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presentation.
FREE-TO-PLAY GAME FORECASTING SPREADSHEET The GAMES brief free-to-play games spreadsheet is a simple but powerful way of maximising revenue from an online game. This forecasting tool monitors six key metrics to identify what obstacles are holding your game back. To learn more about how to use the free-to-play games spreadsheet, read on: WHALES, DOLPHINS AND MINNOWS Modelling the freemium power-law. For the purposes of this spreadsheet, I split your gamers into three groups: Minnows spend the smallest amount possible in a month, typically $1. Dolphins spend a “middling” amount. Typically I forecast they spend an BIGPOINT’S REVENUE GROWTH I’ve just been going back through some old blog posts for GAMESbrief Unplugged: Volume 2. What struck me was the impressive revenue progression of Bigpoint, the browser-based games company that makes free-to-play games mainly aimed at core gamers. Here are the numbers: 2007: €10 million 2008: €28 million 2009: €60 million 2010: €200 million That’s WHY DO GAME DEVS NEED PROFESSIONAL INDEMNITY IF YOU DESIGN SERVICE-BASED GAMES, YOU NEED TO UNDERSTAND If you design service-based games, you need to understand gacha. Gacha is the name for random rewards delivered in games, particularly service games. The word is derived from the Japanese word gachapon, an onomatopoeia of “gacha” for the sound of turning a crank on a toy vending machine and “pon” of the sound of the toy capsule dropping SMART RETURN HOOK FROM FINAL FANTASY XV: A NEW EMPIRE Smart return hook from Final Fantasy XV: A New Empire. PocketGamer.biz has a damning review of the new Final Fantasy Title from MZ (formerly Machine Zone). Its summary is that it is a machine for separating players from their money, much like their previous incarnations of Game of War and Mobile Strike, with a punishing First Time User HOW TO MAKE UP TO 30,000 USD FROM A HTML5 GAME Instead of investing large amounts of resources on a long term basis, HTML5 technology allows to realize well designed games within a month or two. Games can be sold to publishers like SOFTGAMES as exclusive or non-exclusive licenses and generate up to $30,000 USD, if sold exclusively. That’s more than most self-published apps generatewithin
CAN YOU SELL SECOND HAND GAMES LEGALLY? SHOULD YOU Jas Purewal, an interactive entertainment lawyer at Osborne Clarke and writer of Gamer/Law, takes a look at the fraught question of the legality of second hand sales of games. The second hand sale of digital content (including games) excites lots of emotive debate. Is it a good thing for consumers, giving them choices at more MINECRAFT GROSSES OVER $250 MILLION IN 2012, BUT WHICH On that basis, Minecraft sold nearly 15.1 million units in 2012. It also shows that the Christmas binge was a very big deal for mobile/smartphone SKUs. It grossed $253m in revenues in 2012, of which mobile was only 16%. After platform fees, the estimated net revenue was $211 million, but this is where the open platforms of PC & Maccome into
GAMESBRIEF - THE BUSINESS OF GAMESLATEST ARTICLESBOOKSMASTERCLASSESCONSULTANCYABOUTTHE PYRAMID OF GAME DESIGN Analysis. The different uses of KPIs and metrics – Making a better game versus raising money or securing a publisher. The UK Games market grew to £7 billion in 2020. StarTrek Fleet Command has some pretty impressive retention numbers. Benedict Evans’ annual technologypresentation.
FREE-TO-PLAY GAME FORECASTING SPREADSHEET The GAMES brief free-to-play games spreadsheet is a simple but powerful way of maximising revenue from an online game. This forecasting tool monitors six key metrics to identify what obstacles are holding your game back. To learn more about how to use the free-to-play games spreadsheet, read on: WHALES, DOLPHINS AND MINNOWS Modelling the freemium power-law. For the purposes of this spreadsheet, I split your gamers into three groups: Minnows spend the smallest amount possible in a month, typically $1. Dolphins spend a “middling” amount. Typically I forecast they spend an BIGPOINT’S REVENUE GROWTH I’ve just been going back through some old blog posts for GAMESbrief Unplugged: Volume 2. What struck me was the impressive revenue progression of Bigpoint, the browser-based games company that makes free-to-play games mainly aimed at core gamers. Here are the numbers: 2007: €10 million 2008: €28 million 2009: €60 million 2010: €200 million That’s WHY DO GAME DEVS NEED PROFESSIONAL INDEMNITY IF YOU DESIGN SERVICE-BASED GAMES, YOU NEED TO UNDERSTAND If you design service-based games, you need to understand gacha. Gacha is the name for random rewards delivered in games, particularly service games. The word is derived from the Japanese word gachapon, an onomatopoeia of “gacha” for the sound of turning a crank on a toy vending machine and “pon” of the sound of the toy capsule dropping SMART RETURN HOOK FROM FINAL FANTASY XV: A NEW EMPIRE Smart return hook from Final Fantasy XV: A New Empire. PocketGamer.biz has a damning review of the new Final Fantasy Title from MZ (formerly Machine Zone). Its summary is that it is a machine for separating players from their money, much like their previous incarnations of Game of War and Mobile Strike, with a punishing First Time User HOW TO MAKE UP TO 30,000 USD FROM A HTML5 GAME Instead of investing large amounts of resources on a long term basis, HTML5 technology allows to realize well designed games within a month or two. Games can be sold to publishers like SOFTGAMES as exclusive or non-exclusive licenses and generate up to $30,000 USD, if sold exclusively. That’s more than most self-published apps generatewithin
CAN YOU SELL SECOND HAND GAMES LEGALLY? SHOULD YOU Jas Purewal, an interactive entertainment lawyer at Osborne Clarke and writer of Gamer/Law, takes a look at the fraught question of the legality of second hand sales of games. The second hand sale of digital content (including games) excites lots of emotive debate. Is it a good thing for consumers, giving them choices at more MINECRAFT GROSSES OVER $250 MILLION IN 2012, BUT WHICH On that basis, Minecraft sold nearly 15.1 million units in 2012. It also shows that the Christmas binge was a very big deal for mobile/smartphone SKUs. It grossed $253m in revenues in 2012, of which mobile was only 16%. After platform fees, the estimated net revenue was $211 million, but this is where the open platforms of PC & Maccome into
GAMESBRIEF - THE BUSINESS OF GAMES Analysis. The different uses of KPIs and metrics – Making a better game versus raising money or securing a publisher. The UK Games market grew to £7 billion in 2020. StarTrek Fleet Command has some pretty impressive retention numbers. Benedict Evans’ annual technologypresentation.
