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Becoming a Mobile Bloomingdale’s: Merchandising Free-to-Play
Should every free-to-play game be a virtual shopping experience? Opinions vary, but if your bread and butter is microtransactions then there’s a strong case for learning how to merchandise. Not everybody will want to implement the same...
- Posted 11 years ago
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An indie perspective on the F2P vs. premium dilemma
Should I go Free-to-Play (F2P)? It’s a simple question but the answer may be more complicated.
- Posted 12 years ago
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[Gamesbriefers] Will 2013 be the year of disillusionment for mobile?
In 2012, both F2P and mobile gaming did amazingly well, until pretty well everyone would admit that they have their upsides and are here to stay. Legions of ex-console developers have dived into mobile. How much of a...
- Posted 12 years ago
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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 that digital distribution has made it incredibly cheap to share content on the web, consumers are increasingly refusing to pay for it.
- Posted 12 years ago
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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 players can’t have to use skill (see Free-to-play Design, rule 4: Complexity in layers). It does mean that they get rewarded for just turning up.
- Posted 12 years ago
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Kill the tutorial: Free-to-play Design Rule 11
In those first few minutes, you have to convince me, body and soul, that this is game is worth investing my precious time in. You get one shot at it. Make it a good shot.
- Posted 12 years ago
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[Video] Creativity, sharing and coping with failure
Nicholas was a keynote speaker at Shareplay in Denmark this week. In this video interview, he talks about why the games industry is so exciting to him from a business perspective: it's a creative industry, a collaborative...
- Posted 12 years ago