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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 3 years ago
    • 4
  • I just want to be normal #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 me a chance to feel like I’m among my friends. For a full...

    • Posted 3 years ago
    • 0
  • 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...

    • Posted 4 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 4 years ago
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  • The returning god: don’t make me tidy my room when I come back

    Regardless of what platform it’s on, clicking on a game icon should make me feel good.

    • Posted 4 years ago
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  • Google Play leads iOS for downloads, and other market data

    We’ve made another small update to our benchmark data pages, with new figures on how games big and small acquire, retain and monetise their users. Plus, we’ve added some new information about how Android and iOS compare...

    • Posted 4 years ago
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  • The secret to player engagement: never release a sequel

    The "Sequel Strategy" for Free-to-Play games is bastardized between the traditional boxed product world and the new, digital world.

    • Posted 5 years ago
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