DESCRIBE YOUR GAME BETTER! HOOK MORE PLAYERS! MAKE MORE Starting sentences with a verb puts the player into the action. “Fight your way to the top!” is better than, “A game where you must fight your way to the top” — and much better than “get to the top by fighting”. Serve up big, action packed verbs at the start of sentences. Say “you” and “your” a HOW TO MAKE UP TO 30,000 USD FROM A HTML5 GAME Instead of investing large amounts of resources on a long term basis, HTML5 technology allows to realize well designed games within a month or two. Games can be sold to publishers like SOFTGAMES as exclusive or non-exclusive licenses and generate up to $30,000 USD, if sold exclusively. That’s more than most self-published apps generatewithin
ANNOUNCING MY NEW GAME: HOT WHEELS ID But the bigger reason was that since September 2018, I have been Game Director on an exciting new mixed-play experience: Hot Wheels id. Hot Wheels wants to build a new type of play experience, one that blends the best of free-to-play game design with HOW MUCH IS YOUR GAME WORTH? How much is your game worth? It’s a question that developers and publishers don’t ask often enough. They think that the price is pretty well set (around about £30-£40 in the shop) and don’t bother thinking about pricing very hard. But the truth is that WHAT DO EMPLOYERS LOOK FOR WHEN RECRUITING GAME DEVELOPERS Anthony Pecorella Producer for virtual goods games at Kongregate Moving from “traditional” game development (demos, retail launches, maybe occasional patches) to a live-serviced, constantly-changing, free-to-play model can definitely be difficult for some developers. 50 QUESTIONS: WHAT’S THE DIFFERENCE BETWEEN SEED, SERIES A 50 questions: What’s the difference between Seed, Series A and Series B. Together with Nic Brisbourne of The Equity Kicker / DFJ Esprit, I am writing a series of 50 questions you should ask when raising venture capital. We expect the series to run for a year, afterwhich we
WHY ARE SO MANY GAMES CONVERTING TO A FREE-TO-PLAY MODEL In the wake of the recent spate of formerly subscription-based MMOs adopting a free-to-play model (City of Heroes, LEGO Universe, Age of Conan, LOTRO), MCV asked me to answer some questions on why this model works so well. They published some of my answers over on MCV, but here are my full, unexpurgated answers. EIDOS ACQUIRED BY SQUARE ENIX Eidos acquired by Square Enix. Square Enix this morning launched a recommended all-cash offer for Eidos, the beleagured British games publisher. The offer is priced at 32 pence a share, valuing Eidos at 84 million. This represents a premium of 129% over yesterday’s closing share price and a premium of 258% over the price on 14thJanuary
FIVE REASONS WHY YOU SHOULDN’T USE ADS IN YOUR FREE GAME Here are my five reasons why you should not use ads in your free game. 1. Ads require massive volume to be successful. In order to make money from an ad-business, you need massive volume. That is why in traditional media, ratings are key, and ad sales executives focus on inaccurate and unhelpful numbers like “circulation” or“ratings”.
