- ARPDAUPosted 12 years ago
- What’s an impressive conversion rate? And other stats updatesPosted 12 years ago
- Your quick guide to metricsPosted 12 years ago
-
How many users do you need to test a Facebook app?
At the Social Games Summit last week, Owen O’Donoghue of Facebook was asked how many users do you need to test your game before you start spending money on marketing it. His answer:
- Posted 12 years ago
-
Game Development never ends: Free to play design rule 15
A game is never done. The hardest part of making a free-to-play game is finding an engaged audience for your experience. Once you have got those customers, keep offering them more. Use metrics, creative leaps, intuition and...
- Posted 12 years ago
-
Six reasons why David Braben’s Kickstarter is exactly the right move
David Braben, one of the two original creators of Elite, the seminal space exploration, trading and combat game first released in 1982, has launched a Kickstarter campaign to create a new version of Elite. Many commentators have...
- Posted 12 years ago
-
Forza Horizons, IAP and VG247
VG247 posted a long piece on the IAP on Forza Horizons to ask whether this was a fundamental shift in how single player games are considering microtransactions. I believe so, and said so extensively in the piece....
- Posted 12 years ago
-
5 reasons why XCom is the perfect F2P game
Game designer Adam Russell posted a short piece on a his personal blog entitled XCOM Should Have Been Free to Play. The howls of protest reverberating across my Twitter stream were deafening. Some of the milder ones:...
- Posted 12 years ago
-
Are free-to-play experts the new games writers?
I was complaining to a friend the other day about the attitude that many AAA developers seem to have towards free-to-play and paymium design, to retention and monetisation, to cross-promotion. A games writer “It’s like they think...
- Posted 12 years ago
-
Experiment and Learn: Free-to-play design rule 14
The games industry is good at experimenting. It is not so good at making sure that when an experiment fails, the company thrives. RealTime Worlds bet $100 million on the belief that it knew exactly what gamers...
- Posted 12 years ago