“Lack of argument clarity” is something that affects game design writers/thinkers in general, and so I’d like to use the example of the "games and stories debate" as a vehicle to explain what I see as a problem with our discourse in general.
Why do the Top Grossing games on mobile shy away from gameplay that rewards player skill? A discussion about the use of skill in free-to-play mobile games, and how games like Candy Crush Saga control skill for the benefit of long-term retention.
I wanted to share the presentation I gave this year at GDC during the Free-to-Play Summit. The lectured was framed as PR for F2P games in Europe, but at the end, it was more a “PR for F2P games” in general, with a side of European specific comments in it.
The basic reason your game company needs a marketing plan? Without a marketing plan, your game(s) will only reach a fraction of your target audience. Learn more.
This article is the second in a three-part series on user acquisition.
In this article I will discuss what types of testing I think should be done by a Scrum Team, and what types could be done by someone outside of the team.