F2P from the player's perspective
Post a comment - Please log in to leave a comment
Show: Latest | Oldest
Matt Diener | 15:56 - 9 January 2014
That's the catch about qualitative pieces - they'll always be subjective since they're filtered through the individual writer and we all have our individual tastes, biases, and preferences.
The overall goal of this feature is to provide a qualitative look at IAPs. Minion Rush never motivated me to think like a Killer and focus on multiplayer, so I didn’t see much value in the IAPs aimed at performance enhancements.
Julien Donguy | 14:49 - 9 January 2014
Good idea (looking at it from a Bartle test perspective). For example, what's missing in my opinion is a bigger emphasis on the multiplayer aspect (competing, collaborating, for the "killers" and "socializers" to increase engagement and, in turn, spending). The challenges in this game are pretty basic and aren't really part of the core loop when many top grossing games like Candy Crush and Clash of Clans use those mechanisms very well to augment the experience.
Nicholas Lovell | 12:52 - 9 January 2014
This is a really interesting idea, but it - by its nature - will be impressionistic, and dependent on your own personality type. I know, for example, that I am driven by achievements but not by high score tables (I've got every achievement in FTL on Easy, and am only short about 8 on Normal now /boast)
If we could figure out a way to address your points with a framework (Bartle type? Behavioural psychology, etc), that would be even more interesting.
Chartboost aims to transform game discovery with launch of Video and InPlayLATEST FEATURES
Twitch: We have 45 million users a month ready to see your mobile gamesLATEST COMMENTS
Metaps' zero commission pay-per-click DirectTAP ad network opens its doors 1