- ARPDAUPosted 12 years ago
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- Your quick guide to metricsPosted 12 years ago
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Leaderboards: the original social feature
This is a guest post from John Griffin, crossposted on his Gamesparks blog Leaderboards are probably the oldest social feature used in games and are used to increase the level of competition amongst players by ranking them...
- Posted 10 years ago
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[Gamesbriefers] Is the no-brainer purchase over?
Question: This week’s question comes from Daniel Kromand, product manager at GameDuell. “There seems to be some inconsistency between the idea of the no-brainer purchase, which Nicholas recommends and many other industry people seem to agree on, and...
- Posted 10 years ago
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Gamesbrief Advent sale this Friday!
Do you want to get How to Publish a Game for just £25? Well then we have an early Christmas present for you. This Friday we’re running a one-day sale from 00.00 EST (that’s 5am GMT). It’s...
- Posted 12 years ago
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Game Development never ends: Free to play design rule 15
A game is never done. The hardest part of making a free-to-play game is finding an engaged audience for your experience. Once you have got those customers, keep offering them more. Use metrics, creative leaps, intuition and...
- Posted 12 years ago
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Sell emotion, not content: Free-to-play Design Rule 13
Selling content is what content creators do, right? Not any more. Now that digital distribution has made it incredibly cheap to share content on the web, consumers are increasingly refusing to pay for it.
- Posted 12 years ago
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I must not fail: Free-to-play Design Rule 12
Free-to-play games are all about success. That does not mean that players can’t have to use skill (see Free-to-play Design, rule 4: Complexity in layers). It does mean that they get rewarded for just turning up.
- Posted 12 years ago
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Kill the tutorial: Free-to-play Design Rule 11
In those first few minutes, you have to convince me, body and soul, that this is game is worth investing my precious time in. You get one shot at it. Make it a good shot.
- Posted 12 years ago