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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
    • 0
  • 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
    • 26
  • 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
    • 7
  • 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
    • 3
  • Making the most of your USP

    It can be very easy to see marketing and game development as separate disciplines - that creating an awesome game and drawing in new players are separate tasks requiring separate sets of skills. The reality is that...

    • Posted 13 years ago
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  • Time to Stop Asking for Permission

    For the past twenty years, developers have had to ask permission before they could make a game. Those days are over. You no longer need anyone’s permission to publish.

    • Posted 13 years ago
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  • The rule of 0-1-100

    A free-to-play game is fundamentally different from a traditional game. There is a simple rule - the rule of 0-1-100 - that makes for a successful F2P game.

    • Posted 14 years ago
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