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  • Penguin will publish my book in 2013

    I have very exciting news: Penguin will publish my book The Curve in 2013. Regular readers will know that I believe that the Internet has transformed the way we make games. Successful games companies give their products...

    • Posted 13 years ago
    • 3
  • Is Nintendo a natural free-to-play game company?

    I was reading the comments on Rob Fahey’s column on the challenges facing Sony with the Vita. This comment, by Felix Leyendecker, a senior 3D artist at Crytek, leapt out at me. “Nintendos IPs are successful because...

    • Posted 13 years ago
    • 6
  • Three words – just three little words – that will save your game

    I have started doing a new exercise with many of my consulting clients. I call it “three little words”. The idea is to find the three words that encapsulate the “feel” of your game. It’s not quite the...

    • Posted 13 years ago
    • 2
  • 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 13 years ago
    • 3
  • 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 13 years ago
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  • Glossary for the board meeting – 9 key terms

    I was at a meeting with Patrick from nDreams, who created a document for some non-industry people as a glossary.

    • Posted 13 years ago
    • 0
  • 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 14 years ago
    • 3