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Free to Play Summit: Ludo-Narrative 'Goldilocks'

David Fox (CEO, Double Coconut)

Pass Type: All Access Pass, Core+Summits Pass, Summits Pass - Get your pass now!

Topic: Free to Play

Format: Session

Vault Recording: TBD

Audience Level: Intermediate

Many designers accept it as natural law that adding too much story to free-to-play titles is a bad idea. There are many good reasons why characters, plot, and scenes don't work well with a games-as-service model... For instance, while free to play excels at moment-by-moment gameplay, level progression, and world-building, it often disrupts flow to try to make the player feel emotionally attached to characters who are doing their job of questing and leveling up. We'll look closely at this and other very powerful reasons for dissonance.

But can there be ways to add genuine story to free-to-play games? We'll try to bust some myths and reinforce others and understand how to add "just enough" story to make your titles successful.

Takeaway

Looking at examples of hits and misses, we'll try to play Goldilocks and articulate the "just right" amount of narrative to make free-to-play successful.

Intended Audience

Game designers and product manager / business owners trying to scope a features for a title.