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Raph Koster’s analysis of the ways to make a successful service game
Raph Koster, lead designer on Ultima Online and author of A Theory of Fun, has written a great post on Gamasutra setting out the key ways in which a service game can seek to keep its players...
- Posted 6 years ago
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PvP could increase game revenue by 510%
This post originally took a different form as a longer guest post. However, after publishing we learned that the content was largely taken from a presentation by Kongregate. We’ve changed the post to reflect the source of...
- Posted 10 years ago
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Value My Time, Don’t Time My Value
This guest post is part of a regular column contributed by Mark Sorrell. Mobile games have understood the importance of treating people’s time with respect for years now. They load swiftly, get you into the actions quickly...
- Posted 10 years ago
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Give me lots to do #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: don’t be afraid of overloading your players with things to do. For a full...
- Posted 10 years ago
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The making of Angry Birds Go!
Pocketgamer.biz just interviewed Graeme Monk, Studio Director at Exient, about the making of Angry Birds Go!. He gives insight into how often we threw away certain pieces of the design (particularly the user interface), the logic behind...
- Posted 10 years ago
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Games and WTF? Your guide to putting games in any situation
As games’ relevance and acceptability grows, so do the number of places they pop up and the range of businesses and institutions that try to take advantage of their unique strengths.
- Posted 11 years ago
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The Pyramid of Free-to-Play game design
I have been consulting on free-to-play game design since 2008. Over that time, platforms have ebbed and flowed. PC downloadable games, browser games, social games, mobile games and tablet games have all had their time in their...
- Posted 11 years ago