
Hola Chicos!
The first step in creating a design for mobile F2P games will be a concept. The concept should include basic information about the game, the reasons for creating just such a game and an analysis of the market situation.
The result of the work should look like this:
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Genre- Market analysis - popularity and availability of the genre
Subject and target audience- Market analysis - popularity and availability
- Possible franchises that are suitable for your game
- Identifying the target audience - who will be interested in your game?
The definition of “Emulation target” is a game or several games on which the concept is built.- This does not mean that you need to copy another game, although it is also one of the options. So that other people understand that I’m in there, examples from other games cannot be avoided.
- Analysis of the success of these games as competitors
Brief description of the game- A small story intro to present who the player is and why he does what he does
- Description of the player's goal
Description of the main components of the game- What will players do most of the time
- The reasons why it is interesting to do
- The reason why players will remain in the game for a long time
The main features of the game- How is the game better than competitors
- What will attract players in the first place?
- What will make players stay and not go back to competitors
Game economics- Content for which the player will pay
- The reasons for which the player will pay
- The theoretical potential of the economy, how much the player can pay
Core Loop - a sequence of basic player actions in the game.- Do not forget to include sources and waste of resources
Social components of the game- List of social components
- Interaction between players
- Reasons why players will be motivated to socialize
Additional details- Session length
- Expected amount of content
- Expected development time
- Online / offline game
Game support after release- What is the best way to support the game?
- How resource-intensive this method will be
- What are the expectations in the long term from the game
Not to be unfounded, I will create the concept of a particular game right in my materials, analyzing in detail the possible and selected options.
Choosing a game genre

Before choosing a genre, let's look at the choice we have.
Considering the Top 200 Grossing USA iOS, you can make a list of the main genres (examples include the brightest representatives):
Strategy Resource Management- Clash of clans
- Game of war
- Mobile strike
- Clash of Kings
Crafting Resource Management- Hay day
- SimCity BuildIt
- Paradise bay
- World chef
- Farmville 2
Breeding Resource Management- Jurassic world
- Dragon city
- Dragon vale
- Monster legends
Other Resource Management- Fallout shelter
- Marvel Avengers Academy
- Family guy
- Simpsons Tapped Out
Sports- Madden NFL mobile
- NBA 2K16
- FIFA 16
Racing- Need for Speed ​​No Limits
- CSR racing
- Racing racing
- Asphalt 8: Airborne
Puzzle- Candy Crush (Soda / Jelly) Saga
- Cookie jam
- Gummy drop
Casino / Gambling- Big Fish Casino
- Slotomania
- DoubleDown Casino
- 8 ball pool
RPG- Summoner wars
- Marvel Contest of Champions
- Star Wars: Galaxy of Heroes
- Heroes charge
Simulation- The sims
- Episode
- Kim Kardashian: Hollywood
Shooter- Kill Shot Bravo
- Sniper 3D Assassin
- Pixel Gun 3D
Runner- Despicable Me: Minion Rush
- Subway surfers
There are definitely other genres, such as trivia, word games, clickers, my favorite “cats feed & play simulator (Neko Atsume), but their representatives are much smaller and often they don’t go up to the first 50k.
Choosing a genre for your game will be optimal to choose from those that have a chance to be in the top 50. Of course, there is a chance to make a breakthrough, as Kim Kardashian Hollywood did, bringing the new Simulation / Celebrities game genre into the top iOS, but it is much more difficult to do and without the franchise, this chance has recently tends to zero.
Do not forget about competitors and, for example, choosing Strategy Resource Management, you should consider whether you can offer something to the market that is not there yet. Having made another clash of Clash of Clans, and there were a lot of them - your game is unlikely to come to success.
It is worth thinking about the fact that you or the team with which you plan to work know how to work best — which one is closer to you. If you’ve only done shooters before, then creating a resource management game will be much more difficult.
And the last but not the least important point will be - the resources you have. For example, if the chosen genre is Racing, then the team should be able to create at least 40 different cars, at least 5-10 tracks, etc. Each genre has its own minimum content requirements.
Therefore, when choosing a genre, you should be guided by these variables:
- Potential market success
- The level of competition of the selected genre
- Can your game offer something with such a level of competitiveness?
- Examination of the existing team
- Resource intensity of the existing team
Choice for our game

Let's try to rotate all of the above example. Suppose I have at my disposal a large company that can provide unlimited resources within reason. The main expertise of the company lies in Resource Management games, or rather, Breeding RM and Crafting RM.
The company has two strong representatives of Breeding RM - Dragon City and Monster Legends, who themselves hold a strong position. Trying to create a competitor in this area is to harm yourself.
The Crafting RM genre, in spite of the strong competition, still allows to hold strong players. For a long time, Hay Day was in the lead here, having an absolute advantage in this genre. However, about a year ago, SimCity pressed it, and after: FarmVille, Paradise City, World Chef and others. With each new game, the total profit of the Crafting RM genre grew, but Hay Day was losing ground in the market share, as well as in net money, because part of the audience went to other representatives of the genre.
By the way, Crafting Resource Management is a game where a player turns grown or purchased goods into other products by following certain recipes. The number of layers and the length of the product chains is unlimited. On the example of Hay Day:
- 1st layer - planting and harvesting
- Layer 2 - animal feed production
- Layer 3 - feeding animals and collecting products from them.
- Layer 4 - Production of goods from the crop and products from animals (can be multi-stage)

Crafting RM in numbers (data are shown monthly): the total amount of the genre in January 2014 was $ 6.5 million, where $ 5.5 million of them accounted for Hay Day. By the end of 2015, the total increased to $ 7.2 million, but Hay Day dropped to $ 3 million.
If you analyze the genre relative to other genres, it develops more slowly, as it gradually loses a share in the total profit among all mobile genres. This means that there will be a place for our game there and will help develop the genre and win a new audience.
Do not forget that in addition to the choice of the genre, you need to think whether our game will be able to bring something new or will we just have to copy one of the representatives? Taking as a basis the standard mechanics of the genre with multiple layers of extraction of ingredients and chains of products - we can make a good game, but no more interesting than the existing ones.
The weakness of representatives in the market is that despite all the attempts, social interaction and competitive elements were not performed at a high level in any of them. Due to these components, we will try to highlight our game.
Answer the questions asked above:
- Potential market success - the genre has proven to be productive and has a strong presence and audience
- The level of competition of the chosen genre - the competition is quite strong, but the appearance of new successful representatives every year proves that competition improves the market
- Will your game be able to offer something with such a level of competitiveness - the company's resources allow you to perform the basics of the genre at the highest level, and the deepening of social interaction and rivalry can provide something that competitors do not have
- Examination of the existing team - there is experience working on World Chef, successful crafting games
- Resource intensity of the existing team - resources are limited only by common sense
The choice of the subject of the game and the definition of the target audience - in the following materials.