Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
October 17, 2017
arrowPress Releases






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


 

Mikkel Faurholm's Blog

 

Mikkel Faurholm is the founder of AppCrimes; A F2P Mobile Consultant Service. 

 

 

 

Member Blogs

Posted by Mikkel Faurholm on Mon, 10 Apr 2017 09:23:00 EDT in Business/Marketing, Design, Smartphone/Tablet
There seem to be a new tendency in F2P Mobile games, where developers try to mix very simple gameplay with a rather complex meta system, meanwhile utilising several monetisation strategies. At first glance it would seem like a good idea, but is it?


Posted by Mikkel Faurholm on Wed, 08 Jul 2015 02:09:00 EDT in Business/Marketing, Design, Social/Online, Smartphone/Tablet
With the new Minions movie coming out ~10th July, the IP is perhaps more valuable than ever. It wasn't therfore a huge surprise, when EA teamed up with Illumination to create a F2P title, but here is how faulty UX kicks players out of the engagement zone.


Posted by Mikkel Faurholm on Mon, 12 May 2014 06:40:00 EDT in Business/Marketing, Design, Social/Online, Smartphone/Tablet
A Discussion of why devs need to focus on Skill in F2P Games. As always, I focus on the making of money, and why some more complex games today fail at doing so, because of just that, Complexity.


Posted by Mikkel Faurholm on Tue, 06 May 2014 08:24:00 EDT in Business/Marketing, Design, Social/Online, Smartphone/Tablet
It is safe to say that sometimes, people design games that are too darn difficult. If people cannot progress in your game, they are not going to cough up to have fun. This is all good and obvious, but what I want to focus on is games being too easy.


Posted by Mikkel Faurholm on Wed, 30 Apr 2014 09:14:00 EDT in Business/Marketing, Design, Smartphone/Tablet
In the first part of this series we looked at some examples of games who afford the spending of hard currency in their attempt to engage players. In this second part, I'll take a look at the other side, games that do not push it enough.


Posted by Mikkel Faurholm on Tue, 22 Apr 2014 05:10:00 EDT in Business/Marketing, Design, Social/Online, Smartphone/Tablet
The time of conversion is a critical point for F2P Games with multiple currencies. The game need to get the player used to spending the provided Gems and Diamonds. But some games push a bit too hard. AppCrimes looks into games forcing the hard currency.



Mikkel Faurholm's Comments

Comment In: [Blog - 05/06/2014 - 08:24]

Hi Mark r n r ...

Hi Mark r n r nThank you for your input, and let me just say we don 't disagree, per say. We just need to make a clear distinction between what would be the 'best ' way to monetize and the most effective. r n r nSticking to the implementation ...

Comment In: [Blog - 04/20/2014 - 07:12]

Romain, you 're completely right. ...

Romain, you 're completely right. This does not only apply to F2P games. Far from it - and I do remember megaman as a great example of this. The reason I underline it in the case of F2P games in simply because of the volume and the accessibility of F2P ...

Comment In: [Blog - 04/22/2014 - 05:10]

Thank you Oscar. Really appreciate ...

Thank you Oscar. Really appreciate the feedback. r n r nYou 're right about it being a false premise. I think there are examples of games moving in the right direction, instead of squeezing that lemon even further. r n r nSome games just seem forget that it is a ...