Recently, I’ve talked about the issues with defining consumers from fans when it comes to the game market. One of the major examples of not paying heed to this would be MMOs of the last decade. MMOs rose in popularity to dominate the scene, before crashing down in the late 00’s. Looking at the state and growth, the mobile market bears some similarities, and I have a few words of warning for the mobile market. Read more…
In our continued look at F2P mechanics and design, we turn to the use of loot boxes. F2P design has changed over the years, as monetization tactics like pay or wait have fallen by the wayside, but are loot boxes any better for the consumer?
In this Critical Thought, I returned to the topic of F2P and P2W. It’s becoming harder to distinguish the two, but there are some tells that you can pay attention to.
If you’ve been living off the grid lately, you most likely missed the takeover of Pokémon in the US (and soon, the world). Last week, Pokémon Go was released on mobile devices and things have not been the same since. Pokémon already became a global hit once, and this time, things are looking to go even further. What makes this so interesting to examine is how the mobile platform is helping the takeover.