Don't miss
  • 2,232
  • 6,844
  • 6097
  • 134
  • A comprehensive list of metrics for free-to-play games

    This is a guest post from Shyamal Dave of Mech Mocha, an independent free-to-play studio based in Ahmedabad, India. A decent number of downloads is a good head-start and a very good reason to throw a boat-party...

    • Posted 11 years ago
    • 9
  • How Social Point designs its games for high retention

    Deputy Editor Zoya Street recently spoke with Horacio Martos, CEO of Spanish developer Social Point, about how they design games for high retention. It’s always been said that things change fast in mobile games, and Horacio Martos...

    • Posted 11 years ago
    • 1
  • [Gamesbriefers] Is the no-brainer purchase over?

    Question: This week’s question comes from Daniel Kromand, product manager at GameDuell. “There seems to be some inconsistency between the idea of the no-brainer purchase, which Nicholas recommends and many other industry people seem to agree on, and...

    • Posted 11 years ago
    • 0
  • Should Amplitude be free-to-play? Audience research suggest that it should.

    Leigh Alexander of Gamasutra just wrote up the story of Amplitude, the game that Harmonix launched in 2003 and is now kickstarting a new, updated version a decade later. It contains a paragraph which suggests that the...

    • Posted 11 years ago
    • 0
  • Give me lots to do #f2ptoolbox

    The F2P toolbox will teach you 54 of the most important and high-impact ideas in modern game design. This is one of them: don’t be afraid of overloading your players with things to do. For a full...

    • Posted 11 years ago
    • 0
  • Low conversion in free-to-play is a feature, not a bug

    This guest post from Eric Seufert was originally published on his blog Mobile Dev Memo. An article excoriating the supposed plague that is free-to-play made the rounds recently, citing engagement statistics from Swrve’s April report in support of an argument asserting...

    • Posted 11 years ago
    • 7
  • The making of Angry Birds Go!

    Pocketgamer.biz just interviewed Graeme Monk, Studio Director at Exient, about the making of Angry Birds Go!. He gives insight into how often we threw away certain pieces of the design (particularly the user interface), the logic behind...

    • Posted 11 years ago
    • 0