- ARPDAUPosted 14 years 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 14 years ago
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Developers Lead; Marketing Bods follow
In an interview over at the Guardian, four games journalists gave their impressions of Gamescom. The full article is definitely worth reading, but this summary from Dan Griliopolous leaped out at me “The paid MMO is dead....
- Posted 14 years 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 14 years ago
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Activision charging for Pitfall could make sense, But not at 69p
In response to my post on Activision’s baffling pricing decision for Pitfall yesterday, Will Luton of Mobile Pie tweeted: "You know Pitfall! Has IAP, right? They could Peggle to free whenever. Going free is most powerful when...
- Posted 14 years ago
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Pitfall at £0.69? Is Activision crazy?
Activision has released its first game from its new Leeds studio today: Pitfall. A remake of a 30 year old classic that bears more than a passing resemblance to Temple Run. Activision priced the game at £0.69...
- Posted 14 years ago
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Free-to-play design, Rule 1: Make it fun
The first rule of free-to-play is make the game fun. It shouldn’t need to be stated, but it does.
- Posted 14 years ago
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Would it be good for Indies if EA wins against Zynga?
The big news of last week was that EA had sued Zynga for copyright infringement in The Ville, alleging it had substantially copied The Sims Social. I instinctively want EA to win. It seems likely it is a...
- Posted 14 years ago