GAMESBRIEF - THE BUSINESS OF GAMESLATEST ARTICLESBOOKSMASTERCLASSESCONSULTANCYABOUTTHE PYRAMID OF GAME DESIGN Improve the revenue of your online game. The GAMESbrief free-to-play games spreadsheet is a simple but powerful way of maximising revenuefrom an online game
FREE-TO-PLAY GAME FORECASTING SPREADSHEET REGISTER TO DOWNLOAD THE SPREADSHEET Improve the revenue of your online game. The GAMESbrief free-to-play games spreadsheet is a simple but powerful way of maximising revenue from an online game.This forecasting tool monitors six key metrics to WHALES, DOLPHINS AND MINNOWS The secret to a free-to-play game is not volume. It is not about getting millions of users and relying on only a tiny percentage of that enormous volume to cover your costs. It is about understanding the power-law. You can read more about the concept in my post How much is your game worth? but the secret to success in free-to-play is this DESCRIBE YOUR GAME BETTER! HOOK MORE PLAYERS! MAKE MORE When you release a game you need to describe it -- on the App Store, on Facebook, on your own site. Get the description right and you can expect to see a lot more players. Get it wrong, and people who’d probably LOVE your game will never even get to try it. Can you improve your game describing skills? Read on and find out! BIGPOINT’S REVENUE GROWTH I’ve just been going back through some old blog posts for GAMESbrief Unplugged: Volume 2. What struck me was the impressive revenue progression of Bigpoint, the browser-based games company that makes free-to-play games mainly aimed at core gamers. Here are the numbers: 2007: €10 million 2008: €28 million 2009: €60 million 2010: €200 million That’s WHY DO GAME DEVS NEED PROFESSIONAL INDEMNITY HOW TO MAKE UP TO 30,000 USD FROM A HTML5 GAME About Alexander Krug Alexander Krug is CEO of SOFTGAMES, which operates the world's largest HTML5 games platform with 250+ games connected and millions of monthly unique users. CAN YOU SELL SECOND HAND GAMES LEGALLY? SHOULD YOU Jas Purewal, an interactive entertainment lawyer at Osborne Clarke and writer of Gamer/Law, takes a look at the fraught question of the legality of second hand sales of games. The second hand sale of digital content (including games) excites lots of emotive debate. Is it a good thing for consumers, giving them choices at more WHY ARE SO MANY GAMES CONVERTING TO A FREE-TO-PLAY MODEL In the wake of the recent spate of formerly subscription-based MMOs adopting a free-to-play model (City of Heroes, LEGO Universe, Age of Conan, LOTRO), MCV asked me to answer some questions on why this model works so well. They published some of my answers over on MCV, but here are my full, unexpurgated answers. HAVE PIZZAZZ, NOT POLISH: FREE-TO-PLAY DESIGN RULE 10 Pizzazz is not about looking pretty (well, OK, it is). It is not about making the game’s graphic designer think he or she is cool. It’s about rewarding players for doing the things that matter to them and to you. It is about building an emotional connection. GAMESBRIEF - THE BUSINESS OF GAMESLATEST ARTICLESBOOKSMASTERCLASSESCONSULTANCYABOUTTHE PYRAMID OF GAME DESIGN Improve the revenue of your online game. The GAMESbrief free-to-play games spreadsheet is a simple but powerful way of maximising revenuefrom an online game
FREE-TO-PLAY GAME FORECASTING SPREADSHEET REGISTER TO DOWNLOAD THE SPREADSHEET Improve the revenue of your online game. The GAMESbrief free-to-play games spreadsheet is a simple but powerful way of maximising revenue from an online game.This forecasting tool monitors six key metrics to WHALES, DOLPHINS AND MINNOWS The secret to a free-to-play game is not volume. It is not about getting millions of users and relying on only a tiny percentage of that enormous volume to cover your costs. It is about understanding the power-law. You can read more about the concept in my post How much is your game worth? but the secret to success in free-to-play is this DESCRIBE YOUR GAME BETTER! HOOK MORE PLAYERS! MAKE MORE When you release a game you need to describe it -- on the App Store, on Facebook, on your own site. Get the description right and you can expect to see a lot more players. Get it wrong, and people who’d probably LOVE your game will never even get to try it. Can you improve your game describing skills? Read on and find out! BIGPOINT’S REVENUE GROWTH I’ve just been going back through some old blog posts for GAMESbrief Unplugged: Volume 2. What struck me was the impressive revenue progression of Bigpoint, the browser-based games company that makes free-to-play games mainly aimed at core gamers. Here are the numbers: 2007: €10 million 2008: €28 million 2009: €60 million 2010: €200 million That’s WHY DO GAME DEVS NEED PROFESSIONAL INDEMNITY HOW TO MAKE UP TO 30,000 USD FROM A HTML5 GAME About Alexander Krug Alexander Krug is CEO of SOFTGAMES, which operates the world's largest HTML5 games platform with 250+ games connected and millions of monthly unique users. CAN YOU SELL SECOND HAND GAMES LEGALLY? SHOULD YOU Jas Purewal, an interactive entertainment lawyer at Osborne Clarke and writer of Gamer/Law, takes a look at the fraught question of the legality of second hand sales of games. The second hand sale of digital content (including games) excites lots of emotive debate. Is it a good thing for consumers, giving them choices at more WHY ARE SO MANY GAMES CONVERTING TO A FREE-TO-PLAY MODEL In the wake of the recent spate of formerly subscription-based MMOs adopting a free-to-play model (City of Heroes, LEGO Universe, Age of Conan, LOTRO), MCV asked me to answer some questions on why this model works so well. They published some of my answers over on MCV, but here are my full, unexpurgated answers. HAVE PIZZAZZ, NOT POLISH: FREE-TO-PLAY DESIGN RULE 10 Pizzazz is not about looking pretty (well, OK, it is). It is not about making the game’s graphic designer think he or she is cool. It’s about rewarding players for doing the things that matter to them and to you. It is about building an emotional connection.LATEST POSTS
