- ARPDAUPosted 12 years ago
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- Your quick guide to metricsPosted 13 years ago
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Have pizzazz, not polish: Free-to-play Design Rule 10
Pizzazz is not about looking pretty (well, OK, it is). It is not about making the game’s graphic designer think he or she is cool. It’s about rewarding players for doing the things that matter to them...
- Posted 12 years ago
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The future of freemium is no casual matter
If you've been to a games industry conference over the last couple of years, you have probably heard some guy in a hat at the back of the room shout "You should have gone Freemium!" That was...
- Posted 12 years ago
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Make it possible to spend $100: Free-to-play Design Rule 9
The secret of success of a free-to-play game is not about getting a little money from lots of people: it is about getting a lot of money from the players who love what you do.
- Posted 12 years ago
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The no-brainer first dollar: Free-to-play Design Rule 8
For a player, the decision to spend for the first time is a momentous one. The game they are playing will move from being a free game to being a paid-for game. You need to think hard...
- Posted 12 years ago
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Three techniques for turning narrative-based games free-to-play
Freemium creativity has only just started. It's not yet time to put down barriers and exclude any game genre from the freemium model. Just because Freemium games have been resource management based that doesn’t mean we can't...
- Posted 12 years ago
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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. Not just low but zero, in price at least. As Dan Ariely has shown in Predictably Irrational (and I will write up soon), we...
- Posted 12 years ago
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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 your players, they will be generous to you. Call it Karma. Call it goodwill. Call it what you will, I believe that there is...
- Posted 12 years ago