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Gamesbrief Advent sale this Friday!
Do you want to get How to Publish a Game for just £25? Well then we have an early Christmas present for you. This Friday we’re running a one-day sale from 00.00 EST (that’s 5am GMT). It’s...
- Posted 171 days ago
Game Development never ends: Free to play design rule 15
A game is never done. The hardest part of making a free-to-play game is finding an engaged audience for your experience. Once you have got those customers, keep offering them more. Use metrics, creative leaps, intuition and...
- Posted 192 days ago
Sell emotion, not content: Free-to-play Design Rule 13
Selling content is what content creators do, right? Not any more. Now that digital distribution has made it incredibly cheap to share content on the web, consumers are increasingly refusing to pay for it.
- Posted 206 days ago
I must not fail: Free-to-play Design Rule 12
Free-to-play games are all about success. That does not mean that players can’t have to use skill (see Free-to-play Design, rule 4: Complexity in layers). It does mean that they get rewarded for just turning up.
- Posted 213 days ago
Kill the tutorial: Free-to-play Design Rule 11
In those first few minutes, you have to convince me, body and soul, that this is game is worth investing my precious time in. You get one shot at it. Make it a good shot.
- Posted 219 days ago
Have pizzazz, not polish: Free-to-play Design Rule 10
Pizzazz is not about looking pretty (well, OK, it is). It is not about making the game’s graphic designer think he or she is cool. It’s about rewarding players for doing the things that matter to them...
- Posted 227 days ago
Make it possible to spend $100: Free-to-play Design Rule 9
The secret of success of a free-to-play game is not about getting a little money from lots of people: it is about getting a lot of money from the players who love what you do.
- Posted 234 days ago