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DevelopmentExclusive InterviewsGame Design

Tim LeTourneau on Three Things to Think About When Designing Free-to-Play Games

July 16, 2013 — by Emanuel Maiberg

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Tim LeTourneau_HeadshotZynga’s Chief Creative Officer Tim LeTourneau suggests that there are a few basic questions that every developer should ask before designing a free-to-play game. “Why are we doing this, who are we doing this for, and how are we going to do it?” LeTourneau asks before setting out on a new project. Meaning, what is the business opportunity, who is the audience, and how can the team accomplish its goals with the available resources.

“It’s simple,” LeTourneau said, “I’m constantly surprised that there are companies and teams that don’t answer those three questions. You might know who you’re making something for and how you’re making it, but you’ve never stepped back and said, why are we making it, what specifically do we think this addresses? And sometimes developers make a game because they think it will be awesome, but there’s little consideration for who they’re making it for.”

LeTourneau started his career in the games industry in 1990 working at Electronic Arts’ customer support department. From there, he went on to a 10-year run of producing The Sims games and eventually became VP & GM of The Sims Studio. “I came to Zynga in 2011 because I thought that social gaming was not a fad,” he said. “I watched my wife, who never played games with me, all of a sudden have a daily gaming habit. I wanted to understand how it works.” At Zynga he started learning on the FarmVille team and ended up leading the team that created FarmVille 2, Zynga’s current, biggest hit. As CCO, LeTourneau spends most of his time consulting with all of the different game teams at Zynga, helping them understand what their focus is by following his philosophy.

It’s very much about understanding who the audience is, and understanding that they don’t bring any knowledge of what you’re making into the experience.

LeTourneau explained that the approach to the audience was a key difference between The Sims and The Sims 2. “It’s amazing how many games are taken out of the hands of the gamers they were intended for, mainly because of the people making the games. We get bored with what we’re doing and we continue to make them harder, and we have knowledge that the gamer doesn’t have. Sims 2 is a great example of that. There are so many things that I would go back and do differently. We ended up making the game for people who were still playing The Sims, but the reason The Sims ultimately worked is nobody had proven knowledge of it. It had to be a game that worked for everyone.”

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This lesson guided LeTourneau and his team going into development on FarmVille 2. It’s not a game made exclusively for current FarmVille players. It’s a FarmVille game that’s targeted specifically at the players that maybe never played Farmville before. “It’s very much about understanding who the audience is, and understanding that they don’t bring any knowledge of what you’re making into the experience. You have to introduce them to it in a way that they all feel like they belong.”

While his “who, why and how” philosophy is applicable to all projects, there are issues and questions that arise specifically when designing a free-to-play game. During his lecture at Casual Connect, LeTourneau will also discuss how to build a functioning in-game economy, plan for the future of the game and create meaningful social connections between players.

Find out more about Casual Connect’s lectures and sessions here.

Exclusive Interviews

PlayStation Mobile’s Sarah Thomson on Bringing Meaningful Gaming Experiences to Mobile Platforms

July 14, 2013 — by Emanuel Maiberg

sarahthomsonAs the mobile games market matures, smart phone and tablet players are searching for a deeper, more meaningful experience. During her lecture at Casual Connect, Sarah Thomson, Mobile Content Acquisition, PlayStation Mobile, will discuss how console companies can deliver that experience while leveraging the features of those devices.

At Sony, Thomson Oversees and executes PlayStation Mobile’s content strategy and platform. She started her career in the mobile games space over five and a half years ago in Vancouver, Canada, working for indie mobile games developer IUGO Entertainment, back when “mobile was totally unglamorous, and not the exciting growth space that it is right now,” she said. From there she left for San Francisco and Japanese mobile gaming giant GREE.

“It was obviously a shift from being on one side of the table to the other,” She said. I’ve come to work for a platform where I started reaching out to the indie community that I had been friends with and have been immersed in previously and began to facilitate and get them on board with GREE’s new platform at the time.”

For the past year Thomson’s been doing similar work for Sony, helping the company on-board AAA games from developers like EA Mobile, as well as independent developers with more casual games like Rymdkapsel, though the difference between the two is not as clear as it used to be.

We’re seeing a lot of gamers that had never previously self-identified as gamers developing daily gaming habits.

“The lines are blurring between definitions of casual, mid-core and hardcore gaming,” Thomson said. “We’re seeing a lot of gamers that had never previously self-identified as gamers developing daily gaming habits. Mobile games inherently tend to be more casual because they’re smaller in size, scope and experience, but I really think that casual can mean a lot of different things whether that be a lighter, less in-depth game, or easier controls. It’s a very broad term but the idea is that casual gaming makes games a lot more accessible to a broader audience, and mobile really helps break down those barriers.”

Thomson’s background is indicative of Sony’s new-found commitment to smaller, independent games, many of which are a natural fit for the PlayStation Mobile platform. “It is a big focus for us and it’s something that is really carried through to all of our platforms. We’re doing it on console, we’re doing it on Vita and it’s a focus for PlayStation Mobile. We do it because of a genuine passion and belief in that community and the kind of really cool, unique, quirky experiences we’re getting from indies.”

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The games on display at Sony’s both at E3 2013, the line-up of independent games the company chose to highlight during its press conference, and the fact that indie games icon Jonathan Blow (Braid) was one of the select few developers who took the stage when Sony unveiled its PlayStation 4, are all evidence that the indie community is equally excited about the opportunities at PlayStation. “We’ve been able to support them, facilitate their success and get their games out there,” she said. “A lot of these developers never developed for PlayStation before, so it’s a pretty new, exciting world for them to enter into. The feedback has been resoundingly positive.”

For PlayStation Mobile, it is an important means by which they can bring meaningful experiences to mobile platforms. To find out more on that subject, attend Thomson’s lecture at Casual Connect, which you read about here.

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