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More Design rules for free-to-play games News
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Be Free-to-Play forever: Free-to-play Design, rule 7
The primary advantage that freemium offers over premium is a low barrier to entry....
- Posted 13 years ago
- 2 Comments
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Be Generous: Free-to-play Design, rule 6
Being generous is ideological with me. I believe that if you are generous to...
- Posted 13 years ago
- 6 Comments
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Being Evergreen – The importance of never ending: Free-to-play Design, rule 5
An evergreen game never reaches the point where the play can’t carry on if...
- Posted 13 years ago
- 4 Comments
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Complexity in layers: Free-to-play Design, rule 4
The most successful free-to-play games don’t punish their players. Everyone makes progress, just by...
- Posted 13 years ago
- 2 Comments
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Come for a minute, stay for an hour: Free-to-play design, rule 3
You need to make players feel that they can “just pop in for a...
- Posted 13 years ago
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Free-to-play Design, Rule 2: The Starbucks test
This is a critical consideration for any game being designed for a smartphone or...
- Posted 13 years ago
- 8 Comments
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Free-to-play design, Rule 1: Make it fun
The first rule of free-to-play is make the game fun. It shouldn’t need to be...
- Posted 13 years ago
- 7 Comments
Latest Design rules for free-to-play games
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Candy Crush Saga–where free does mean free
Candy Crush Saga is one of the most successful free-to-play...
- Posted 12 years ago
- 8 Comments
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[Video] Design Rule 4: Build Complexity in Layers
Continuing our series of videos introducing GAMESbrief’s Design Rules for...
- Posted 12 years ago
- No comments yet. Add one!
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[Video] Nicholas explains F2P Design Rule No. 3
The third rule in GAMESbrief’s Design Rules for Free-to-Play Games...
- Posted 12 years ago
- No comments yet. Add one!
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[Video] Watch Nicholas present F2P Design Rules 1 & 2
Last year, we ran a series of 15 posts outlining...
- Posted 12 years ago
- 1 Comment
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Game Development never ends: Free to play design rule 15
A game is never done. The hardest part of making...
- Posted 12 years ago
- 3 Comments
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Experiment and Learn: Free-to-play design rule 14
The games industry is good at experimenting. It is not...
- Posted 12 years ago
- 7 Comments
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Sell emotion, not content: Free-to-play Design Rule 13
Selling content is what content creators do, right? Not any more. Now...
- Posted 12 years ago
- 1 Comment
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Help us out: Review Design Rules for Free-to-Play Games
We launched Design Rules for Free-to-Play Games on Kindle a...
- Posted 12 years ago
- 9 Comments
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I must not fail: Free-to-play Design Rule 12
Free-to-play games are all about success. That does not mean that...
- Posted 12 years ago
- 12 Comments
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F2P Design Rules–only $2.99/£1.74
We announced the F2P Design Rules were published on Amazon...
- Posted 12 years ago
- 6 Comments
Latest Design rules for free-to-play games
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Candy Crush Saga–where free does mean free
Candy Crush Saga is one of the most successful free-to-play...
- Posted 12 years ago
- 8 Comments
-
[Video] Design Rule 4: Build Complexity in Layers
Continuing our series of videos introducing GAMESbrief’s Design Rules for...
- Posted 12 years ago
- No comments yet. Add one!
-
[Video] Nicholas explains F2P Design Rule No. 3
The third rule in GAMESbrief’s Design Rules for Free-to-Play Games...
- Posted 12 years ago
- No comments yet. Add one!
-
[Video] Watch Nicholas present F2P Design Rules 1 & 2
Last year, we ran a series of 15 posts outlining...
- Posted 12 years ago
- 1 Comment
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Game Development never ends: Free to play design rule 15
A game is never done. The hardest part of making...
- Posted 12 years ago
- 3 Comments
Design Your Players' On-Ramp
Featured
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50 questions: Should I let my lawyer negotiate the deal?
"Going toe-to-toe with an experienced venture capitalist negotiating on...
- Posted 13 years ago
- No comments yet. Add one!
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Candy Crush Saga–where free does mean free
Candy Crush Saga is one of the most successful...
- Posted 12 years ago
- 8 Comments
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Nothing to do, no reason to come back – from The F2P Toolbox
The F2P toolbox will teach you 54 of the...
- Posted 11 years ago
- No comments yet. Add one!
Related Articles:
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Candy Crush Saga–where free does mean free
Candy Crush Saga is one of the most successful...
- Posted 12 years ago
- 8 Comments
-
[Video] Design Rule 4: Build Complexity in Layers
Continuing our series of videos introducing GAMESbrief’s Design Rules...
- Posted 12 years ago
- No comments yet. Add one!
-
[Video] Nicholas explains F2P Design Rule No. 3
The third rule in GAMESbrief’s Design Rules for Free-to-Play...
- Posted 12 years ago
- No comments yet. Add one!