This past week was the annual Bliz-Con where fans of Blizzard’s titles from around the world join in on celebrating the company and getting big reveals. Blizzard is a company that is fueled by its fandom, and that fandom is a perfect example of the impact of lore and lore-building has on elevating a video game.
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?
You’re calendar isn’t wrong, it’s Monday and we have a cast up. One of the goals of the Patreon campaign is to afford us the option to do double casts each week, and I wanted to create a teaser/advertisement for everyone.
On a recent cast, I spoke with Mike Lee of Fakedice about their upcoming game Dicetiny. On the cast, we got on the discussion of the difficulty of breaking into new markets for up and coming developers. One of the points that came up was a good lesson that game developers need to learn, and it has to do with trying to copy the success of other games.