ron carmel's Blog
Co-Creator of World of Goo
Partner in Indie Fund
Currently working on SUBTERFUGE
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.
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.
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.
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
[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.
[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.
[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 ...
[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 ...
[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 :
[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 ...