![]() Their mission system employs daily pacing. Hearthstone (which we’ve covered many times before) is a great example of this. As a result you can pace the players stronger (once per day is longer than once every 8 hours) while it actually feeling better for the player. It’s easier for a player to commit to coming back to the game once per day than it is to come back in exactly 8 hours. These will allow the player to be more flexible about how they structure the use of the feature, and it feels more natural because they are using their ingrained day/night cycle. So instead of a feature which is available “once per 8 hours”, opting for a pacing feature that is “once per day”. Instead, ask yourself, can I pace this using a daily, weekly or monthly cycle instead? In my experience this can feel very restricting. ![]() Many free to play games aim for longer timers for this: 4 hours, 8 hours or even 12 hours. Sometimes in a game design, you need to add longer timers which prevent players from engaging too much with a feature during a single day. ![]() #1: Add Natural Pacing: Days, Weeks, Months These 3 pacing tactics can help you rethink how to build a pacing structure so that it feels new, different and more natural to the player. So I’ve put together 3 tips that I like to use when “Re-dressing” pacing mechanics. But making these pacing mechanics not feel artificial is difficult. And long term retention is the key metric for a successful free to play game. Getting pacing right is the key to driving strong long term retention. ![]() Pacing is what prevents players from burning out on content or mechanics. Pacing mechanics usually take the form of Timers or Energy systems, and are always ingrained deeply into the core loop of any Free to Play game. Today I’d like to talk about pacing mechanics, and how we can adjust our current pacing mechanics to make them feel better for our maturing audience. We have to find new ways of making old systems feel new again. The stasis that exists on the top of the AppStore can only hold for so long, the mobile audience’s tastes will change, it’s now up to designers to find out how.Īs our audience’s tastes change, we as designers have to adapt our designs. Their tastes are changing, and now I feel is just the calm before the storm. Free to play on mobile is changing quickly every day. ![]()
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