In Part I of this article, game designer Mitchell Smallman explains  the importance of value points and how value points drive users to  support and play a social game.  In Part II, he relates how metrics help discover value points.
But we’re still talking about social games, so metrics are still  going to be your best friend in STARTING to figure out what your players  want. The simple, blood-sweat-and-tears answer is design new features  and A/B test the hell out of them, knowing the numbers of each change in  detail, until you know the type of player you attract as a second  nature. However, this method takes a great deal of time and risk and  often involves not a few failures, things that are difficult to justify  with a venture capitalist,publisher or management breathing down your  neck.
My favorite metric for a starting point, and  other designers may have other terms for it, is the EFPA, the Engagement  at First Purchase Average.  How long have your players been playing  before they finally say “you know, this game is worth some of my hard  earned money?” From here, you can start analyzing where you can best  meet the needs of your players and create value for them. The EFPA  represents a value point, you just need to discover what it is. Perhaps  players interested in progress reach a significant hurdle there and are  paying to bypass it quickly. Perhaps that is when you start offering  premium content that suits your player base very well. Perhaps your EFPA  is very long, and they pay after weeks or months of play instead of  days, and you then have to accept that your game may not have many value  points at all. Or perhaps your EFPA is very quick, and there may be  some interesting thing that players are buying right away. As you can  see, discovering your EFPA doesn’t give you an immediate answer, but  provides lots of interesting questions to help you discover the value  points of your game.
Value points are regular bullets,  not silver ones. They take time to aim, sometimes miss and don’t always  get the job done by themselves. But if you have enough of them, and you  unleash them fast enough, nothing will stand in your way.  You can get a  sense of them through many avenues aside from metrics. Your community  forums and groups, while they may not always ask for things that are in  your business interest, will tell you very vocally what they value.  Observations in similar games may help you discover your next feature or  release based on an understanding of why it is successful, rather than  copying wholesale. Be prepared to discover new things. Maybe you didn't  design your game to hook players on the story, but maybe that's what  your players are showing you they are willing to pay for! Don't be  stubborn in your direction if it turns out players value something you  didn't intend.  In the end, it comes down to understanding the players  that enjoy the game you have created… and that is part of the job that  is never truly complete.
Mitchell Smallman is a Game and Narrative Designer currently working  for Big Viking Games in London, Ontario, Canada. He has seen Gremlins 34  times, trained as a luchador and once brightened up Vin Diesel's day.  You can read this and other articles of his on his blog.  
Monday, January 30, 2012
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