How to Fail in F2P Mobile Games, Part III: Vague Product Goals

Previously, in “How to Fail in F2P Mobile Games…”

“Should we copy a feature (or product) from our competitor, improve on a competitor’s design, or invent our own approach?”

– F2P Game Designers, every day of the week.

Rule #1: Focus ALL Innovation on 2–4 Key Features, representing ~30% of total scope. Use Proven Solutions, unabashedly, for the other 70%.

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As a general guideline, I recommend a 70/30 split between emulating Proven Solutions and innovation, with a clear line between the two.

Rule #2: ALL other innovation goes to the backlog

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Rule #3: Get your team 100% aligned.

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“If we backlog all of our good ideas, the product will be ‘average’ and fail product-market fit testing!”

– Hypothetical designer

“Plus, why WOULDN’T we improve a feature if we know we can do it better?”

– Hypothetical designer

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Wrapping Up

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About the Author

Matthew Emery

As a product manager, designer and data geek, I love analyzing and improving the performance of live game products.

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