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Nicholas Lovell's Comments

Comment In: [Blog - 03/17/2015 - 06:13]

I 'm not convinced by ...

I 'm not convinced by the commercial value of a subscription service. It puts a big barrier in the way of getting hold of users persuading someone to even try out something out when they know it has a monthly fee is hard AND it caps out the amount your ...

Comment In: [Blog - 11/20/2014 - 01:40]

I totally agree with point ...

I totally agree with point 5, and I say that as someone who runs a website that gets most of its traffic from people searching for the benchmarks we gather from publicly available sources.

Comment In: [Blog - 11/19/2014 - 02:13]

I agree with this, but ...

I agree with this, but with one major risk: the danger that you design things because you know how to do them, not because they are the best way of achieving what you need. r n r nTo put it another way, I work hard with my clients to avoid ...

Comment In: [News - 11/19/2014 - 03:25]

According to some sources, over ...

According to some sources, over 97 of people don 't spend any money in a game. It 's free to them.

Comment In: [News - 11/13/2014 - 08:36]

Free to play needs to ...

Free to play needs to die r n r nFree to play is the saviour of the games market in a world where, due to entirely inevitable competitive pressures driven by the ability to distribute content at no cost, players expect experiences for free. F2P enables audiences to have an ...

Comment In: [News - 11/11/2014 - 03:54]

I think this is an ...

I think this is an interesting point, but I fear the curators are on the wrong side of language history. I understand why they want to protect the meaning of the term as one of professionalism, of academia, of preservation of our history and the role of museums. r n ...

Comment In: [Blog - 11/05/2014 - 03:47]

Tanya, I 'd love to ...

Tanya, I 'd love to see your similar advice for running a small indie dev studio. There is so much of value in this post.

Comment In: [Blog - 11/07/2014 - 01:25]

Great post. The focus on ...

Great post. The focus on player emotions is often lacking in bottom-up design which focuses instead on how mechanics interlock, rather than how players feel. r n r nUsing Scrum to draw people away from how does this mechanic work to what is this mechanic for, and is there a ...

Comment In: [News - 09/15/2014 - 04:26]

I am surprised that Macquarie ...

I am surprised that Macquarie thinks that this proves content is still king. Your argument focuses on the value of the audience, while Skilton focuses on concurrent users. I think Minecraft is valuable precisely because it has a massive audience reach, not because it is an intellectual property which can ...

Comment In: [News - 05/15/2014 - 02:58]

Marvellous post. But what you ...

Marvellous post. But what you really draw out for me is that the people who denigrate casual gaming or monbie gaming are often caught up in exactly the same emotional relationship with the game as their dad playing Hay Day or their mom playing Candy Crush. r n r nIf ...

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