The free to play business model compromises the design integrity of the game in order to make the game more commercially viable. With our latest game, Betty Boop Bop, we learnt that is not always the case.
Requirements can be very problematic. Either they are too detailed, and cost a fortune to create and maintain, or they are vague, which causes confusion. One potential solution explored here is to use acceptance criteria as both requirements and tests.
The Amazon/Twitch deal has now taken games acquisitions to $9.2B for 2014 (so far)
In this article I will try to give a list of different types of test that I think should at least be considered before development of a new game starts. This will not be a complete, all-comprehensive list, but my hope is that it will be a good start.
I dedicated $100 and 10 hours to climbing the PvP leaderboard in a free-to-play, mobile, build and battle game. This is what I learned along the way.
Game transfer phenomena tend to occur when video game players become so immersed in their gaming that when they stop playing, they sometimes transfer some of their virtual gaming experiences to the real world. What does the latest research tell us?