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January 21, 2019
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ron carmel's Blog   Expert Blogs


Co-Creator of World of Goo

Partner in Indie Fund

Currently working on SUBTERFUGE


Expert Blogs

Posted by ron carmel on Thu, 30 Jul 2015 01:46:00 EDT in Business/Marketing, Indie
Subterfuge is unusual in that it takes a week or more to play a single game. What does player retention look like for such a slow game? Here's a short post sharing some of our data.

Posted by ron carmel on Thu, 19 Mar 2015 01:47:00 EDT in Business/Marketing, Design, Indie, Smartphone/Tablet
In multiplayer-only games, growing your player base too quickly can have serious negative repercussions. This came as a surprise to us, and we thought we'd share our experience and thinking around this.

Posted by ron carmel on Wed, 03 Dec 2014 04:08:00 EST in Business/Marketing, Indie, Smartphone/Tablet, Mobile Games
How do you make a living from a week-long multi-player-only game that requires players to be interested in both a diplomacy and a strategy? We're not sure yet, but here's how our thinking has evolved over the last 2 years.

Posted by ron carmel on Mon, 24 Nov 2014 03:52:00 EST in Design, Indie, Social/Online, Smartphone/Tablet
One of our design pillars in the development of Subterfuge is respecting players' time. In this post, I will discuss why this is important to us, and some of the design choices we've made to support this goal.

ron carmel's Comments

Comment In: [Blog - 03/19/2015 - 01:47]

we 're not adding people ...

we 're not adding people in order of registration, and we 're also only about 1/3 of the way through our list, so definitely not a scraping the bottom of the barrel.

Comment In: [Blog - 12/03/2014 - 04:08]

that would be a difficult ...

that would be a difficult thing to explain. i think the confusion it would cause would outweigh any benefit it provides.

Comment In: [Blog - 03/03/2014 - 01:09]

the premise of this article ...

the premise of this article is incorrect. developers have always set their own price on steam. when your game goes up there, you tell them how much you want to charge for it. when you want to change the price, they change it for you. r n r nmaking it ...

Comment In: [News - 08/26/2013 - 03:38]

i 'm disturbed by the ...

i 'm disturbed by the fact that F2P developers are a mechanized fishing boat polluting the atmosphere, and that they have a sharp hook hanging near the fish that are the players they wish to lure in. r n r non the other hand, i think it 's hilarious that ...

Comment In: [Blog - 02/28/2013 - 03:29]

hehe, silly me, from the ...

hehe, silly me, from the title, i thought this was going to be a piece about how to know if your game is emotionally/financially/physically healthy for the people who play it. people see what they want to see :

Comment In: [News - 04/02/2012 - 10:11]

the only number that really ...

the only number that really matters to developers is how much revenue is generated total, not per user. i 've asked a few developers that have games on the amazon app store how much revenue amazon generates for them relative to android market. the answer was around 5 . r ...