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We’re not good at delayed gratification #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: carefully balance the friction in your game, and don’t create excessive churn in pursuit of revenue. For a full explanation, see the complete book: available now in digital and physical formats. Learn...

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Flickr CC by Nicholas Raymond

Monetisation in different markets

This is an extract from a white paper by inMobi. Download the full white paper here The first decision in a monetization strategy starts with understanding which types of games are popular in which regions. For example, Chinese and Korean gamers are far more likely to prefer RPG/adventure games while Americans prefer puzzle games. Developers...

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FlickrCC Jamie McCaffrey

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 to consume from beginning to end over a weekend. At their best, they’re not even designed to force...

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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 Reloaded. He learned about how internet cafes in Turkey have affected the way Bigpoint designs their end game....

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Rational whales

Posted by Deputy Editor Zoya Street Earlier this week, GI.biz reported on a study done at Ubisoft into the behaviour of their whales. I think that the results won’t surprise anyone who has a good relationship with their highest-spending customers. Every time I speak to someone in that position, it sounds like they see their...

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Free should mean free #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: free-to-play games should really be free, with no catch or take-backsies. For a full explanation, see the complete book: available now in digital and physical formats. Learn more on the...

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[Gamesbriefers] Is mobile gaming in a bubble?

Continued from a conversation published earlier this year: what was the biggest gaming event in 2013? Eric Hautemont CEO of Days of Wonder For me the main event of 2013 was that F2P on Mobile likely hit a peak. The fact that King almost floated but didn’t, that the guys who were top of the pack...

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Are mobile games killing consoles, why I don’t believe in “freemium” and other questions

I was recently interviewed at the FT Digital Media Conference about many topics ranging from the Hollywoodisation of games to the nature of the Curve and why I don’t believe in freemium (spoiler: freemium typically has a price cap). The full interview can be viewed below.

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Be generous with your premium currency #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: give players the chance to use premium currency without paying. 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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FlickrCC Thomas Geiregger

Shoes are not shoes: a debate about free-to-play

My point is that if the price that is expected falls to zero, it will be hard to maintain premium price points. Some people will prefer to have premium price points, and that’s fine. By the expectation is of falling prices, not rising prices.

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