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Blogs

Andrew Payton's Blog

Andrew Payton's Comments

Comment In: The Principles of Game Monetization [Blog - 02/09/2012 - 10:47]

@Tyler: As I was reading ...

@Tyler: As I was reading through your article and another Gamasutra article on monetization in freemium games, I noticed a few underlying threads to the key points I took away from the articles. My points were: 1. Maintain game balance, 2. Don't annoy the player in your attempt to extract ...

Comment In: Virtual Goods - An Excerpt from Social Game Design: Monetization Methods and Mechanics [Feature - 02/10/2012 - 04:00]

@Brandon Tim: As I was ...

@Brandon Tim: As I was reading through your article and another Gamasutra article on monetization in freemium games, I noticed a few underlying threads to the key points I took away from the articles. My points were: 1. Maintain game balance, 2. Don't annoy the player in your attempt to ...

Comment In: The Designer's Notebook: Passion Versus Professionalism [Feature - 10/25/2011 - 04:45]

I basically agree with your ...

I basically agree with your position, but I think I would slightly rephrase the definition of professionalism to state that it is simply being passionate about the quality of your work rather than about the specifics of what you're working on . That is to say, I don't see passion ...

Comment In: Contrivance and Extortion II: Clarifications, Feedback & Suggestions [Blog - 10/20/2011 - 12:10]

Glad to see that you've ...

Glad to see that you've carried forward this discussion. I think it's the money-as-a-substitute-for-time aspect of your argument where we continue to disagree. It's here where I think you assume too much: However, if the gameplay was more important and more compelling than the checklist, then it follows, I think, ...

Comment In: Contrivance and Extortion: In-App Purchases & Microtransactions [Blog - 10/18/2011 - 01:10]

Point 1: The Checklist Effect ...

Point 1: The Checklist Effect isn't a new mechanism. We could easily re-brand it as the Completionist Effect and suddenly it doesn't sound so bad. Every game that has lots of stuff to do, explore, collect, achieve, etc. -- that's what RPGs and Metroidvania games are made of -- is ...

Comment In: Virality 2.0 – Developing Games for Facebook in the New Viral World [Blog - 09/28/2011 - 11:48]

Finally got around to reading ...

Finally got around to reading this, and I'm sure glad I did A lot of useful information about virality trends. Great for the indies out there especially, I think, since they may not have the resources for all of the analytics but can certainly learn lessons and evolve strategies based ...

   

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