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Credit Card Tank Bustin - F2P Design in Armored Warfare
Credit Card Tank Bustin - F2P Design in Armored Warfare
Janne Paavilainen
Game Research Lab, University of Tampere
Jones: “Have no fear, Stitch is here,
and I never go to combat without my
plastics!”
Introduction G
De ame
sig
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○ Gold is the premium currency which can purchased with real money
■ Faster progression (premium time, reputation/credit conversion...)
■ Exclusive content (premium vehicles…)
■ Customization (decals, camo...)
■ Sociability (team creation...)
Play Experience
● Fair-to-Play, no obvious paywalls or aggressive monetization
● Development paths elicit curiosity - lots of “lore” to study
● Early progression does not create need to pay
● Game encourages to play both PvE and PvP, and different
development paths to unlock special upgrades
● Buying your way up to the top is not a smart move
● In higher tiers grinding becomes unbearable and premium account
and premium vehicles become very tempting
Behavioral Economics & Behavioral Psychology
In F2P game design
● Lewis, C., Wardrip-Fruin, N. & Whitehead, J. (2012). Motivational Game Design Patterns
of ‘Ville Games. In Proceedings of FDG’12.
● Research on this area has been bit quiet for now despite talks about F2P game design
and “psychological trickery” taking (unethical) advantage of cognitive biases etc.
● The closer the goal, the faster and more motivated the person is to
complete it
● New vehicle does not meet expectations, game is not easier now
● New vehicle might actually be worse than previous, due being
non-upgraded stock model (vs. players with upgraded vehicles)
● Player wants to upgrade the vehicle quickly
● Retention and monetization mechanic
Endowment Progress Effect
(Nunes & Drèze, 2006)
T-90A model
janne.paavilainen by Kyle Nelson
@uta.fi http://www.knminis.com/