Ramin Shokrizade's Blog
I have recently joined the Radiant Worlds team in the UK. My role is to deploy new social, economic, and monetization design technologies to the SkySaga project to allow it to succeed where similar projects (especialy those with open economies) over the last ten years have faltered.
I wish to narrow the gap between game developers and consumers. The ethical and transparent treatment of gamers inside F2P business environments is my specialty and passion. I also seek to marry neuroscience and behavioral economics with game design to provide maximum pleasure to gamers without abusing them.
For more information about me, please check my LinkedIn profile (http://www.linkedin.com/pub/ramin-shokrizade/0/b47/7bb).
A complete list of my recent (2010-) papers is here:
I've also been interviewed recently on NPR:
Games are getting more frustrating all the time...by design. Why is this and what are the costs to developers? Monetization expert Ramin Shokrizade sheds some light on the subject.
Western monetisation expert Ramin Shokrizade shows in detail how an extremely high quality Western-localized F2P game can be broken by aggressive Eastern monetisation techniques.
While there is no doubt about the success of Pokemon GO in terms of installs and retention, how is the business model going to perform? Monetisation expert blogger Ramin Shokrizade goes under the hood (and does a lot of walking!) to find out.
Research is increasingly showing that Connection with others is a human need, not a luxury. Products that successfully meet that need (like Facebook and Tinder) are enjoying huge success. The gaming industry has failed to adapt to this golden opportunity.
Third in a series (after "Whales Do Not Swim in the Desert" and "Secrets of F2P: Threat Generation"). Ramin Shokrizade goes into detail as to what works and what does not in the mobile F2P environment, using the tower defense genre as the focus.
The objective of this paper is to explain the mechanics of threat generation, the most commonly used technique in the mobile space for generating conversion.
Ramin Shokrizade's Comments
[News - 11/30/2016 - 02:44]
This was back in 1989 ...
This was back in 1989 before I entered the game dev industry. I don 't have any photos, and due to the short lifespan of quads, Eric probably died a long time ago. Being physically impaired doesn 't make your brain any less good at gaming. If anything, you probably ...
[News - 11/30/2016 - 03:11]
The thing is that in ...
The thing is that in order to bargain collectively, you need cooperation from your peers. If enough people break ranks, then it won 't work. Even if all your local peers join forces with you, globalization means that ultimately your peers include highly skilled and motivated people in East Europe ...
[Blog - 11/29/2016 - 09:44]
Michael, r nI think I ...
Michael, r nI think I did a pretty good job of explaining the answer in my Supremacy Goods paper from early 2012. I also identify and predict the success of two of the most consumer friendly games in that paper, which have both grown to become the top games outside ...
[Blog - 11/23/2016 - 02:02]
Trion 's End of Nations ...
Trion 's End of Nations was often billed as the successor to SG, and I will talk a bit about what happened to both SG and EoN, and what came afterwards in the next paper on how to design commercially successful eSports games.
[Blog - 11/23/2016 - 10:26]
I would love to hear ...
I would love to hear more on your thoughts of the implications of violence, and the irrelevance of death just restore from save in video games. Do games allow us to detach emotionally from the concept of death as opposed to movies, where if a main character bites it, it ...
[News - 11/23/2016 - 11:35]
In my niche, it would ...
In my niche, it would appear that products using a retail business model continue to decline in sales, while products using microtransactions and DLC arguably a form of microtransaction continue to advance as you would expect. If the major AAA game developers could adapt to using contemporary business models, we ...