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How Social Point designs its games for high retention
Deputy Editor Zoya Street recently spoke with Horacio Martos, CEO of Spanish developer Social Point, about how they design games for high retention. It’s always been said that things change fast in mobile games, and Horacio Martos...
- Posted 11 years ago
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How Pocket Starships builds retention
Deputy Editor Zoya Street recently spoke with Lars Koschin of Spectacle Games, developer of Free-to-Play mobile MMO Pocket Starships, to understand how they design games to hit the elusive ‘midcore’ sweet spot. Mid-core is a much-loved buzzword...
- Posted 11 years ago
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Understanding games designed for retention
From Deputy Editor Zoya Street Free-to-play games are designed differently. Unlike pay-up-front games, they’re not designed just to dazzle you for a short while and then fade away to nothing more than a memory. They’re not designed...
- Posted 11 years ago
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Retention design in different cultures: know your players
Deputy Editor Zoya Street recently caught up with Ray Livingston, head of product marketing at Bigpoint, to talk about how their approach to free to play game design has moved forward with the development for Dark Orbit...
- Posted 11 years ago
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The magic of Christmas and the power of prayer
Deputy Editor Zoya Street looks at some of the ways that Perfect World’s MMO Neverwinter retains and converts I pray every day. Actually, it’s called ‘invocation’, but it’s basically prayer: I offer my body to my goddess,...
- Posted 11 years ago
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“We treat all our players like whales”: Community management at 5th Planet games
“Zoe is a god to people.” I was interviewing Robert Winkler, CEO of 5th Planet Games. We’d been talking about his company’s platform policy (hit everything all the time) and their growth from ramen-profitable start-up to leading developer...
- Posted 11 years ago