UK trade body UKIE has put out an infographic capturing the size of the UK games market and pegs it at £7 billion in 2020. Looking at the infographic, several points stand out: Digital console software at 1.7 billion remains the largest single market, edging out mobile which has £1.5 billion. ABOUT - GAMESBRIEF - GAMESBRIEF Learn more about GAMESbrief - the top resource for designers and creators of modern games. DESIGN RULES FOR FREE-TO-PLAY GAMES Designing a successful free-to-play game is different to designing a successful paid-for console game. In the same way that the moving picture industry had to adapt to the transition from the cinema to the television, so game designers will have to adapt to the new way of making money from games. DESCRIBE YOUR GAME BETTER! HOOK MORE PLAYERS! MAKE MORE When you release a game you need to describe it -- on the App Store, on Facebook, on your own site. Get the description right and you can expect to see a lot more players. Get it wrong, and people who’d probably LOVE your game will never even get to try it. Can you improve your game describing skills? Read on and find out! RETENTION RATE, CHURN AND DURATION Retention rate, churn and duration all measure the same thing: how effective are you at getting users to come back to your game. Regular readers will know that I view retention as the most important of the three ARM constituents (Acquisition, Retention, Monetisation).. The relationship between retention rate, churn and duration is as follows: HOW TO MAKE UP TO 30,000 USD FROM A HTML5 GAME About Alexander Krug Alexander Krug is CEO of SOFTGAMES, which operates the world's largest HTML5 games platform with 250+ games connected and millions of monthly unique users.CONVERSION RATE
As you move down the funnel, you need to start converting users into payers. Without conversion, you don’t have a business. The key difference for a free-to-play game, though, is that conversion rates are very low compared to a traditional business model. After all, in a traditional business model, the only people who haven’t paid are thepirates.
IF YOU DESIGN SERVICE-BASED GAMES, YOU NEED TO UNDERSTAND Gacha is the name for random rewards delivered in games, particularly service games. The word is derived from the Japanese word gachapon, an onomatopoeia of “gacha” for the sound of turning a crank on a toy vending machine and “pon” of the sound of the toy capsule dropping into the receptacle. In the West, theseFORTNITECONVERSION
About Nicholas Lovell Nicholas is the founder of Gamesbrief, a blog dedicated to the business of games. It aims to be informative, authoritative and above all helpful to SMART RETURN HOOK FROM FINAL FANTASY XV: A NEW EMPIRE PocketGamer.biz has a damning review of the new Final Fantasy Title from MZ (formerly Machine Zone). Its summary is that it is a machine for separating players from their money, much like their previous incarnations of Game of War and Mobile Strike, with a punishing First Time User Experience that alienates anyone who is not likely to go on to be a high spender. GAMESBRIEF - THE BUSINESS OF GAMESLATEST ARTICLESBOOKSMASTERCLASSESCONSULTANCYABOUTTHE PYRAMID OF GAME DESIGN Analysis. The different uses of KPIs and metrics – Making a better game versus raising money or securing a publisher. The UK Games market grew to £7 billion in 2020. StarTrek Fleet Command has some pretty impressive retention numbers. Benedict Evans’ annual technologypresentation.
FREE-TO-PLAY GAME FORECASTING SPREADSHEET The GAMES brief free-to-play games spreadsheet is a simple but powerful way of maximising revenue from an online game. This forecasting tool monitors six key metrics to identify what obstacles are holding your game back. To learn more about how to use the free-to-play games spreadsheet, read on: WHALES, DOLPHINS AND MINNOWS Modelling the freemium power-law. For the purposes of this spreadsheet, I split your gamers into three groups: Minnows spend the smallest amount possible in a month, typically $1. Dolphins spend a “middling” amount. Typically I forecast they spend an DESCRIBE YOUR GAME BETTER! HOOK MORE PLAYERS! MAKE MORE Starting sentences with a verb puts the player into the action. “Fight your way to the top!” is better than, “A game where you must fight your way to the top” — and much better than “get to the top by fighting”. Serve up big, action packed verbs at the start of sentences. Say “you” and “your” a BIGPOINT’S REVENUE GROWTH I’ve just been going back through some old blog posts for GAMESbrief Unplugged: Volume 2. What struck me was the impressive revenue progression of Bigpoint, the browser-based games company that makes free-to-play games mainly aimed at core gamers. Here are the numbers: 2007: €10 million 2008: €28 million 2009: €60 million 2010: €200 million That’s WHY DO GAME DEVS NEED PROFESSIONAL INDEMNITY HOW TO MAKE UP TO 30,000 USD FROM A HTML5 GAME Instead of investing large amounts of resources on a long term basis, HTML5 technology allows to realize well designed games within a month or two. Games can be sold to publishers like SOFTGAMES as exclusive or non-exclusive licenses and generate up to $30,000 USD, if sold exclusively. That’s more than most self-published apps generatewithin
CAN YOU SELL SECOND HAND GAMES LEGALLY? SHOULD YOU Jas Purewal, an interactive entertainment lawyer at Osborne Clarke and writer of Gamer/Law, takes a look at the fraught question of the legality of second hand sales of games. The second hand sale of digital content (including games) excites lots of emotive debate. Is it a good thing for consumers, giving them choices at more WHY ARE SO MANY GAMES CONVERTING TO A FREE-TO-PLAY MODEL In the wake of the recent spate of formerly subscription-based MMOs adopting a free-to-play model (City of Heroes, LEGO Universe, Age of Conan, LOTRO), MCV asked me to answer some questions on why this model works so well. They published some of my answers over on MCV, but here are my full, unexpurgated answers. HAVE PIZZAZZ, NOT POLISH: FREE-TO-PLAY DESIGN RULE 10 Pizzazz is not about looking pretty (well, OK, it is). It is not about making the game’s graphic designer think he or she is cool. It’s about rewarding players for doing the things that matter to them and to you. It is about building an emotional connection. GAMESBRIEF - THE BUSINESS OF GAMESLATEST ARTICLESBOOKSMASTERCLASSESCONSULTANCYABOUTTHE PYRAMID OF GAME DESIGN Analysis. The different uses of KPIs and metrics – Making a better game versus raising money or securing a publisher. The UK Games market grew to £7 billion in 2020. StarTrek Fleet Command has some pretty impressive retention numbers. Benedict Evans’ annual technologypresentation.
