Pokemon Go Verge

This past week, I finally joined the masses with getting my first Smartphone. The second I got home, I quickly went to the play store to install all the crazy mobile games I’ve heard my friends talk about over the last few years. I’ve talked about my thoughts on mobile gaming in the past without having a Smartphone to actually see it firsthand. Now that I do, my opinion has gotten even worse on the market.

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For this week’s dissecting design, we’re examining how the idle/clicker genre has grown in popularity among f2p design. The progression models are worthy of being studied despite the simplistic gameplay.

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Today’s Critical Thought looks at “Pay or Wait” Design in titles. Pay or wait was the use of energy or timers to stop the person from playing a game unless they want to spend money. The practice was very popular, until loot boxes took over as the popular monetization model.

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Limited time only DLC is always a tricky subject, and today’s Critical Thought examines the practice and popular examples. This is a great way to make money off of monetization, but will always piss off some part of your user base. Is there a happy medium of limited-time content without it annoying people?

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