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Mikkel Faurholm's Blog

 

Mikkel Faurholm is M.Sc. in Game Design from Copenhagen, Denmark and freelance service provider and loudmouth about monetization and game design. Mikkel Faurholm runs AppCrimes. 

AppCrimes.com is about monetization, retention, QA and Game Design. Based on existing top grossing Games, AppCrimes talk about how not to completely fail publishing to the AppStore. AppCrimes both feature hilarious art thefts and retention- & revenue-focused rants on Game Design. 

 

Member Blogs

Posted by Mikkel Faurholm on Mon, 12 May 2014 06:40:00 EDT in Business/Marketing, Design, Social/Online, Smartphone/Tablet
A Discussion of why devs need to focus on Skill in F2P Games. As always, I focus on the making of money, and why some more complex games today fail at doing so, because of just that, Complexity.


Posted by Mikkel Faurholm on Tue, 06 May 2014 08:24:00 EDT in Business/Marketing, Design, Social/Online, Smartphone/Tablet
It is safe to say that sometimes, people design games that are too darn difficult. If people cannot progress in your game, they are not going to cough up to have fun. This is all good and obvious, but what I want to focus on is games being too easy.


Posted by Mikkel Faurholm on Wed, 30 Apr 2014 09:14:00 EDT in Business/Marketing, Design, Smartphone/Tablet
In the first part of this series we looked at some examples of games who afford the spending of hard currency in their attempt to engage players. In this second part, I'll take a look at the other side, games that do not push it enough.


Posted by Mikkel Faurholm on Tue, 22 Apr 2014 05:10:00 EDT in Business/Marketing, Design, Social/Online, Smartphone/Tablet
The time of conversion is a critical point for F2P Games with multiple currencies. The game need to get the player used to spending the provided Gems and Diamonds. But some games push a bit too hard. AppCrimes looks into games forcing the hard currency.


Posted by Mikkel Faurholm on Sun, 20 Apr 2014 07:12:00 EDT in Business/Marketing, Design, Social/Online, Smartphone/Tablet
Long-term retention is one of the most important factors of releasing to the AppStore and Google Play. Some games tries to engage through a dramatic back story and a 'helper', but how do we make players stay in the game long-term?



Mikkel Faurholm's Comments

Comment In: [Blog - 05/06/2014 - 08:24]

I am not really one ...

I am not really one to say what would be the most interesting to work on. I 'm rather focused on the business point of view, and with the time gate being a standard tool, when it comes to retention and monetization, the fear of being stamped as greedy is ...

Comment In: [Blog - 04/22/2014 - 05:10]

reviewing my last statement, it ...

reviewing my last statement, it can be interpreted as rather arrogant-bastard-ish, so I wanted to elaborate. r n r n ...continuously get it wrong is a dumb expression. I have no way of determining if the introduction to the currencies in Trials Frontier is thought of as the best way ...

Comment In: [Blog - 04/20/2014 - 07:12]

Great example of an retention ...

Great example of an retention tool that work great along side most games. Actually one of the few times I 've heard about an 'ongoing ' reward system, rewarding the player with 'unique ' items for a longer period than just the standard 5-7 days, but I see the price ...