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Maximizing Acquisition and Retention Through Mobile Game Analytics

iXie gaming

Through mobile game analytics, you can identify pain points, personalize content based on players’ preferences, and improve game mechanics. And how do you achieve this much-needed concept when you use mobile game analytics in game design? The primary goal of mobile game analytics is to improve player experience. Let’s find out.

article thumbnail

Maximizing Acquisition and Retention Through Mobile Game Analytics

iXie gaming

Through mobile game analytics, you can identify pain points, personalize content based on players’ preferences, and improve game mechanics. And how do you achieve this much-needed concept when you use mobile game analytics in game design? The primary goal of mobile game analytics is to improve player experience. Let’s find out.

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Would “Sword Art Online” Be a Bad VR Game?

Rampant Games

I believe that Skyrim is a mix of hand-crafted and procedurally (or at least tools-generated) content, and it could be a pretty fair comparison. Anyway, bottom-line, we’re talking about 150-200 Skyrims of content for all of Aincrad. Cutscenes in an MMO? Worldwide Gated Content. I like the concept in theory.

Art 52
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Sandbox vs themepark

Raph Koster

If you really care, the MUD Wiki on Fandom , started in the wake of the great Wikipedia purge of MUD content, has you covered. All the content in the game was just data in fields. On MOOs and LPMuds, you had a lower barrier for adding features, but you also had a higher barrier for “just making content.”

Sandbox 64
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Secrets in Videogames

Keith Burgun

This concept of “secret” doesn’t really make sense in a strategy game, contest, or a puzzle. Secrets are hidden, but findable parts of a game that help give games a sense that there is “more than meets the eye” and that this is a world , not just a content delivery mechanism.

Fantasy 52
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The three most important qualities in an RPG

Keith Burgun

Also, worth listening to my conversation with Pete Seicienski on his “Adventure Games” concept, which is very much related to this Sense of Wonder thing ). Although it’s definitely important to notice that all RPGs use both systemic and narrative cues to create a sense of wonder.

Fantasy 52
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Giving up on the “1P Strategy Game”

Keith Burgun

I don’t really care about words, though, as long as we all agree on the concepts. Humans in general aren’t usually content to just play; they want play to be contextualized , either by some narrative or by some “tournamentality” or some other social context (playing with friends would be a common one).

Games 52