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Maximizing Acquisition and Retention Through Mobile Game Analytics

iXie gaming

Mobile game developers face the daunting task of acquiring and retaining players in today’s fast-paced mobile gaming world. Well, there has been a significant increase in competition, providing players with more mobile gaming options than ever. Visual Design Players are attracted by what they see. Let’s find out.

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Maximizing Acquisition and Retention Through Mobile Game Analytics

iXie gaming

Mobile game developers face the daunting task of acquiring and retaining players in today’s fast-paced mobile gaming world. Well, there has been a significant increase in competition, providing players with more mobile gaming options than ever. Visual Design Players are attracted by what they see. Let’s find out.

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

Rampant Games

So author Reki Kawahara drew on his familiarity with the games of the day and their systems to create what he thought would be a super-cool virtual reality game. Once consumer VR hit in 2015, we discovered a lot about VR game design. Not much else is said about the death mechanic in the other game worlds of the series.

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. Though, all of these foibles could be found in other games as well. Battle: Simplified skill point system and amazing visual effects The core of the skill system relates to balancing and mechanisms.

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The three most important qualities in an RPG

Keith Burgun

As this video talks about, as players play more and more games, it becomes more difficult for them to find this sense of wonder in new games – even more so when they become game developers themselves. Setting that up properly is an effort in storytelling, a discipline all its own distinct from game design.

Fantasy 52
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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. It also is kind of hard to do, practically, in tabletop games (although it is possible !). Developers (or producers) feel like they cannot justify building content that most players won’t see. They are findable.

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

Keith Burgun

The 1P videogames I’ve always dreamed of had these qualities: Mechanically deep and systemically driven – perhaps even if that means it’s got a learning curve. I think the bigger problem is that this pursuit of the 1P Strategy Game has really hampered my games’ ability to connect with players.

Games 52