- ARPDAUPosted 12 years ago
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- Your quick guide to metricsPosted 13 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 Summit
Nicholas will be speaking at the Free to Play Summit next month, on 26th September at Rich Mix in London.
- 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
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Designing Free-to-play games with AAA Developers
Working with traditional game developers is an interesting challenge for me as a business model designer. I am working with several different studios on a total of 15 different games. It is making me re-evaluate how I...
- Posted 13 years ago
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Indie Exposure: the realities of free
When I was planning to post this instalment, I was preparing Greedy Bankers: Bailout! for launch - that is, the free version of the game with expanded game modes for in-app purchases. I fully expected this to...
- Posted 13 years ago