FREE-TO-PLAY GAME FORECASTING SPREADSHEET The GAMES brief free-to-play games spreadsheet is a simple but powerful way of maximising revenue from an online game. This forecasting tool monitors six key metrics to identify what obstacles are holding your game back. To learn more about how to use the free-to-play games spreadsheet, read on: WHALES, DOLPHINS AND MINNOWS Modelling the freemium power-law. For the purposes of this spreadsheet, I split your gamers into three groups: Minnows spend the smallest amount possible in a month, typically $1. Dolphins spend a “middling” amount. Typically I forecast they spend an DESCRIBE YOUR GAME BETTER! HOOK MORE PLAYERS! MAKE MORE Starting sentences with a verb puts the player into the action. “Fight your way to the top!” is better than, “A game where you must fight your way to the top” — and much better than “get to the top by fighting”. Serve up big, action packed verbs at the start of sentences. Say “you” and “your” a BIGPOINT’S REVENUE GROWTH I’ve just been going back through some old blog posts for GAMESbrief Unplugged: Volume 2. What struck me was the impressive revenue progression of Bigpoint, the browser-based games company that makes free-to-play games mainly aimed at core gamers. Here are the numbers: 2007: €10 million 2008: €28 million 2009: €60 million 2010: €200 million That’s WHY DO GAME DEVS NEED PROFESSIONAL INDEMNITY HOW TO MAKE UP TO 30,000 USD FROM A HTML5 GAME Instead of investing large amounts of resources on a long term basis, HTML5 technology allows to realize well designed games within a month or two. Games can be sold to publishers like SOFTGAMES as exclusive or non-exclusive licenses and generate up to $30,000 USD, if sold exclusively. That’s more than most self-published apps generatewithin
CAN YOU SELL SECOND HAND GAMES LEGALLY? SHOULD YOU Jas Purewal, an interactive entertainment lawyer at Osborne Clarke and writer of Gamer/Law, takes a look at the fraught question of the legality of second hand sales of games. The second hand sale of digital content (including games) excites lots of emotive debate. Is it a good thing for consumers, giving them choices at more WHY ARE SO MANY GAMES CONVERTING TO A FREE-TO-PLAY MODEL In the wake of the recent spate of formerly subscription-based MMOs adopting a free-to-play model (City of Heroes, LEGO Universe, Age of Conan, LOTRO), MCV asked me to answer some questions on why this model works so well. They published some of my answers over on MCV, but here are my full, unexpurgated answers. HAVE PIZZAZZ, NOT POLISH: FREE-TO-PLAY DESIGN RULE 10 Pizzazz is not about looking pretty (well, OK, it is). It is not about making the game’s graphic designer think he or she is cool. It’s about rewarding players for doing the things that matter to them and to you. It is about building an emotional connection.LATEST POSTS
The UK Games market grew to £7 billion in 2020. UK trade body UKIE has put out an infographic capturing the size of the UK games market and pegs it at £7 billion in 2020. Looking at the infographic, several points stand out: Digital console software at £1.7 billion remains the largest single market, edging out mobile which has £1.5billion.
STORE - GAMESBRIEF - GAMESBRIEF GAMESbrief Business Masterclasses are full-day sessions with small groups of developers, creators and businesspeople. You’ll get an in-depth understanding of the principles of modern business models for games and to teach you how to apply those principles to your own games – and there’s a money-back guarantee in case you’re notsatisfied.
