
Walking away from a Free-to-Play time sink
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?
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.
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.
It’s good, but won’t hold your interest for long. Yet for some reason, it oddly has some retention features in here.
Fallout 4 is coming, so here’s a mobile game to get you in the mood for it.
And it actually worked.
Here are the (sometimes painful) lessons I’ve learned over the years in working with Apple’s App Store and Android’s Google Play Store.