So what makes Tapped Out so engaging gaming experience that it a) retains users and b) monetizes them so that it makes so big numbers for EA? Let’s check it out!
The back-story of the game is that Homer accidentally was so engaged into playing the tablet game of Tapped Out that he forgot to watch out nuclear plant meters which of course caused plant to explode and blow away whole Springfield. Player’s goal is to help Homer to rebuild Springfield and invite the old inhabitants back to Springfield.
Look and feel of the game is genuine Simpson-style. Game uses same graphical style, character voices and the humor which people has used to experience when watching The Simpsons on TV. The controls of game itself are well optimized for touch devices; touch controls are quick and accurate and user interface logic suits well for mobile devices with large screens.
Core Loop
The game features one dimensional core loop.
The loop consists of building more building to player’s own town and collecting
most well-known characters of the franchise by that. Constructing the buildings
take time and money, but earns experience to the player. Collecting different
characters compels to humans primal “hunt & gather” instinct which is why
these kinds of loops are very successful in games.
The more buildings player can construct to
town, the more taxes (cash + XP) he can collect from them. Different buildings
have different waiting times which player has to wait (or pay) in order to
collect taxes. Also, different buildings have different amounts of taxes which
can be collected from them.
Another element to the core loop is managing the life of the inhabitants. Every character in the town has his / hers own little “yellowish” chores to do in the game. In general the chores do not affect the appearance or core-loop of the game, but are more like busywork; keeping players busy and adding another monetization layer to the game but at the same time, creating emotional bonds to the characters and creating feeling of “my town”. In my opinion busy-work don't add the value of the game but still they are quite widely used throughout social games.
Lisa's chore-list = busywork |
In addition to basic core loop, the game
features also mechanic called “Conform-o-meter”. Conform-o-meter measures how
well player can grow town so that special meters fill up. These meters include
e.g. Consumerism, Vanity and Socialism among others and they measure how well
the inhabitants can go to shopping, how well decorated the town is and how well
player has made friends and visited their towns. Game rewards the player for reaching
the meters with added money and XP.
Visit my town! a.k.a the Virality
Some would want to know how the social aspects
show up in the game because – after all – this is social game. So let’s dive
and see how social this game truly is.
Game includes popular social hooks / invites.
This means that player can invite friends to join as his neighbors by using
channels such as EA’s own Origin -network, Facebook, Google Mail or iOS
device’s contacts. Everyone has to join to Origin in order to use social
features, but luckily the registration process in-game is fairly easy to do.
View from the neighbourhood |
Tapped Out’s only social feature inside the
game is the ability to visit player’s friends’ towns. In current version of
Tapped Out, players visit their friends’ towns in order to send Valentine’s Day
cards to the friends and thus helping friends and themselves. Cards are sent by
clicking (maximum three times a day per town) the buildings in the town. By
clicking buildings players gain more experience, cash and hearts for themselves
and for their friends. Hearts are
special kind of in-game currency which players can use to purchase special
Valentine’s Day items (limited time around Valentine’s Day). Sending
Valentine’s Day cards to friends is easy and rewarding way to integrate the
social aspect in the game since it compels users to invite their friends to the
game as well.
Sadly this is as far as the game gets in the social
mechanics. It’s sad because social mechanic doesn't really affect any other part of the game than the player receiving more experience and in-game currency. Secondly the only feature which the
game includes in terms of social aspects is exactly the same thing what e.g. Zynga did back in the days with their first
Facebook games including FarmVille.
It would have not taken much effort to
introduce little bit evolved social mechanic to the game where users could
help their friends by integrating the help features more into the core loop of the game.
The Monetization
It’s interesting to see the level of of the
cheapest currency-pack goes up and up when the platforms and games evolve.
Before iPhone was launched back in the days, Travian, Farmville and bunch of
other social games started at 0,49€ currency packs. Now the usual starting
price seems to be something like 4 to 5 euros.
In Tapped Out, the minimum price for currency
pack is 1,79€ which is mystery for me why that is so low.
In Tapped Out, player pays for speeding up the
progress (constructions and chores) of the game as well as by paying from some
special items and buildings. And there’s a LOT of items you can buy only with
hard currency. From most expensive item the player has to pay 250 donuts and
all the premium stuff together is worth of 2743 donuts. With a maximum one-time
IAP of 2400 donuts wih 89,99€
Because the game is so well optimized for DAU
(as I explain later), the game could monetize better the players who doesn't want to wait. Now all the waiting is tied to the max 24-hour cycle which
decreases the conversion rate from players to payers.
Engagement
Biggest element for high engagement
and thus retention rates are well balanced core-loop and compelling,
tablet-optimized gameplay. Core loop is designed to keep DAU high because every
task of the characters, building & tax income times of the buildings
doesn’t exceed 24h. In addition, the way the rewards of the tasks of the
characters, finished buildings and send / received Valentine’s Day cards are
showed to the player is very compelling. It’s very rewarding to come back in
the next day and tap & see how the rewards fly to oneself on the screen of
iPad.
Scratch-R tickets. Can you scratch the itch? |
In addition to core loop, Tapped Out includes basic engagement features. First, there are the daily rewards which reward players with money for coming back daily. The cash rewards increases daily for a week and in the last day there is special lottery prize available for player. After one week the reward loops starts again from the beginning.
Another engagement feature is Daily “Scratch-R” scratching tickets which players can buy with soft currency once per day and if they want buy more, they have to pay hard currency. These kinds of luck-elements are especially popular in Asian countries (according author’s own references) and may monetize very well there.
1st gen social game in 3rd gen platform
I think that Tapped Out is the iteration of 1st
gen social game which means that the social aspects of the game doesn't really
add value to the core game mechanics but rather just rewards the player for visiting their friends town with
in-game currency.
I think the game has very good retention rates
and it monetizes mainly from players who would like to buy the premium stuff or
the Asian players for scratching those tickets. It could do better if the
game’s progression would be designed to slow down (= longer waiting) after some
while from beginning of the game to create primed to spend moments.
The retention rates could be quite easily pulled even higher by enabling players to upgrade their buildings or create ad-hoc relationships between the character of their town. Now the game doesn't give any visual feedback on the progression other than giving and showing piles of in-game currency to players which they can buy more buildings.
Apart from the monetization and retention – or
in conjunction with them – the game could do a hell of a lot better with integrating
social aspects into the game. The first thing would have been to think easy and
creative ways to collaborate and integrate fabulous Simpson characters into
it. What could have been funnier than to find and catch (read: tap) “the lost
cats of Crazy Cat Lady” and send them back to a friend from whose Crazy Cat’s
are they? Or how about enabling players to create their own baseball league
championships after they have managed to build the stadium and invite their
friends to take part in it? There’s a tons of more good and easily
implementable ideas from the franchise which could have been integrated into
the game to create more social game.
Apart from the social aspects, I think EA is
quite pleased with the numbers what the game has done but I sincerely hope that EA has some ideas waiting to get implemented so that the players would get more value from this social game. Now it just seems that EA has went easy but hollow way of creating social game by copying the basic design principles from early Zynga games which creates good numbers for EA due to high discoverability of The Simpsons franchise, heavy user acquisitions and 24h optimized (but still hollow) progression loop. Simply put it's fist gen social game on a third gen platform.
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