ABOUT - GAMESBRIEF - GAMESBRIEF About. Gamesbrief is a blog about the business of games. We look behind the headlines to tell you not just what is happening to games, but why it matters to your business. From Activision to Zynga, we analyse the companies who are making waves in the games industry and the new platforms, like Facebook, iPhone and Unity, that are changingthe
DESIGN RULES FOR FREE-TO-PLAY GAMES Designing a successful free-to-play game is different to designing a successful paid-for console game. In the same way that the moving picture industry had to adapt to the transition from the cinema to the television, so game designers will have to adapt to the new way of making money from games. UNDERSTANDING SUBSCRIPTIONS Understanding Subscriptions. Subscriptions are becoming a common part of the gaming landscape, as Microsoft Games Pass reaches 18 million subscribers, Apple pushes its Arcade service and Google, Amazon and others try to get in on the action. It’s an important part of the future of games, and I don’t believe it will be a good thing for the DESCRIBE YOUR GAME BETTER! HOOK MORE PLAYERS! MAKE MORE Starting sentences with a verb puts the player into the action. “Fight your way to the top!” is better than, “A game where you must fight your way to the top” — and much better than “get to the top by fighting”. Serve up big, action packed verbs at the start of sentences. Say “you” and “your” a HOW TO MAKE UP TO 30,000 USD FROM A HTML5 GAME Instead of investing large amounts of resources on a long term basis, HTML5 technology allows to realize well designed games within a month or two. Games can be sold to publishers like SOFTGAMES as exclusive or non-exclusive licenses and generate up to $30,000 USD, if sold exclusively. That’s more than most self-published apps generatewithin
CONVERSION RATE
SuperData reports that the average conversion rate across the social games industry increased to 2.5% in 2012, from 1.4% in 2011. (Source: GamesIndustry.biz) Trevor McCalmont from W3i say s “In most games, 1-2% of users will pay for virtual currency. In healthy games, theconversion rate
IF YOU DESIGN SERVICE-BASED GAMES, YOU NEED TO UNDERSTAND If you design service-based games, you need to understand gacha. Gacha is the name for random rewards delivered in games, particularly service games. The word is derived from the Japanese word gachapon, an onomatopoeia of “gacha” for the sound of turning a crank on a toy vending machine and “pon” of the sound of the toy capsule dropping SMART RETURN HOOK FROM FINAL FANTASY XV: A NEW EMPIRE Smart return hook from Final Fantasy XV: A New Empire. PocketGamer.biz has a damning review of the new Final Fantasy Title from MZ (formerly Machine Zone). Its summary is that it is a machine for separating players from their money, much like their previous incarnations of Game of War and Mobile Strike, with a punishing First Time User GAMESBRIEF - THE BUSINESS OF GAMESLATEST ARTICLESBOOKSMASTERCLASSESCONSULTANCYABOUTTHE PYRAMID OF GAME DESIGN Analysis. The different uses of KPIs and metrics – Making a better game versus raising money or securing a publisher. The UK Games market grew to £7 billion in 2020. StarTrek Fleet Command has some pretty impressive retention numbers. Benedict Evans’ annual technologypresentation.
FREE-TO-PLAY GAME FORECASTING SPREADSHEET The GAMES brief free-to-play games spreadsheet is a simple but powerful way of maximising revenue from an online game. This forecasting tool monitors six key metrics to identify what obstacles are holding your game back. To learn more about how to use the free-to-play games spreadsheet, read on: WHALES, DOLPHINS AND MINNOWS Modelling the freemium power-law. For the purposes of this spreadsheet, I split your gamers into three groups: Minnows spend the smallest amount possible in a month, typically $1. Dolphins spend a “middling” amount. Typically I forecast they spend an WHY DO GAME DEVS NEED PROFESSIONAL INDEMNITY BIGPOINT’S REVENUE GROWTH I’ve just been going back through some old blog posts for GAMESbrief Unplugged: Volume 2. What struck me was the impressive revenue progression of Bigpoint, the browser-based games company that makes free-to-play games mainly aimed at core gamers. Here are the numbers: 2007: €10 million 2008: €28 million 2009: €60 million 2010: €200 million That’s HOW TO MAKE UP TO 30,000 USD FROM A HTML5 GAME Instead of investing large amounts of resources on a long term basis, HTML5 technology allows to realize well designed games within a month or two. Games can be sold to publishers like SOFTGAMES as exclusive or non-exclusive licenses and generate up to $30,000 USD, if sold exclusively. That’s more than most self-published apps generatewithin
IF YOU DESIGN SERVICE-BASED GAMES, YOU NEED TO UNDERSTAND If you design service-based games, you need to understand gacha. Gacha is the name for random rewards delivered in games, particularly service games. The word is derived from the Japanese word gachapon, an onomatopoeia of “gacha” for the sound of turning a crank on a toy vending machine and “pon” of the sound of the toy capsule dropping SMART RETURN HOOK FROM FINAL FANTASY XV: A NEW EMPIRE Smart return hook from Final Fantasy XV: A New Empire. PocketGamer.biz has a damning review of the new Final Fantasy Title from MZ (formerly Machine Zone). Its summary is that it is a machine for separating players from their money, much like their previous incarnations of Game of War and Mobile Strike, with a punishing First Time User CAN YOU SELL SECOND HAND GAMES LEGALLY? SHOULD YOU Jas Purewal, an interactive entertainment lawyer at Osborne Clarke and writer of Gamer/Law, takes a look at the fraught question of the legality of second hand sales of games. The second hand sale of digital content (including games) excites lots of emotive debate. Is it a good thing for consumers, giving them choices at more WHY ARE SO MANY GAMES CONVERTING TO A FREE-TO-PLAY MODEL In the wake of the recent spate of formerly subscription-based MMOs adopting a free-to-play model (City of Heroes, LEGO Universe, Age of Conan, LOTRO), MCV asked me to answer some questions on why this model works so well. They published some of my answers over on MCV, but here are my full, unexpurgated answers. GAMESBRIEF - THE BUSINESS OF GAMESLATEST ARTICLESBOOKSMASTERCLASSESCONSULTANCYABOUTTHE PYRAMID OF GAME DESIGN Analysis. The different uses of KPIs and metrics – Making a better game versus raising money or securing a publisher. The UK Games market grew to £7 billion in 2020. StarTrek Fleet Command has some pretty impressive retention numbers. Benedict Evans’ annual technologypresentation.
