Postmortem: ROBLOX Mobile  |
| Posted by David York on 05/20/13 02:34:00 pm
in
Production,
Smartphone/Tablet
|
| In late 2012, ROBLOX launched one of the first iOS gaming apps to feature user-generated content front and center. How does user-generated content translate to the mobile space? This article explains how we made it work and what we could have done better. |  |
| Read More... | 0 Comments |
Fingle marketing effort and numbers  |
| Posted by Adriaan de Jongh on 05/20/13 02:19:00 pm
in
Business/Marketing,
Indie,
Smartphone/Tablet
|
| Game Oven's design and business person Adriaan de Jongh gives insight on Game Oven's marketing effort and sales of their debuting iPad-only game Fingle. |  |
| Read More... | 1 Comment |
| Immersion in mobile gaming – what affects it? |
| Posted by Przemyslaw Szczepaniak on 05/16/13 06:04:00 am
in
Design,
Smartphone/Tablet
|
| In this entry I'm trying to figure out which factors immerse us to play mobile games, and how different this is from playing games on PC's or consoles. |  |
| Read More... | 1 Comment |
Playing with money = playing with emotions  |
| Posted by Patrick Miller on 05/14/13 02:51:00 pm
in
Design,
Console/PC,
Social/Online,
Smartphone/Tablet
|
| Microtransaction-driven free-to-play games often get a bad rap because many of them make players feel nickled-and-dimed at every step. Perhaps we can avoid this by looking at the real-world purchases we make that make us feel good instead of duped. |  |
| Read More... | 38 Comments |
Does a Focus on Quality Make for Better PR?  |
| Posted by Tom Ohle on 05/14/13 12:50:00 pm
in
Business/Marketing,
Console/PC,
Serious,
Indie,
Social/Online,
Smartphone/Tablet
|
| There's a constant tug-of-war in the PR world between quantity and quality. Is a press release effective if only 30% of media actually open the email? Do we actually benefit (other than financially) from working on a not-so-great game? Read on. |  |
| Read More... | 5 Comments |
The Importance of Making Players Feel Important  |
| Posted by Ben Serviss on 05/09/13 09:15:00 am
in
Design,
Console/PC,
Indie,
Social/Online,
Smartphone/Tablet
|
| How do you make your players feel important? These three tips could mean the difference between a bad review and a lifelong fan. |  |
| Read More... | 6 Comments |