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The no-brainer first dollar: Free-to-play Design Rule 8
For a player, the decision to spend for the first time is a momentous one. The game they are playing will move from being a free game to being a paid-for game. You need to think hard...
- Posted 239 days ago
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Be Free-to-Play forever: Free-to-play Design, rule 7
The primary advantage that freemium offers over premium is a low barrier to entry. Not just low but zero, in price at least. As Dan Ariely has shown in Predictably Irrational (and I will write up soon), we...
- Posted 246 days ago
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Be Generous: Free-to-play Design, rule 6
Being generous is ideological with me. I believe that if you are generous to your players, they will be generous to you. Call it Karma. Call it goodwill. Call it what you will, I believe that there is...
- Posted 253 days ago
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Being Evergreen – The importance of never ending: Free-to-play Design, rule 5
An evergreen game never reaches the point where the play can’t carry on if they wanted to. A game that is predominantly driven by narrative or by the experience will always be harder to turn into a...
- Posted 260 days ago
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Complexity in layers: Free-to-play Design, rule 4
The most successful free-to-play games don’t punish their players. Everyone makes progress, just by turning up. But a dedicated player, who keeps trying to learn and improve, is rewarded with increased complexity. Make sure you build complexity in...
- Posted 267 days ago
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Come for a minute, stay for an hour: Free-to-play design, rule 3
You need to make players feel that they can “just pop in for a quick go”. Then you need to lock them in for much longer. As game designers have been doing with traditional games for years.
- Posted 274 days ago
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Free-to-play Design, Rule 2: The Starbucks test
This is a critical consideration for any game being designed for a smartphone or tablet. If your free-to-play game is in the browser or on the console, it may be less crucial, but “short loops” remain key...
- Posted 281 days ago





