- ARPDAUPosted 12 years ago
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- Your quick guide to metricsPosted 12 years ago
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GAMESbrief is 11 years old.
OK, I know it’s more traditional to celebrate a round number of years, but I missed last year’s anniversary, so I thought I’d celebrate this one. I launched the blog on 1st May 2008. The announcement post...
- Posted 6 years ago
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Words to ban #4: Tutorial
Whether you call it the FTUE, initial experience or onboarding, the first experience a player has with your game is a crucial part of your retention, particularly in a F2P game. If the game is paid, players...
- Posted 6 years ago
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Words to ban #3: Alpha and beta
I dislike words that confuse instead of clarify. Alpha and beta tests are two such words. In the days of boxed product development, or the release of online games on PC, the terms had clear meanings Alpha...
- Posted 6 years ago
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Words to ban #2: Vanity items
When creating items for players to purchase, developers sometimes refer to vanity items. These are typically cosmetic changes to the player’s character or personal space in the game that have no impact on gameplay. Team Fortress 2’s...
- Posted 6 years ago
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Announcing my new book: The Pyramid of Game Design
I am delighted to announce that my new book, The Pyramid of Game Design, is now out, published by CRC Press. Subtitled “Designing, Producing and Launching Service Games”, the book is a comprehensive guide to, well, designing,...
- Posted 6 years ago
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Words to ban #1: Whales
I hate the term whales. It is a word drawn from the gambling industry to describe their high rollers, the heavy spenders who gamble huge sums of money and often lose them. I hate the word whales...
- Posted 6 years ago
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Raph Koster’s analysis of the ways to make a successful service game
Raph Koster, lead designer on Ultima Online and author of A Theory of Fun, has written a great post on Gamasutra setting out the key ways in which a service game can seek to keep its players...
- Posted 6 years ago