Does Spider-Man PS4 reach the lofty heights that my nostalgia has pushed Spider-Man 2 up to? Is this an Amazing Spider-Man game?
I’ve quit playing my favourite free-to-play game after 3 years of daily play. Why? Do I regret it? Do I want my money back? Should free-to-play die?
If you think “games” are only what you find on the Xbox One dashboard or your latest Humble Store email, stick your hand in your pocket and open the App Store. Take a look. See the wonders that it can behold.
Epic Games has released Fortnite on Android, and not through the Google Play Store. Instead, they will self-host the APK on their own website, and also distribute through the Samsung Galaxy Store. There is one reason for this: they want the 30% In-App Purchase cut that Google demands.
After a wealth of bad publicity for tentpole titles over the last couple of years, it seems EA and DICE are trying very hard to generate some positive press and buzz. Can they restore player’s faith and confidence by walking back their aggressive monetization of blockbuster titles?
I often play on my daily commute, and these games need to be give me short, fun play sessions that I can come back to time and time again.
These are the Android games I’m currently playing.
As a free-to-play game, Star Trek Timelines needs players to return to the game on a frequent basis over a long period of time.
This is a discussion of the ways developer Disrupter Beam has created effective monetisation and retention strategies for their game.
With mobile games generating billions in revenue, it’s no surprise that publishers from the world of PC and console games want in on the action, each trying to bring their existing IPs to touchscreens. Let’s look at some great and awful ways of doing it.
It’s good, but won’t hold your interest for long. Yet for some reason, it oddly has some retention features in here.
A growing list of “rules” I use when developing games.