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April 20, 2019
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Chris Cobb's Blog

 

Co-Founder/CEO of Bot School Games with a mission to inspire and equip the next generation of game developers.

Former: Senior Software Engineer at Riot Games. Roles included tech lead of Player Behavior and Anti-Cheat.

Follow me on twitter @cccobbb and tune in to Vertical Slice, a podcast on the art and science of game development with Derek Lyons @verticalslicefm

 

Member Blogs

Posted by Chris Cobb on Mon, 04 Feb 2019 10:07:00 EST in Business/Marketing, Design, Production
Destiny 2 promised to deliver a compelling day one experience, built on the success of the first title. On release, though, players said 'great gameplay, not enough content'. What happened? What might have been?


Posted by Chris Cobb on Mon, 23 Apr 2018 10:03:00 EDT in
We will explore the traits that make a game stand out in in a saturated market


Posted by Chris Cobb on Wed, 29 Nov 2017 10:20:00 EST in Business/Marketing, Design, Production
A look at the core systems of Nintendos latest mobile game, including core systems, monetization, and overall experience, and thoughts on alternative approaches


Posted by Chris Cobb on Thu, 16 Nov 2017 09:30:00 EST in Business/Marketing, Design
The purpose of this article is to provide a lens for understanding and evaluating monetization strategies in games.



Chris Cobb's Comments

Comment In: [Blog - 12/10/2018 - 09:41]

I 've thought about this ...

I 've thought about this quite a bit also. I personally am a Sandy and have always been frustrated by pay-to-win. However I decided to give Clash Royale another shot knowing the pay-to-win format in advance and playing anyways . A few observations after several hundred games as a non-monetizing ...

Comment In: [Blog - 11/21/2017 - 10:42]

Thanks for taking the time ...

Thanks for taking the time to share your process r n r nRegarding estimates always a hot button topic , a manager early in my career helped define estimates in a way that made a lot of sense. I use it when introducing estimation into my team process, and it ...

Comment In: [Blog - 11/16/2017 - 09:30]

Thanks for the response Ramin, ...

Thanks for the response Ramin, r nThe goal of the post is to acknowledge that it is difficult to assess monetization strategy because it requires looking at many interrelated factors described by the categories used in the case studies . Hearthstone uses some friendly and some less friendly practices, and ...

Comment In: [News - 10/11/2017 - 10:56]

Great observations. Even on small ...

Great observations. Even on small teams, solving problems through automation, iterating and improving on tools, and a strong commitment to continuous improvement in general will reap large rewards. r n r nFor example streamlining the asset pipeline during a game development loop allows artists and programmers to focus more on ...

Comment In: [Blog - 06/19/2015 - 06:01]

Thanks for the article Filip ...

Thanks for the article Filip I enjoy that you roleplay the archetypes in order to get more out of solo playtesting. Is your intent to identify players who embody the archetypes when you get to external playtesting Pit them against each other Recruit others to roleplay to better simulate your ...

Comment In: [Blog - 05/14/2014 - 04:49]

Complaining about terrible games is ...

Complaining about terrible games is fine, I believe the author 's point is that successful mobile games meet the criteria of good because millions of players choose to play them. Also the author doesn 't dismiss arguments against free to play, he identifies them and responds. r n r nCritique: ...