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How to make up to 30,000 USD from a HTML5 game

This is a guest post from Alexander Krug of Softgames Consdiering the massive amount of available apps, and the minimal impact achieved by most new releases, it’s clear that the AppStores are today a saturated market. Climbing to the US top charts of “free games” requires over 50,000 daily downloads. Not surprisingly, more than 99 % of...

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“The platform itself doesn’t have any value” – why games were crucial to GREE’s success

Zoya Street interviewed Eiji Araki, Vice President of social games at GREE, as part of his research for the book on the history of mobile games that he is currently crowdfunding. In this extract from that interview, Araki describes why games are important to social networks, and how GREE and similar companies will have to change...

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Show me my friends #f2ptoolbox

The F2P toolbox will teach you 54 of the most important and high-impact ideas in modern game design. This is one of them: make sure I feel like I’m with friends when I’m playing your game. For a full explanation, see the complete book: available now in digital and physical formats. Learn more on the...

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The First 48 Hours: How to know NOW if you’ve got a hit or are DOA

A guest post from Jon Walsh of Fuse Powered based on a talk given at Casual Connect Although the common consensus is that you should collect metrics for at least 30 days before drawing any major conclusions about the long term potential of your game, we’ve determined that there are some reliable early indicators that...

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Slingo’s 19-year history shows how casual game design has developed

Deputy Editor Zoya Street demoed the latest version of Slingo at Casual Connect last week, and decided to learn more about this casual classic’s infernal history. I’m told that Slingo began as the basement project of a real-estate agent who wanted to design a game show. He bought an old fruit machine, took it apart,...

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Leaderboards: the original social feature

This is a guest post from John Griffin, crossposted on his Gamesparks blog Leaderboards are probably the oldest social feature used in games and are used to increase the level of competition amongst players by ranking them in a variety of ways with the aim of generating more game play.  Space Invaders, which was first released...

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Support a history of mobile games

Hey. Zoya here. When I’m not working at Gamesbrief, I’m usually doing historical and critical writing about games, either independently or with magazines like Hyper (Australia) and Comics and Gaming (Canada). I’ve written one book about the Dreamcast, and more recently finished a mini-book about energy mechanics called Delay. Today I’ve launched a crowdfunding campaign for...

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Make TV, not film #f2ptoolbox

The F2P toolbox will teach you 54 of the most important and high-impact ideas in modern game design. This is one of them: make your game impressive within 10 seconds of opening it. For a full explanation, see the complete book: available now in digital and physical formats. Learn more on the F2P toolbox homepage

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What kind of a relationship is this?

Some thoughts on the intersection between game design and marketing from Deputy Editor Zoya Street.  Some relationships are a flash in the pan. I’m not just talking about romances; even a friendship can be a passionate affair that lasts for no longer than a weekend and then fades to little more than a memory. They burn...

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Should you be paid or should you be free?

Pocket Gamer have written a marvellous, balanced post on whether you should make your smartphone or tablet game free or paid. Here is one quote from Eric Seufert, author of Freemium Economics and head of marketing at Wooga. He says you should ask the following questions before deciding to go free-to-play: “Is my target audience...

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