Zynga · FarmVille 2 · Live game

Moving purchases to Zynga’s D2C webstore

Role
Lead UX designer
Team
Director of product, analysts, devs
Tools
Figma, Unity, Adobe Suite
Goal

Creating trust with paying users to safely redirect them to an external store to gain additional value.

FarmVille 2 webstore splash
Overview

FarmVille 2 is Zynga’s live mobile farming game, and every purchase in it went through the App Store or Google Play. I led the UX for bringing Zynga’s webstore into the purchase screens players already used, rolled out in four stages.

01 · Context

How much does a studio actually earn everytime there is a purchase?

If In-App

30-40% goes to a 3rd party platform

Players buy Keys, the premium currency, through Apple or Google.

If Direct webstore

The studio keeps 100% of it

And can give part of it back to the player as extra Keys.

02 · Problem

The studio is losing so much money to third parties! How can we avoid this?

The solution would be to simply redirect them to the D2C store, right?

Wrong.

Asking a player to leave the game mid-purchase hands them one more chance to rethink it.

The biggest difficulty is keeping their trust.

03 · Research · quantitative

First step: find the single highest point of purchase in the game, and start there.

The research here was quantitative.

01Why start there

The highest-traffic purchase point was a massive risk. But it would also give the most reliable data, show real change in purchase behaviour, and surface useful player insights during A/B testing.

02What I looked at

Purchase traffic across every point of purchase in the game, worked out closely with PMs and analytics.

04 · idea

Honesty builds trust

What I realised

Players will leave the game only if they know exactly where they’re going, and what extra they get for it.

So I proposed

A playful toggle on the store: flip it on, the cards recolour, Keys visibly increase, and every button opens the webstore.

05 · PROPOSAL, IN GAME STORE

One toggle, three states

01 · The existing store
01 · The existing store
02 · New toggle added
02 · New toggle added
03 · Toggle on: cards turn web-exclusive
03 · Toggle on: cards turn web-exclusive
Onboarding

Something new, on a screen where people spend real money. A short walkthrough introduces the toggle before anyone uses it.

Forced tapA short delayThe guide points to the toggleToggle on: a tooltip explains the bonusStays on until the store closes
01 Forced tap
The purchase flow

Two ways to the webstore: switch the toggle on before buying, or pick web at checkout. The in-app route never goes away.

Player opensthe storeKey packs store(toggle off)Taps a packto buy in-appCheckout popup:“Choose how to pay”+10% keys on webPay in-appor on web?In-appPaymentprocessed in-appDoneWebToggles onWebstore offers oncards recoloured,tooltip explains bonusTooltip hides after a delayWebstore offers(toggle stays on)Taps a packe.g. $4.99Web purchaseWeb checkoutin the phone’s browserDoneTogglesoff
In-game path Webstore path Loop back
06 · PROPOSAL, 16 OTHER POINTS

Realised the system wasn’t scaling

Making room for the toggle in 16 other purchase points wasn’t going to scaleIt would break existing functionality and add a lot of risk.

So the redirect moved behind a tap instead of sitting on the screen as a toggle or button, after they’ve decided to buy.

01Buy pageTaps buy02Checkout choicePicks in-appPicks the webstore03Web purchase40% transaction fee saved, potentially04In-app purchaseIn-app purchase carries on as normal
Why it works

The decision to buy is already made, so the webstore becomes an opportunity to gain more for the same price.

07 · Proposal, non-payers

Creating trust through habits

The monthly battle pass is a progression feature, and where the most engaged players check in every day. Non-payers never open the in-app store, so a daily free-gift task surfaced the new webstore to them.

It also got them used to an external redirect.

Battle pass · free webstore gift taskBattle pass · free webstore gift task
08 · proposal, the website

Fixing the actual webstore players go to

Analytics and earlier interviews showed three problems on the mobile webstore.

Rewards looked tappable

They looked like tabs that would expand.

Bonuses went unnoticed

No callouts for web-exclusive extras.

Packs were hard to find

Players couldn’t find the pack that suited them.

Before / after
Before
Before
After
After
Scroll either side, both move together.
What changed

Filters

Narrow down packs fast.

Cleaner cards

Nothing that looks expandable.

Tooltips

On every reward icon.

One background

Flows from the splash banner.

Themed families

Grander packs, richer themes.

Design system

Creating consistency with the Zynga family

Packs from the same family now sit in their own visual hierarchy, with much clearer icons.

The headers double as separators and form a reusable system. It builds on Zynga’s existing design system, so it matches the webstores for FarmVille 3, Merge Magic and Merge Dragons.

Result · Impact

Worked closely with the Direcor of product to A/B test bold designs.

It saves Zynga $8,000 every month, and it’s been recurring revenue to date.

$8ksaved every month, recurring to date
17%revenue lift within 2 months of the A/B test
50+Zynga teams adopted the pattern globally
1design system for every high-revenue payment screen

Thank you for reading!

Wish to see beyond UX?

Check out my art and architecture work on Behance ↗