THE MOBILE GAME DOCTOR BLOG
We leverage decades of game design and production experience to create custom solutions that help your games excel. Our expertise and dedication to excellence will help make your mobile games better.
Dave Rohrl, Juan Gril, and Steve Meretzky continue their long-running series that focuses on the most interesting new games, live ops, and trends from the past year of mobile free-to-play gaming. Always one of the most eagerly-anticipated sessions of the GDC! Would love to beat last years record attendance of 500+
As a game design consultant, I work with a wide variety of developers on a huge range of projects. I deal with large companies and small, casual games and hardcore, and designers ranging from utter newbies to industry vets. I’ve designed and/or produced more than 50 games hands-on, and helped out on dozens more as a manager or consultant.
A product manager at King recently published this brilliant article about some research they did to help them understand the audience for various game genres better. In essence, they laid out the top 100 grossing mobile games, coded them for genre, and looked at the degree of player overlap between each of them trying to find clusters of crossovers. The analysis yielded some interesting results, like the fact that Candy Crush is pretty much adjacent to everything because it’s so darn popular, and that metagame structure and art/theme may be more important to figuring out audience overlap than mechanic.
When designing effective game monetization systems, game designers must understand and empathize with the real motivations behind players’ purchases. At PGConnects Seattle in June of last year, Dave presented his “CAPS” player motivation hierarchy for game monetization – Cosmetics, Access, Power, and Status.
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