Deconstructor of Fun breaks down successful free-to-play games in search of what makes them fun - or not. All of the contributors to this site are both gamers and game makers.
All in Deconstructions
Draglia is a proof that Nintendo can achieve continuous success on mobile
Everything you should learn from a billion dollar mobile game
Can Battlelands Royale Take on Fortnite on Mobile?
What makes Voodoo such a powerful publisher and how to compete with it
Can Jurassic World alive repeat Pokemon GO’s success?
Sims was a proven concept on mobile. Yet the sequel didn’t deliver.
During the past year Supercell’s latest game in soft launch has pulled all the tricks in the book - but it looks like that won’t be enough.
Clash Royale attempts to stop sliding revenues by taking a page from Clash of Clan’s playbook
The most thorough analysis of Fortnite’s monetisation you’ll find
How Love, Nikki racked up $160M with just 40M installs
Counter Strike grew its revenues by $84M in 2017 by perfecting the sales of skins
How Idle Heroes took its place in the top grossing charts
Guest author Andrew Payton walks us through the incredibly well thought out and excuted liveops run in N3twork's Legendary: Game of Heroes.
Ever wanted to be a contestant on a live TV game show and win real money?
What makes Glu's mega-hit one of a kind
Nintendo's Animal Crossing introduced appointment mechanics and short session gameplay to the mainstream over a decade ago. Can the grandfather of simulation games teach us about game design?
How the Rebels took down the Death Star
Deconstructing the two reasons why traditional Saga maps are a thing of the past