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When Difficulty Ruins the Revenue in F2P Games
It is safe to say that sometimes, people design games that are too darn difficult. If people cannot progress in your game, they are not going to cough up to have fun. This is all good and obvious, but what I want to focus on is games being too easy.
It is safe to say that sometimes, people design games that are too darn difficult. This is, as you well know, often times a combination of two things. The game was designed by people who are well-familiar with the type of game they are designing. Furthermore they are rather biased by their past experiences or/and testing the game was not done on a representative target group.
If people cannot progress in your game, they are probably not going to cough up to have fun, and if the game is too difficult to have fun in, the number of DAUs will likely decline rather fast. This doesn't apply to all games though.
This is all good and obvious, but what I want to focus on is actually games that loses revenue because of the opposite; the difficulty being too low. There are several examples of this on the app store, but lets take a recent one and look at what specifically makes that game too easy to revenue.
Dwarven Den from Backflip Studios, is the editor's choice this week, the first week of may 2014, and I'd like to say, right off the bat this is a really good F2P title. Interesting gameplay, worth at least spending a couple of hours on.
To understand the overall point, the various economies of Dwarven Den needs to be understood. The main mechanic in Dwarven Den is mining blocks. The player has limited moves to mine embodied through energy (red crystals) and uses a portion of energy each time a block is mined. The player faints if energy reaches zero. easy enough.
Based on the player's progressively improved equipment, a starting energy is provided and crystals can be mined to replenish some of the energy spend, with no maximum limit. Besides the energy, the player can opt to use 'tech', similar to mana, to use abilities that helps the player solve the puzzles, either through guiding towards wanted objectives or clearly the path with bombs, saving the player some energy. Ok ok, you get it. Here comes the Crimes.
Dwarven Den plays on the very effective life economy, with 3 lives to start with and a 30min downtime on each life. Very standard. Very good. But the problem occurs before the economy is even in play, because most player won't lose a life for a very long time. The game simply gives the player too much energy, through items and pick-ups in-game.
The game was launched with 100 levels - which granted, is a fair amount - but given that gameplay sessions of each levels not being based on time, but rather actions, like moves in a match three, levels can be fairly long. Let me paint you a F2P picture.