Category
Game Design
#Game Design
Quit the Grind: Other Ways to âLevelâ
In many RPGs you reach a point when battles are neither novel nor challenging, when youâre just going through the motions for gold or experienceăŒalso 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 âlevel up.â Youâre inherently rewarded for grinding, and sometimes forced to by sudden jumps in difficulty. Many classic RPGs have explored alternatives here, tooăŒletâs see how they handled âleveling up.â LIMITED NUMBER OF ENEMIES This is the most simple solution- you canât grind if there arenât 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...
#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.
#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 donât 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.
#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.
#Game Design
Donât make me think â Applied to game design
No matter how big and smart our brains are, we humans are still lazy when it comes to thinking. Joakim Achrén, 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
#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.