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June 25, 2017
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Ramin Shokrizade's Comments

Comment In: [News - 05/22/2017 - 04:12]

By adding game temporary progression ...

By adding game temporary progression systems to Warcraft 3, DotA was a much better game. But, it was always my understanding that since DotA was just a mod, and open source, that it was just a great idea that was applied to an IP owned by Blizzard. The idea that ...

Comment In: [News - 05/19/2017 - 03:28]

When I first read the ...

When I first read the Bloomberg article a few days ago, a lot of light bulbs went off in my head. The article explains a lot of trends that initially seemed counter intuitive to me. What I 'm seeing here is a powerful speculative bubble forming in China. Because of ...

Comment In: [Blog - 05/10/2017 - 09:20]

Just a few cautionary bits ...

Just a few cautionary bits and then I 'm pretty much going to agree with you: r n r nHaving over 600,000 games to compete with for consumer attention and user acquisition opportunities is not a good thing, and this is what has so drastically lifted user acquisition costs in ...

Comment In: [News - 05/10/2017 - 09:14]

The USC School of Cinematic ...

The USC School of Cinematic Arts has an excellent reputation, and Dr. Fullerton is quite the hardcore gamer. I 'm thrilled to see it involved in this sort of cooperation. USC also houses Dr. Zyda 's Gamepipe lab, one of the world 's top game development feeder schools. I see ...

Comment In: [News - 05/08/2017 - 12:35]

I was asked to do ...

I was asked to do an economic analysis of CivWorld in late 2011 by the Firaxis team and I found that the biggest problem was a compounding growth system in one of the three progression systems. As I recall there were three primary progression pathways/resources: Science, Wood and Food. Food ...

Comment In: [News - 05/01/2017 - 07:40]

The biggest problem with the ...

The biggest problem with the gacha business model used in almost every Asian F2P game , besides it being a gambling mechanic, is that the odds were almost never posted. There was no way for a consumer to know if they were just getting unlucky or to otherwise gauge the ...

Comment In: [News - 04/20/2017 - 03:14]

...Big Huge Games first foray ...

...Big Huge Games first foray into mobile game development is doing well... r n r nThe game might still not yet be a commercial success unless their average user acquisition costs were under 3 per head. On the Apple App store user acquisition costs can be over 6 per.

Comment In: [Blog - 04/13/2017 - 09:28]

Getting a job in gaming ...

Getting a job in gaming is even harder than getting a job in Hollywood. There are a lot of similarities. I grew up in Southern California next to Hollywood so I have a ton of friends who went through the extra rejection mill there. It takes tremendous passion and an ...

Comment In: [Blog - 04/11/2017 - 12:53]

There is this idea that ...

There is this idea that if you can force a player to play more, they will spend more. The most common approach is to put the consumer under constant or near constant threat to force them to play more. This might work temporarily but when you put a consumer under ...

Comment In: [Blog - 03/27/2017 - 10:38]

When I was on the ...

When I was on the coaching staff of the UCLA Women 's track team, we were very careful to make sure that all the runners on our team were team players, despite running being thought of as a more solo sport. When we would get an extraordinarily talented rogue applicant, ...

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