POSTMORTEMS is a new book of selected design essays by Raph Koster, covering a quarter-century of online game design from MUDs through major MMOs like Ultima Online and Star Wars Galaxies. Here is an exclusive excerpt.
There are plenty of resources available when it comes to marketing and PR. However, there aren't many resources that draw a line in the sand between the two services, which can result in confusion. My goal for this post is to resolve this issue.
People who love games are a very diverse group. They enjoy different types of games, and they play them for different reasons. This article looks at some of the common ways of categorizing different types of players to aid design.
For the past year, I've been responsible for the UI and UX for Arboreal. It falls into multiple genre boxes, including "adventure", "open world", "zelda-like", "farming", and more. How do you make UI for such a game? I explain my iteration process.
On June 21st, hundreds of small, independent Android game developers started observing a decrease in new daily installs across their games published on the Play store. By Monday morning, most of them lost from 80% to 90% of new organic traffic.
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"An interest in any aspect of reality requiring concentrated attention in solitude is considered a particularly dangerous symptom. This leads to the interesting result that if anyone does take any interest in reality he is almost certain to be told that he is running away from it."