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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
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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