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
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
Renowned Japanese developer Capcom has brought back it's 90's arcade classic Puzzle Fighter to mobile, but how does it stack up?
Gram Games successfully combines hyper casual games with video ad driven business model
Monetization, user acquisition and the future of mid-core games
The core systems and designs of Machine Zone's games
The history of Machine Zone's and 4X games
A masterclass of adding mid-core elements into a casual game
A closer look at the follow-up to Marvel:Contest of Champions
Deconstruction of top grossing game event
Because of these seven reasons, it's nearly impossible to stop playing Clash Royale.
Four Reasons Why Star Wars: Force Arena Fell Short from Clash Royale
How one of the most promising launches in 2016 ended in a disaster.
An analysis of the Super Mario Run and the factors that speak for the good old pay-to-play model instead of the de facto freemium model.
Despite the best possible sport IP and all the installs, FIFA Mobile has failed to fulfill its incredibly high expectations and reach the heights of its Madden counterpart.
The main driver of Destiny’s success is their brilliant adaptation of mechanics found commonly throughout free-to-play games: The Core Loop, Focus On Retention, and Resource-Based Events.
Players love racing games because they're about perfecting every corner and knowing each track like the back of your hand. Most racing games miss this point.