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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 they wanted to. A game that is predominantly driven by narrative or by the experience will always be harder to turn into a...
- Posted 12 years ago
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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 turning up. But a dedicated player, who keeps trying to learn and improve, is rewarded with increased complexity. Make sure you build complexity in...
- Posted 12 years ago
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[Gamesbriefers] Should Pitfall have launched for free?
Activision recently launched a revival of a 30-year-old IP with a paid iOS version of Pitfall. They have taken a Paymium approach, combining a 69p up-front purchase price with IAPs. The game has consistently been in the...
- Posted 12 years ago
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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 quick go”. Then you need to lock them in for much longer. As game designers have been doing with traditional games for years.
- Posted 12 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 tablet. If your free-to-play game is in the browser or on the console, it may be less crucial, but “short loops” remain key...
- Posted 12 years ago
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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 stated, but it does.
- Posted 12 years ago
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Launching the Design Rules for Free-to-play games
This series is intended to provide a short sharp introduction to the key ways you need to adapt your game design to make successful, profitable free-to-play games. It will be helpful to AAA game designers, to creative...
- Posted 12 years ago