GDC | Game Developers Conference

March 18-22, 2019 | San Francisco, CA

GDC 2019 Highlights

Experimental Gameplay Workshop

Juuso Toikka (Aalto University), Jenn Sandercock (Inquisiment), Shawn Liu (Rochester Institute of Technology), Dennis Carr (Independent), , Jonah Warren (Feedtank), Jay Tholen (Independent), Su Liu (Riot Games), Trynn Check (Level You & iThrive Games), Tim Garbos (Triband), Daniel Benmergui (Storyteller), Antti Sandberg (Aalto University), Frank DeMarco (Babycastles), Alex Bull (Kitfox Games), Jongwoo Kim (Kitfox Games), Lee-Kuo Chen (Sunhead Games), Gerben Grave (Multiverse Narratives), Robin Hunicke (Funomena)

Game Discoverability Day: Building a Community for Your Game from Scratch

Mike Rose (No More Robots)

Content Fueled Gameplay Programming in 'Frostpunk'

Aleksander Kauch (11 bit studios)

GDC 2019 Highlights

Automated Testing of Gameplay Features in 'Sea of Thieves'

Robert Masella (Rare, Ltd.)

Concrete Jungle Gym: Building Traversal in 'Marvel's Spider-Man'

Doug Sheahan (Insomniac Games)

Pipeline Support for Feature Branches in 'Destiny'

Pete Kugler (Bungie)

GDC Diamond Partners

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Connecting the Global Game Development Community

GDC Europe 2013 Session Scheduler

Please note: the information on this page reflects GDC Europe 2013.

Export Schedule:

Free-to-Play: Bitter Endings

Harald Riegler  |  CEO, Sproing Interactive Media GmbH


Location: Congress Saal 1

Format: Lecture
Track: Business, Marketing & Management
Vault Recording: Video


Currently, many free-to-play games are balanced along exponential curves. The consequence of this is that even players who really like a particular F2P game often don't leave with a positive experience compared to experiencing the grand ending of a traditional retail game, which leaves players on an emotional high. F2P games are often left at a point when players are concluding that in order to progress to the next stage, the investment in time or money is just too high. Fixing this is tricky and partially even undesirable, because players that do end up spending into an exponentially balanced end game contribute a large part of the total income an F2P game will make. The presentation will discuss ideas about achieving both high spending and an emotionally satisfying experience that doesn't conclude with a bitter ending.


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