What Jenny Nicholson, Star Wars, and Airlines teach us about Monetization.

You’ve probably seen Jenny Nicholson’s phenomenal documentary on the Star Wars Hotel. If you haven’t, consider watching it after reading this piece, as it’s a fantastic look into real-world level design, theming, gameplay, logistics, and where a sense of “value” comes from through the nerdiest lens possible. While explaining the booking experience, Jenny makes a […]

How the Terminator accidentally fixed Pinball’s Big Incentive Problem

Let’s talk about the biggest incentive-alignment problem in Pinball: The ๐Œ๐ฎ๐ฅ๐ญ๐ข๐›๐š๐ฅ๐ฅ ๐Œ๐จ๐๐ž. Pinball builds escalation into its game design through the use of upgrades and special modes unlocked during play. Players accomplish objectives by making specific shots, often somewhat risky, building up to a game state change that massively increases scoring potential – and often […]

The Key to Designing Strong Monetization

Just ran a 5-hour session on how to design monetization systems. So many studios miss the beautiful reality of games: designers are alchemists. If you know what youโ€™re doing, your designs can increase the value of your gameโ€™s goals and rewards. If something feels like itโ€™s worth $5, then you have a lot of trouble […]

How to Increase “Net Fun”

Let’s talk about “Net Fun” in PvP games. If your game is only fun when you win, you have a big problem. Matchmaking can’t fix this. Given a 50% win rate, Humans still feel the impact of losses more intensely than we feel the benefit of gains (thanks “loss aversion”). I think about it like […]

Using the Mission/Boundary Goal Framework

I’ve thrown out “Easy to learn, but hard to master.” Goals like this are all over the industry, and they just aren’t useful. This is the kind of goal I use instead. Here’s why this is so much better: Let’s say you’ve thought of an interesting new mechanic for your Roguelike; such as letting players […]