Dmitri Williams is a prolific games scholar. Now he's taken his expertise to market as CEO of game analytics firm Ninja Metrics. This post contains the text of an interview I did with Williams earlier this month. Cross-posted at motivateplay.com
Do you dumb a game concept down to increase the potential audience or do you stay focused with a more hardcore game and accept a smaller audience? Is that even a valid case? I'l dig in a bit and see where my rambling goes.
Second post in the series focuses on Networking with some examples of places to start and some strategies to find success.
Wherein I fashion charts out of the many numbers behind Hipster Zombies. How many downloads? On which platform? And what about the money? And piracy? Find answers within!
In this series of Improving Freemium Design we're going to look at an indie game Apple featured called Combat Monsters and see what they did right and what could be improved.
At PRACTICE, NYU's annual game conference, a core tenet of game design is revealed: the relentless quest for self-improvement.