FREE-TO-PLAY GAME FORECASTING SPREADSHEET The GAMES brief free-to-play games spreadsheet is a simple but powerful way of maximising revenue from an online game. This forecasting tool monitors six key metrics to identify what obstacles are holding your game back. To learn more about how to use the free-to-play games spreadsheet, read on: WHALES, DOLPHINS AND MINNOWS Modelling the freemium power-law. For the purposes of this spreadsheet, I split your gamers into three groups: Minnows spend the smallest amount possible in a month, typically $1. Dolphins spend a “middling” amount. Typically I forecast they spend an WHY DO GAME DEVS NEED PROFESSIONAL INDEMNITY BIGPOINT’S REVENUE GROWTH I’ve just been going back through some old blog posts for GAMESbrief Unplugged: Volume 2. What struck me was the impressive revenue progression of Bigpoint, the browser-based games company that makes free-to-play games mainly aimed at core gamers. Here are the numbers: 2007: €10 million 2008: €28 million 2009: €60 million 2010: €200 million That’s HOW TO MAKE UP TO 30,000 USD FROM A HTML5 GAME Instead of investing large amounts of resources on a long term basis, HTML5 technology allows to realize well designed games within a month or two. Games can be sold to publishers like SOFTGAMES as exclusive or non-exclusive licenses and generate up to $30,000 USD, if sold exclusively. That’s more than most self-published apps generatewithin
IF YOU DESIGN SERVICE-BASED GAMES, YOU NEED TO UNDERSTAND If you design service-based games, you need to understand gacha. Gacha is the name for random rewards delivered in games, particularly service games. The word is derived from the Japanese word gachapon, an onomatopoeia of “gacha” for the sound of turning a crank on a toy vending machine and “pon” of the sound of the toy capsule dropping SMART RETURN HOOK FROM FINAL FANTASY XV: A NEW EMPIRE Smart return hook from Final Fantasy XV: A New Empire. PocketGamer.biz has a damning review of the new Final Fantasy Title from MZ (formerly Machine Zone). Its summary is that it is a machine for separating players from their money, much like their previous incarnations of Game of War and Mobile Strike, with a punishing First Time User CAN YOU SELL SECOND HAND GAMES LEGALLY? SHOULD YOU Jas Purewal, an interactive entertainment lawyer at Osborne Clarke and writer of Gamer/Law, takes a look at the fraught question of the legality of second hand sales of games. The second hand sale of digital content (including games) excites lots of emotive debate. Is it a good thing for consumers, giving them choices at more WHY ARE SO MANY GAMES CONVERTING TO A FREE-TO-PLAY MODEL In the wake of the recent spate of formerly subscription-based MMOs adopting a free-to-play model (City of Heroes, LEGO Universe, Age of Conan, LOTRO), MCV asked me to answer some questions on why this model works so well. They published some of my answers over on MCV, but here are my full, unexpurgated answers. GAMESBRIEF - THE BUSINESS OF GAMES Analysis. The different uses of KPIs and metrics – Making a better game versus raising money or securing a publisher. The UK Games market grew to £7 billion in 2020. StarTrek Fleet Command has some pretty impressive retention numbers. Benedict Evans’ annual technologypresentation.
STORE - GAMESBRIEF - GAMESBRIEF GAMESbrief Business Masterclasses are full-day sessions with small groups of developers, creators and businesspeople. You’ll get an in-depth understanding of the principles of modern business models for games and to teach you how to apply those principles to your own games – and there’s a money-back guarantee in case you’re notsatisfied.
HOW TO PUBLISH A GAME Buy “How to Publish a Game” now Practical advice to make you money. With 200 pages jam-packed with examples, illustrations and how-to guides, How To Publish A Game is a practical and logical guide that’s essential reading for anyone who wants to make money from videogames. Written by GAMESbrief founder and respected games business consultant Nicholas Lovell, the book will give you a DESCRIBE YOUR GAME BETTER! HOOK MORE PLAYERS! MAKE MORE Starting sentences with a verb puts the player into the action. “Fight your way to the top!” is better than, “A game where you must fight your way to the top” — and much better than “get to the top by fighting”. Serve up big, action packed verbs at the start of sentences. Say “you” and “your” a RETENTION RATE, CHURN AND DURATION The relationship between retention rate, churn and duration is as follows: Retention rate is defined as what percentage of the people who played your game in month 1 are still playing in month 2. Churn is one minus the retention rate as a percentage (i.e. 1-R%). If 80% of your users returned from month 1 to month 2, you would have a churn of20%.
