Category

Game Design

7 min read
#Game Design

Quit the Grind: Other Ways to โ€œLevelโ€

In many RPGs you reach a point when battles are neither novel nor challenging, when youโ€™re just going through the motions for gold or experienceใƒผalso known as grinding. It can kill any momentum the game had going, and it turns play into work. The problem is that grinding is hard to avoid in the standard RPG formula where each battle pushes you closer to the big โ€œlevel up.โ€ Youโ€™re inherently rewarded for grinding, and sometimes forced to by sudden jumps in difficulty. Many classic RPGs have explored alternatives here, tooใƒผletโ€™s see how they handled โ€œleveling up.โ€ LIMITED NUMBER OF ENEMIES This is the most simple solution- you canโ€™t grind if there arenโ€™t any more enemies! This is used by many Strategy RPGs (Fire Emblem, Front Mission, etc.) that they are divided into stages with a set numbers of enemies. This...
8 min read
#Game Design

What Is The Compulsion Loop?

Joseph Kim details the compulsion loop concept, expands it with his own interpretation, and describes the potential future opportunity leveraging this concept.
7 min read
#Game Design

Mid-Core Success Part 1: Core Loops

Mid-core games are casual games designed for adult males with a gaming background, who have a steady income but who simply donโ€™t have time to play anymore now that they are older. Michail Katkoff explains how to strike the perfect balance between complexity and simplicity in order to hook mid-core gamers.
42 Ways to Monetize Your Mobile Game
9 min read
#Ads & Monetization

From Paid to Free(mium) in Three Steps

In this latest post, Michail Katkoff delves deeper into the realm of freemium and walks you through the process of assessing the profitability of switching an existing game from paid to freemium.
dont make me think
12 min read
#Game Design

Donโ€™t make me think โ€“ Applied to game design

No matter how big and smart our brains are, we humans are still lazy when it comes to thinking. Joakim Achrรฉn, CEO at My Next Games company, is here to illustrate how embracing the inherent laziness of players can actually improve your games. And we will be adding some metric sauce here and there
6 min read
#Game Design

Usability in Mobile Games: The Triumph of Bad Design?

Many successful games seem to have lately forgotten to include usability, which used to be the alpha and omega for game development, in their development process.