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Idle Game Mathematics
24 min read
#Game Design

The Math of Idle Games

[latexpage] This article was originally posted on Kongregate’s Developer Blog. Part I I’ve given a few talks in the past about the appeal and general mechanics of idle games, but what if you actually wanted to make one? Theory and patterns are nice, but there’s some complicated math running behind it. And how on earth do you balance a game that has insanely large numbers? This article is Part I of what will be a three-part series detailing topics covered in my most-recent talk. Part I discusses core ideas of growth, cost, prestige, and generator balancing. Part II will look into alternate growth methods (especially derivative-based). Part III will look at prestige cycles and balance. The models for all of the charts produced in these articles are available as spreadsheets. Please feel free to duplicate, peruse, experiment, extend, etc.! Let’s...
Mobile Game Soft Launch
14 min read
#Data & Analytics

Mastering The Art And Science Of A Mobile Game Soft Launch

The initial launch date – or soft launch date – of a new game is always one of the most exciting times for any game developer. However, like anything else worthwhile, there are some important steps that you need to take in order to make sure you get it right. It’s when you get to show the project that you’ve been working so hard on to the world! And then gain important insights with relatively low risk into its future success and any changes that need to be made for this and any future games you work on. Defining The Soft Launch Essentially, a soft launch is releasing the initial version of the game that’s ready for the public  in a limited geographic area and with a fairly tight marketing budget. It’s meant to assess the potential audience, work out...
15 min read
#Data & Analytics

How To Perfect Your Game’s Core Loop

At the heart of your game’s design, there are core mechanics, and the core gameplay loop. In short, it’s the main activities that structure the entire design and the players engage into repeatedly, in a looping sequence. It’s part of the essence of the game, something you cannot remove without fundamentally altering the experience. In the original Mario, this would be walking, running and jumping. The various enemies, bosses, and environments stem from the core mechanics. They are here to surprise the player, challenge his skills and keep the experience fresh. In other words: to exploit the core loop to its fullest, and add extra depth to the experience. There are several loops that structure your projects, depending on the lenses you use. Just like there’s a core gameplay loop, there are core economic loops that will derive from your...
14 min read
#Marketing & Publishing

How To Grow A Gaming Community (When You Don’t Have Players)

When you get started with social networks, it’s tough. Nobody follows you. Nobody reads you. Nobody knows you! How do other game developers get those thousands of followers? 2 years ago, no one knew me either. I was terrible at communication, and I didn’t like it. Back then, I had failed a company, largely due to a lack of online presence. And today? Not only do I enjoy the exchanges with the community every day: I learned to communicate the hard way and it paid off. With a niche concept in game design education, I’ve got 30,000 YouTube subscribers, gain around 50 more every day, and companies who come to me with job offers. Thanks to them all, I’m fully independent. When it comes to getting visibility, there’s no short answer. No definitive formula to drive the people’s interest. It’s...
Microphone
13 min read
#Game Design

Our 9 Sound Design Tips to Improve your Game’s Audio

We barely touched on sound, yet it’s an important part of the game’s experience: It gives cues to the player that will help him to react to the world. For example, you can hint the presence of some NPC behind a wall or inside a building. Or let the player know that an enemy is rushing on him while it’s not visible yet. Sound provides instant feedback to the player’s inputs. We talked about that in the article on juicing, which you can check out right here: Squeezing more juice out of your game design! Music is your most powerful tool to drive emotion. Sound effects greatly contribute to the player’s immersion. The absence of sound, or bad sound design will break your game’s feel. That’s why you want to pay great attention to it. For this article, we collected...
12 min read
#Ads & Monetization

How to Budget your Mobile Indie Game

It’s hard to estimate the amount of work required to produce a game from start to finish. We know it can be costly. It turns out there’s not a lot of information on the topic out there, thus it’s hard to schedule a project right. That’s why we asked independent studios to share some advice to help you budget your next indie mobile game. Larger companies have dedicated project managers or producers to take care of that. Hence, we’re going to focus on indie studios. How to get a mobile game budget right: the basics In short, there are only so many steps you must tackle to budget your game right: Plan your fixed costs (office rent, supplies, hardware, software licenses, legal support, accounting…) List all the tasks required to ship the finished product Break down the tasks into small,...
Microphone
11 min read
#Game Design

