Remove Content Remove Cutscenes Remove Data Remove Mechanics
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Maximizing Acquisition and Retention Through Mobile Game Analytics

iXie gaming

By leveraging the power of data, mobile game developers can acquire profound insights into player preferences, engagement, and behavioral patterns. Basically, it involves leveraging player data to identify and address issues, driving better immersion and retention. However, achieving such game mechanics is easier said than done.

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Maximizing Acquisition and Retention Through Mobile Game Analytics

iXie gaming

By leveraging the power of data, mobile game developers can acquire profound insights into player preferences, engagement, and behavioral patterns. Basically, it involves leveraging player data to identify and address issues, driving better immersion and retention. However, achieving such game mechanics is easier said than done.

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Game-Changing Storytelling: How To Integrate Narrative Elements in Mobile Games

Game Refinery

GameRefinery’s motivational data shows Gossip Harbor does things differently than most merge games. Player motivations data: Merge games (Average) vs. Gossip Harbor (source: GameRefinery platform). Goddess of Victory: NIKKE features high-quality anime cutscenes.

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A day in the life of a narrative designer

Game Global

When you imagine doing this job, is it mostly about crafting amazing cutscenes? We must understand (and preferably help create and document) the game as a whole: from core mechanics to level design to cinematics, and everything in between. How should I space out my content to create the pacing I want? What is Narrative Design?

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

Rampant Games

Not much else is said about the death mechanic in the other game worlds of the series. 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.

Art 52
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The Lost Ark Has Found its Way

Deconstructor of Fun

Balancing relies heavily on gear, maps are crowded with question marks, Boss fights feature repetitive mechanisms. Battle: Simplified skill point system and amazing visual effects The core of the skill system relates to balancing and mechanisms. In the later game, raid mechanisms become quite rich. Skill UI of the Witch class).

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Deathloop deconstruction / design thoughts

Radiator Blog

This fighting game health mechanic is too fussy and unreliable for a busy shooter. Or at worst, they are leftover consequences of the design and they had to fudge some random content for it. Limited regen (e.g. No health potion inventory , big change from Dishonored / Prey. No hoarding / shopping trips. Kind of sad.