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Three words – just three little words – that will save your game
I have started doing a new exercise with many of my consulting clients. I call it “three little words”. The idea is to find the three words that encapsulate the “feel” of your game. It’s not quite the...
- Posted 12 years ago
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Make it possible to spend $100: Free-to-play Design Rule 9
The secret of success of a free-to-play game is not about getting a little money from lots of people: it is about getting a lot of money from the players who love what you do.
- Posted 12 years ago
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How to crowd-fund when nobody knows who you are
Not long ago, I was talking about crowd-funding with someone over coffee. 'I remember in the wake of the Doublefine campaign,' they said, 'Tim Schafer started publishing all these articles about how to run a successful Kickstarter....
- Posted 12 years ago
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[Gamesbriefers] Can Nintendo sustain the traditional console business for much longer?
While other companies in the console games business are struggling to adapt, Nintendo has so far defied expectations - most notably by managing to sell tens of millions of 3DS consoles, despite the ubiquity of smartphones and...
- Posted 12 years ago
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The no-brainer first dollar: Free-to-play Design Rule 8
For a player, the decision to spend for the first time is a momentous one. The game they are playing will move from being a free game to being a paid-for game. You need to think hard...
- Posted 12 years ago
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Three techniques for turning narrative-based games free-to-play
Freemium creativity has only just started. It's not yet time to put down barriers and exclude any game genre from the freemium model. Just because Freemium games have been resource management based that doesn’t mean we can't...
- Posted 12 years ago
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Glossary for the board meeting – 9 key terms
I was at a meeting with Patrick from nDreams, who created a document for some non-industry people as a glossary.
- Posted 12 years ago