- ARPDAUPosted 14 years ago
- What’s an impressive conversion rate? And other stats updatesPosted 14 years ago
- Your quick guide to metricsPosted 14 years ago
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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 14 years ago
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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 14 years ago
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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 14 years ago
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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 14 years ago
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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 14 years ago
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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 14 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 14 years ago


