2016 11:53:31 +0000 http://adamtelfer.com/?p=155#comment-15 In reply to sukchou.

I haven’t played Miniclip games in depth, but if they do matchmake simply based on XP, and XP is just a factor of how many games you have played, then that is a bad matchmaking system. Games of heavier skill like Pool will have players of heavy skill differences. your matchmaking must account for this. It must allow both player types (low skill and high skill) to be challenged and feel like they can win. I would always recommend a more Elo based system like crowns in CoC/Clash Royale. It creates nice dynamics in a multiplayer game. However an Elo system alone needs a baseline of progression to allow lower-skilled players to feel continual progress. They can’t feel the game is a sinking sand of progress — win one battle, lose two. So Stats or XP has to come into play to feel like a player that spends more time in the game can gain advantage over others. This allows the lower skilled players to play often and still feel progress.

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By: sukchou https://mobilefreetoplay.com/free-to-play-and-player-skill/#comment-14 Thu, 02 Jun 2016 10:38:00 +0000 http://adamtelfer.com/?p=155#comment-14 So in reference to one of your other articles (Stats, Skills and Luck), a Skill game would have a much higher lifetime and have better monetization opportunities if it had a Stat System and/ or Luck dynamics involved?
I’m currently designing an Arcade sports game for Mobile which is proving to be a monetization challenge!

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By: sukchou https://mobilefreetoplay.com/free-to-play-and-player-skill/#comment-13 Thu, 02 Jun 2016 10:00:23 +0000 http://adamtelfer.com/?p=155#comment-13 This is really helpful.
From what I could gather, Miniclip’s sports games (Pool, Bowling, Soccer) tend to match players based on an XP Level range. This creates a subset of players that are low on skill but have leveled up due to their time spend and engagement. Miniclip does have a Ranking system in their games but I don’t think this is the basis of their matchmaking.
Do you think these games should be using a Skilled based matchmaking system like the Elo system used in LoL, Heathstone or Clash Royale to ensure a more level playing field?

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By: Sukrit Choudhry https://mobilefreetoplay.com/free-to-play-and-player-skill/#comment-12 Thu, 02 Jun 2016 09:54:31 +0000 http://adamtelfer.com/?p=155#comment-12 This is really helpful.
From what I could gather, Miniclip’s sports games (Pool, Bowling, Soccer) tend to match players based on an XP Level range. This creates a subset of players that are low on skill but have leveled up due to their time spend and engagement. Miniclip does have a Ranking system in their games but I don’t think this is the basis of their matchmaking.
Do you think these games should be using a Skilled based matchmaking system like the Elo system used in LoL, Heathstone or Clash Royale to ensure a more level playing field?

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