- ARPDAUPosted 12 years ago
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[Gamesbriefers] How important is visual quality to success?
With so much rapid technological progress focused on increasing the graphical capabilities of phones, tablets and web browsers, how important is visual quality to the success of a game in this sphere? The console business became an...
- Posted 12 years ago
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[Gamesbriefers] Will 2013 be the year of disillusionment for mobile?
In 2012, both F2P and mobile gaming did amazingly well, until pretty well everyone would admit that they have their upsides and are here to stay. Legions of ex-console developers have dived into mobile. How much of a...
- Posted 12 years ago
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[Gamesbriefers] What was the most interesting game of 2012?
What do you think is the most important, influential or interesting game that was released in 2012, and why?
- Posted 12 years ago
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[Gamesbriefers] Is the energy mechanic over?
Is energy over? Zynga uses energy as a monetisation method, and as a result, many players now see energy as a cynical money-grabbing ploy that typifies the cynical exploitation endemic in free-to-play games. Yet Boss Alien, the...
- Posted 12 years ago
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[Gamesbriefers] Failure is definitely an option
One of the GAMESbrief design rules is that players must not fail, using examples such as Backbreaker and Bejewelled Blitz. It has also been one of the more controversial, with comments via Twitter and the web saying...
- Posted 12 years ago
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[Gamesbriefers] Are there some markets that just don’t ‘get’ free to play?
I will shortly be writing a piece for MCV, the UK games industry magazine that is heavily read by retailers, about free-to-play. I was told that the journalists at MCV are often told that the UK just...
- Posted 12 years ago
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[Gamesbriefers] Should there be an upper limit on IAP spending?
In the GAMESbrief rules, I propose that developers should make sure that customers can spend at least $100 in a game, mainly because to designers who are new to free-to-play, this seems like a staggeringly high amount....
- Posted 12 years ago