Being Successful in Free to Play Games: Atelier 801 Interview

We got in touch Melanie Christin, the co-founder of Atelier 801, an independent game studio that produced the massively multiplayer Free to Play title Transformice. Its community has been extremely active since 2011, the year of its initial release. We asked her for tips and feedback on the company’s experience. Melanie, can you tell me who you are and what you do at Atelier 801? Hi, I am Melanie Christin, the cofounder of Atelier 801. We built this game company with my partner, Jean-Baptiste Le Marchand, thanks to the success of our first game, a multiplayer title called Transformice. And we created the game one year before the studio. Your flagship game is Transformice. How does it play? Transformice is a massively online multiplayer browser-based game. The player is a small mouse that jumps from platform to platform to catch a...
15 min read
#Live Ops

Live Ops Strategies For Free To Play Games

Launching a new game is an undeniably exciting moment. After putting in the hard work, imagination, and effort that goes into a new title, you get to send it out into the world. But really, the work has barely begun, especially if you’re launching a free to play or F2P game that’s monetized based on ad revenue and/or in-game purchases. Once a game is launched, you should be optimizing, adjusting, updating, and reporting your progress throughout your game’s lifespan or existence, working to improve player retention as well as increasing downloads, getting lapsed players to return, and increasing the number and length of player sessions. All these activities and events meant to increase player retention and maximize the value of a game’s user base can be referred to as live ops. [bctt tweet=”What are live game operations and why may...
ASO for Google Play
7 min read
#ASO

ASO For Games On Google Play: Get 53% More Installs

Outline One of the most popular questions we get is how to lure more traffic for the Google Play app. We decided to showcase a simple text optimisation for an indie game app with a small amount of installs. Disclaimer: Unfortunately, we can’t disclose the name of the game but all the data in this article is real. Introduction So, what we initially dealt with? App: Game in Google Play Category: Card Strategy Country: USA Preliminary data: Total visits per day: 329 Total installs per day: 92 Average conversion rate from visit to install: 28% The information is taken from the Google Play Developer Console, country is USA, measure by “Country (Play Store organic)”. Step 1. ASO-audit Based on current app metrics we estimated which keywords and keyphrases made users in the US find and install the app as well...
User Analytics Persona
15 min read
#Marketing & Publishing

How To Create User Personas As Unique As Your Audience

Do you sometimes wish that you could get to know every one of your players and the members of your target audience personally? Know their playing habits, what they like and don’t like about your game and online gaming in general, any similar interests and related activities, demographics and location, and whatever other tidbits that might have you improve your game’s user experience for them. While fulfilling that exact wish is pretty unlikely – especially with a larger audience – you can put a type of face to those data points by creating user personas that essentially characterize each group or segment of your audience. In fact, you can even name them, assign images to them for better visualization, or further flesh out their backgrounds to make them more “real” in your mind. Why You Should Develop User Personas… Personas...
FRVR Interview
23 min read
#Game Deconstructions

From 0 to 2 Million DAU: An Interview with FRVR

Editor’s note: This innovative studio has released 7 games so far, with another 15 in production for Q2 2017. In less than 2 years, FRVR has gained more than 2 million daily active users and 70 million all-time players. We chat with the founder of FRVR, Chris Benjaminsen, to draw light on this success. Thanks for taking the time to talk to me, Chris. To kick things off, could you give a little background about yourself and what motivated you to start FRVR? Of course. Back in 2013 I had worked as the director of gaming for Yahoo! for two years, and it was very clear to me that I needed to do something else. I wanted to go travel the world while still generating income, and taking on as little responsibility as possible. Essentially, my initial motivation was to...
Microphone
12 min read
#Strategies

Getting into Free to Play Games: Lone Stone Studios Interview

There’s nothing like learning from the experience of other developers. That’s why we went ahead and interviewed a young mobile game studio who’s working on their first Free to Play title, City Invaders. We got in touch with Pierrick, the company’s co-founder. He shares his experience getting a mobile game studio started. Following on our recent 2-part article Launching a Mobile Game Business he shared some tips and several decisions the team took to hopefully make both the company and the game a success. Hi there! Could you tell us who you are and what you do at Lone Stone? Hi, I’m Pierrick Bignet, co-founder of Lone Stone studios, a game company that also provides web services. We are a small independent studio, so I’m both the game designer and one of the developers in the team. We all work on several different...
12 min read
#Ads & Monetization

How To Make Your Game UI Shine & Increase Conversions

Why game UI matters Maybe you want to help the players find their way through the menus. You may also want to increase your sales. Regardless of your goal, you can achieve it all by using the principles of design the right way and measuring the impact of your changes. We want people to find their way around the game, to even focus on the game. To make this a reality, we should remove friction in the interface. We don’t want the player to waste time in the menus. We want them to get the information they need through the interface. No more, no less. Unlike the gameplay, you pretty much always want to simplify navigation as much as you can. This has nothing to do with the game’s difficulty or “casual” gaming. In mobile titles, the interface does not only allow...