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SOCIAL VALIDATION AS PLAYER MOTIVATION IN TRAPLIGHT'S USER-GENERATED CONTENT-BASED GAMES Sami Kalliokoski Co-Founder, Creative Director [email protected]

Social Validation as Creator Motivation in Traplight's User-Generated Content-Based Games | Sami Kalliokoski

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SOCIAL VALIDATION AS

PLAYER MOTIVATIONIN TRAPLIGHT'S USER-GENERATED CONTENT-BASED GAMES

Sami KalliokoskiCo-Founder, Creative Director

[email protected]

TRAPLIGHTFINNISH F2P UGC MOBILE GAME STUDIO

• Founded in 2010, now team of 26 enthusiastic developers

• Used to do outsourcing for Redlynx, Supercell and others

• In 2013 pivoted to create our own UGC based games

• Released Big Bang Racing in 2016

• Raised $4,8m to merge social media and games

THIS TALK IS ABOUT

• What have we learned from Big Bang Racing

• Shortly visit Social Media, Social Validation, and Self-

Determination Theory

• How does Traplight motivate creative players in

upcoming games

BBR trailer

LEARNINGS FROM BBRFROM UGC PERSPECTIVE

• With UGC you don’t run out of content

• Players are insanely creative and produce high quality content

• UGC brings value not only for the developer, but also for

players

• UGC is inherently social and players expect features known

from social media, and we use those features to find the best

content also

CONTENT CREATORSTHE PLAYERS WHO CREATE

• Creators want to have more ways to express themselves

• Creators want to get more players to their levels in order to get

more likes

• Creators are more engaged and monetize better

ENGAGEMENT &

RETENTIONPLAYERS WHO CREATE ARE MORE ENGAGED

MONETIZATIONCREATORS (7% OF PLAYERS) BRING 35% OF REVENUE

FOCUS ON CREATORSAND UNDERSTAND WHAT DRIVES THEM

We want to convert more players into creators.

We want to create progression for creators, and to include them

into our target audience in addition to regular player segments.

We wanted to address needs of creators, and in order to

understand those, we looked into Social Media.

SOCIAL MEDIA IS UGCIT IS CREATED BY USERS AND IS SELF-EXPRESSIVE

Most content in social media is user created. Also advertisements look

like user created nowadays.

Content expressed in social media is created with tools that are

external to their platforms, thus limiting their monetization possibilities

on content creation.

When people express themselves, they expect feedback in return. This

feedback can be generalized as Social Validation.

SOCIAL MEDIA IS UGCSOCIAL VALIDATION IS MECHANISED IN SOCIAL MEDIA

In social media, social validation is mechanised into many different forms:

view, like, dislike, comment, share, copy, mix, modify, follow, subscribe…

In addition to this mechanisation, social validation builds relationship through

empathy and exchange of meaningful experience.

Many times the social validation itself becomes socially actionable content.

DEFINING TRAPLIGHT’S UGCAND WHAT CONSTRAINTS DOES THE DEFINITION IMPOSE

UGC in our games is self-expressive and rewarded by social validation

Created content is goal oriented and created for other players’ enjoyment

Creators have clear progression and they are motivated through creation

specific rewards – for this, we looked at Self-Determination Theory

SELF-DETERMINATION THEORYIS A THEORY OF MOTIVATION AND INHERENT GROWTH TENDENCIES

Theory revolves around satisfaction of three intrinsic motivations that

initiate action that is interesting and satisfying by itself.

The three motivations are COMPETENCE, AUTONOMY and

RELATEDNESS.

Check out PENS (Player Experience of Need Satisfaction) model by Scott

Rigby and Richard Ryan. Excellent papers and GDC talks about the topic.

COMPETENCEIN F2P MOBILE GAMES

Feeling of being effective, successful, good at, and feeling of

meaningful growth.

Competence in arcade games roughly had to do with personal

competence of mastering the controls to achieve highscore.

In many F2P mobile games, personal competence is minimized and

competence deals with mechanized competence, like character

power – kind of competence that you can buy with money.

AUTONOMYIN F2P MOBILE GAMES

Having meaningful interesting opportunities for action and choices in front of

me; sense of being free from the external control.

Early days of autonomy in games used to deal with map exploration,

choosing from multiple goals and narrative that had multiple routes to the

single endpoint.

In many F2P mobile games, autonomy deals with character collectibles,

decks and using collectibles as resources in crafting/combining for

mechanical competence. As well as strategic placing of buildings in city

builders.

RELATEDNESSIN F2P MOBILE GAMES

Feeling of meaningful connection to other people and mutual support

for competence and autonomy.

Most of the successful F2P mobile games have clans/guilds and

possibility to communicate and rely on other players to progress

together.

COMMON TAKE FORCOMPETENCE, AUTONOMY & RELATEDNESS IN F2P MOBILE GAMES

COMPETENCE is mechanized power increase through cue-action-

reward driven progression loops.

AUTONOMY is freedom in e.g. character combinations and city

layouts to achieve power through tactical and strategic synergy.

SOCIAL RELATEDNESS is co-operation with other players to

progress faster in competence.

THE CREATOR LOOPBASED ON COMPETENCE, AUTONOMY AND RELATEDNESS

COMPETENCE deals with progression and is connected to CONFIDENCE

AUTONOMY is connected to SELF-EXPRESSION

RELATEDNESS is connected to SOCIAL VALIDATION

(RELATEDNESS)

SOCIAL VALIDATION(COMPETENCE)

CONFIDENCE

Tasks Content

Feedback

(AUTONOMY)

SELF-EXPRESSION

+ rank & achievements + influence & audience

+ tools & partsProgress through creation

Progress through social actionsProgress through task completion

TAKEAWAYS!USER-GENERATED CONTENT GAMES

There is not just one way to use UGC in games, define yours.

Don’t think UGC only as “free” content for you, and gold and diamonds for

creators. It will mess up your F2P economy.

If you are creating UGC focused game, concentrate on creators and their

relationship with players. The relationship and rewarding mechanics define

what kind of content is created.

TAKEAWAYS!FULLFILLING CERTAIN PLAYER NEEDS ARE BENEFICIAL FOR YOU

Understand difference of INTRINSIC and EXTRINSIC motivations

• Satisfaction of competence, autonomy and relatedness will result in

intrinsic motivation where the action is reward itself.

• Usually F2P mobile games use extrinsic motivations like “welcome gift

rewards” for first 30 days, daily tasks, events and quests to get feeling of

competence going.

THANKS!QUESTIONS?

Sami KalliokoskiCo-Founder, Creative Director

[email protected]