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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. Game Mechanics and Interactivity Game mechanics and interactivity play a crucial role in maximizing acquisition and retention.

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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. Game Mechanics and Interactivity Game mechanics and interactivity play a crucial role in maximizing acquisition and retention.

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

Game Refinery

However, these storytelling elements go far beyond the main narrative, with cutscenes and dialogue seamlessly integrated throughout the experience to build a truly immersive world. Diablo Immortal also builds on its narrative by periodically adding expansions, which add additional playable areas introduced through new story content.

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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.

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Open world RPG design notes from Enderal, a big long Skyrim mod

Radiator Blog

This is a convenient diegetic way of locking the player in-place for a cutscene, while also priming the player for an extended cutscene. It is much better than the boring shot reverse-shot cutscene stuff going on in AAA RPGs these days, and makes Skyrim's "sit" mechanic more meaningful. Expendable companions.

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The joys of the anti-farm sim: "Before the Green Moon" by turnfollow

Radiator Blog

The game also hides a bigger unexplained mechanic: a relationship gifting system. The game never says "each NPC has a favorite type of gift item type, and you should equip it and talk to them", you have to guess that this mechanic exists from playing previous farming games or just out of sheer luck. But I had to have closure!

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