The moneytisation loop is based on the following principles:
- player does not need to pay to play or complete the game
- there's no "energy currency", like in some other game, where player needs to "pay with energy" to play some moves. Player can play as long as he wants, when he wants.
- The main moneytisation motivation basic trigger is completion :
- Player should be motivated to get all Artefacts (by finding all their fragments) and complete the collection.
- The main pressure is the randomness aspect of searching new fragments.
- Each time player search for a new fragment, he randomly draws a new one from the full list of fragments.
- At the beginning player will always find new fragments. But as he gather more and more fragments, he has less and less chances to find new ones.
- Player can rise his chances of finding new fragments, the next time he searches one, by paying [100] coins OR he can make sure to find a new fragment, the next time the searches one, by paying [0,99$]
Here's the loop diagram:
Diagram notes:
- the main loop is in blue :
- SEARCH FRAGMENT : player dig for a new fragment in his backyard. There's no gameplay beyond keeping the button on the search button until finding something.
- UNCOVER FRAGMENT : this is the 3D puzzle of removing dirt without breaking the fragment.
- FRAGMENT : player has uncovered successfully a fragment. A new (not yet discovered) fragment will be added to its artefact in the collection
- ARTIFACT : when player gather the [3] fragments, the artefact name and description is revealed.
Additional design comments:
- We should make sure player complete a full Artefact early in the game, by adjusting search randomness rules.

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