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  • We’re not good at delayed gratification #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: carefully balance the friction in your game, and don’t create excessive churn in pursuit...

    • Posted 11 years ago
    • 0
  • Monetisation in different markets

    This is an extract from a white paper by inMobi. Download the full white paper here The first decision in a monetization strategy starts with understanding which types of games are popular in which regions. For example,...

    • Posted 11 years ago
    • 0
  • Free should mean free #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: free-to-play games should really be free, with no catch or take-backsies. For...

    • Posted 11 years ago
    • 2
  • Be generous with your premium currency #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: give players the chance to use premium currency without paying. For a full explanation,...

    • Posted 11 years ago
    • 0
  • Shoes are not shoes: a debate about free-to-play

    My point is that if the price that is expected falls to zero, it will be hard to maintain premium price points. Some people will prefer to have premium price points, and that’s fine. By the expectation...

    • Posted 11 years ago
    • 0
  • Who is a player? #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: be careful how you define players when measuring your user acquisition. For a full...

    • Posted 11 years ago
    • 0
  • The returning god: don’t make me tidy my room when I come back

    Regardless of what platform it’s on, clicking on a game icon should make me feel good.

    • Posted 11 years ago
    • 0