Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
April 23, 2014
arrowPress Releases
April 23, 2014
PR Newswire
View All





If you enjoy reading this site, you might also want to check out these UBM TechWeb sites:


 

Nicholas Lovell's Blog   Expert Blogs

 

Nicholas Lovell is a games industry consultant who provides strategic and online marketing advice to clients including Firefly, Rebellion, Atari, ChannelFlip and Huddle.net. He is a non-executive director at developer nDreams and writes on a blog on the games industry at www.gamesbrief.com. He also teaches Masterclasses in "How to Make Money From Self-Publishing" (www.gamesdevmasterclasses.com/business). He is currently working on an MMO, several Facebook games and a comic book.

 

Expert Blogs

Posted by Nicholas Lovell on Tue, 25 Mar 2014 10:20:00 EDT in Business/Marketing, Social/Online, Smartphone/Tablet
The valuation of King has me terrified. If King tanks after its stock market debut this week (and I think it will), that will be bad news for the games industry for the next three years.


Posted by Nicholas Lovell on Mon, 03 Mar 2014 01:09:00 EST in Business/Marketing, Console/PC, Indie
Valve has just announced that developers will now be in charge of their own pricing on Steam. This is the beginning of PC games prices drifting downwards with an endpoint of zero. Here's why.


Posted by Nicholas Lovell on Fri, 28 Feb 2014 11:31:00 EST in Business/Marketing
The EU investigation into F2P games is about marketing, not principles. It is to be welcomed, but the risk is that politicians will take kneejerk actions which are not in the interests of consumers or businesses.


Posted by Nicholas Lovell on Tue, 25 Feb 2014 12:26:00 EST in Business/Marketing, Production
Five years ago, I wrote a blog post about why I had been tempted to discriminate against women. Much has changed since then, but much hasn't. I thought I would reopen the debate.


It's time to kill the tutorial. They have no place in the age of free-to-play. The First Time User Experience needs to convince me, body and soul, that it will be worth spending time with your game. You get one chance.


Posted by Nicholas Lovell on Thu, 19 Sep 2013 09:51:00 EDT in Design, Console/PC, Social/Online, Smartphone/Tablet
Many games studios and professionals struggle with the transition from AAA development to making F2P games. The Pyramid of F2P Games: core loop, retention game and superfan game provides a framework for F2P game design.



Nicholas Lovell's Comments

Comment In: [Blog - 09/21/2012 - 11:34]

I think you are right ...

I think you are right that piracy and F2P are manifestations of the same fundamental principles: r n- it is very easy to share stuff at close-to-zero cost when that stuff is digital r n- some people love what you do enough to want to pay for it, and to ...

Comment In: [Blog - 03/31/2014 - 08:53]

I think you are wrong: ...

I think you are wrong: I think digital distribution changing the marginal cost of a game makes it harder and harder to charge an upfront fee for a game. F2P is one response to this, not the underlying cause.

Comment In: [Blog - 04/03/2014 - 11:44]

Oops, duplicate ...

Oops, duplicate

Comment In: [Blog - 03/29/2014 - 12:21]

I think you are absolutely ...

I think you are absolutely right. Early Access helps drive iterative development. It helps devs focus on finding a complete gameplay loop that is fun and then adding layer on layer over time, based on an actual, functioning game, not just a designer 's sense of what ought to be ...

Comment In: [Blog - 03/25/2014 - 10:20]

I 'm afraid your premise ...

I 'm afraid your premise is wrong. The value of a stock has very little to do with the confidence of consumers it has all to do with the confidence of investors. I also disagree with your premise that CCS doesn 't feel fun after a short time. I hear ...

Comment In: [Blog - 03/03/2014 - 01:09]

And I am not predicting ...

And I am not predicting the death of anything. I think that the trend to free could unleash a new wave of creativity, both in design and business models, as creators start thinking about to attract to new audiences and make money through new variable pricing models.