Premium
Article Types
- All [80]
- Data & Research [1]
- Stateside [2]
- Job News [2]
- Mobile Mavens [5]
- Comment & Opinion [8]
- Feature [10]
- Interview [22]
- News [30]
Interview
Jun 1st, 2023
How the Mini Metro developer “beat the odds” to build a premium mobile games studio
Interview
Oct 15th, 2020
Radical Forge creative director on the three-year road to the launch of Bright Paw
"We knew from the start that it was not going to work unless we committed to premium."
Interview
Sep 2nd, 2020
Opinion: One year on, Apple Arcade is still great but it's lost momentum
Set to celebrate one-year anniversary on September 19th, 2020
Interview
Aug 19th, 2020
Indie Spotlight: Matt Purchase on developing Interloper only one day a week
"I've always wanted to make games, but I guess you could say I got started via the scenic route"
Interview
Aug 17th, 2020
Sports and Financial founder Alex Deacon on commiting to premium with Boxing Manager
"I feel like there is a real problem with the inflexibility of pricing options within the App Store"
Interview
Jul 3rd, 2019
GameClub's new COO on the death of premium games and why subscriptions are the future
Interview
May 9th, 2019
"Freemium fatigue is a real thing": GameClub on turning back the clock on premium and the importance of game preservation
Interview
Jun 11th, 2018
The life and death of Square Enix Montreal's Go franchise
Studio head Patrick Naud takes up from Hitman Go's inception all the way to why the IP is no more
Interview
Jan 5th, 2017
Why Piloteer developer Fixpoint swapped premium for free-to-play in Remedy Rush
Interview
Dec 8th, 2016
Square Enix Montreal’s approach to fixing the long-term challenge of premium on mobile
How the Canadian developer thinks about monetisation design in the GO series
as
Interview
Dec 6th, 2016
"If someone doesn't get the feature we had, I don't think they'd be able to sell more than 100 units"
Interview
Oct 12th, 2016