HOW MUCH IS YOUR GAME WORTH? How much is your game worth? It’s a question that developers and publishers don’t ask often enough. They think that the price is pretty well set (around about £30-£40 in the shop) and don’t bother thinking about pricing very hard. But the truth is that ANNOUNCING MY NEW GAME: HOT WHEELS ID But the bigger reason was that since September 2018, I have been Game Director on an exciting new mixed-play experience: Hot Wheels id. Hot Wheels wants to build a new type of play experience, one that blends the best of free-to-play game design with EIDOS ACQUIRED BY SQUARE ENIX Eidos acquired by Square Enix. Square Enix this morning launched a recommended all-cash offer for Eidos, the beleagured British games publisher. The offer is priced at 32 pence a share, valuing Eidos at 84 million. This represents a premium of 129% over yesterday’s closing share price and a premium of 258% over the price on 14thJanuary
WHY ARE SO MANY GAMES CONVERTING TO A FREE-TO-PLAY MODEL In the wake of the recent spate of formerly subscription-based MMOs adopting a free-to-play model (City of Heroes, LEGO Universe, Age of Conan, LOTRO), MCV asked me to answer some questions on why this model works so well. They published some of my answers over on MCV, but here are my full, unexpurgated answers. FIVE REASONS WHY YOU SHOULDN’T USE ADS IN YOUR FREE GAME Here are my five reasons why you should not use ads in your free game. 1. Ads require massive volume to be successful. In order to make money from an ad-business, you need massive volume. That is why in traditional media, ratings are key, and ad sales executives focus on inaccurate and unhelpful numbers like “circulation” or“ratings”.
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THE F2P TOOLBOX
54 of the most important and high-impact ideas in modern game design, presented in easy to understand summary cards and explained in full detail on the facing page...*
MAKE YOUR GAMES MORE FUN, GENERATE MORE PROFIT, TAKE ON LESS RISK The Pyramid of Game Design provides a new framework and new tools to help you make better service games...*
IMPROVE THE REVENUE OF YOUR ONLINE GAME The GAMESbrief free-to-play games spreadsheet is a simple but powerful way of maximising revenue from an online game...*
THE F2P TOOLBOX
54 of the most important and high-impact ideas in modern game design, presented in easy to understand summary cards and explained in full detail on the facing page...*
MAKE YOUR GAMES MORE FUN, GENERATE MORE PROFIT, TAKE ON LESS RISK The Pyramid of Game Design provides a new framework and new tools to help you make better service games...* 1
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If you design service-based games, you need to understand gacha Gacha is the name for random rewards delivered in games, particularly service games. The... * Posted 9 months ago * No comments yet. Add one!*
StarTrek Fleet Command has some pretty impressive retention numbers It’s not often that I get a PR email containing an infographic thatmakes...
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Nicholas’s Guessing Game Nicholas’s Guessing Game is a thought experiment that makes the design process faster and... * Posted 9 months ago * No comments yet. Add one!*
Announcing my new game: Hot Wheels id I am delighted to announce my new role and my new game! You may... * Posted 9 months ago * No comments yet. Add one! GET STARTED WITH OUR MOST POPULAR CONTENT: * Dan Cook on Designing Friendships in Videogames Dan Cook is a great designer, who has designed games... * Posted 2 years ago * No comments yet. Add one! * Is your problem in marketing, or in design? I’ve been dealing with a number of clients recently who... * Posted 3 years ago * No comments yet. Add one! * Is your player on-ramp better than Facebook’s? Getting players back into your game regularly is the most... * Posted 4 years ago * No comments yet. Add one! * “Advertising is a tax on the poor” This amazing talk from NYU Stern professor Scott Galloway covers... * Posted 4 years ago * No comments yet. Add one! * How to manage a soft launch for a free-to-play game You are putting too many features in your soft launch.... * Posted 4 years ago* 2 Comments
* Free-to-play Design, Rule 2: The Starbucks test This is a critical consideration for any game being designed... * Posted 8 years ago* 8 Comments
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THE PYRAMID
If you design service-based games, you need to understand gacha * Nicholas’s Guessing Game * Announcing my new game: Hot Wheels id * From concept to launch and beyond* When to pivot
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F2P TOOLBOX
StarTrek Fleet Command has some pretty impressive retention numbers * Announcing my new game: Hot Wheels id * GAMESbrief is 11 years old. * Free-to-play Design, Rule 2: The Starbucks test * 12 business tips for indie game developers*
DESIGN RULES
Candy Crush Saga–where free does mean free * Design Rule 4: Build Complexity in Layers * Nicholas explains F2P Design Rule No. 3 * Watch Nicholas present F2P Design Rules 1 & 2 * Game Development never ends: Free to play design rule 15*
SPREADSHEET
Subway Surfers has more monthly players than League of Legends, andother new stats
* Is conversion rate usually quoted daily, monthly or lifetime? * Zynga’s conversion rate * Gameforge revealed some stats – they are useful * Chinese mobile games’ ARPPU is over $30, and other newbenchmark...
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ANALYSIS
StarTrek Fleet Command has some pretty impressive retention numbers * Benedict Evans’ annual technology presentation * Raph Koster on the cost of games–and it’s not pretty. * Jamie Madigan on how to destroy the games industry, the loot boxway.
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SELF-PUBLISHING
If you design service-based games, you need to understand gacha * From concept to launch and beyond* When to pivot
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Gamesbrief is a blog about the business of games. We look behind the headlines to tell you not just what is happening to games, but why it matters to your business. From Activisionto Zynga
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