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While dashboards are useful tools to keep a high-level eye on product performance, they also tend to be built to answer fixed sets of questions. To ask deeper questions (usually why things happen rather than if they happen) generally requires data processing and analysis. A dedicated analyst can help...

This may surprise you, but game design is more than analysis and number crunching. It requires a large element of creativity, and often the best kind of creativity comes from groups rather than individual designers. This means that, often, teams need to engage in some kind of brainstorm activity to generate ideas for new directions, new mechanics, new characters, new pieces of narrative and much more. The question that many studios run into is how to run brainstorms that are productive.

It is difficult to overstate the importance of retention to succeeding with a free-to-play game. After all, if players don’t stick around, they don’t watch ads, they don’t buy currency, and they don’t consume all that lovely, expensive game content. Recently Mobile Game Doctor’s chief-of-surgery, Dave Rohrl, recorded Episode 15 of the “Mastering Retention” series, presented by Userwise. Key topics discussed are: How Dave started Mobile Game Doctor What he looks for when he is hiring? Split testing Some of the projects they’ve been working on Growth marketing in the gaming industry What are the right things to do when developing a game from scratch? What to look for to make sure the game is marketable One tip or trick on how to boost the retention rate.

Levels drive the core interaction in most free-to-play puzzle games. The quality of this content, and the pacing of level features, rewards, and difficulty has an enormous impact on both retention and monetization. While the overall visual presentation, simplicity in design, story, setting, a deep and resonant meta game, and the quality of retention features all have their impact – for most players, the levels are the key driver of whether they stay and play or go away. When creating and releasing a regular stream of high-performing free-to-play puzzle levels, four best practices are crucial:

We were recently approached by one of our existing clients about writing some design documents and doing some game balance for upcoming high-priority features in one of their games. Being a design agency owner, I replied “Of course. And what features are those?” Each member of the client’s management team then began to list off different features, meanwhile arguing with the other managers on the phone about why their choices didn’t make sense. As politely as I could, I told the customer that it would be impossible for us to work on their high priority features until we all agreed on which features were actually high priority.


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