Media
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Fast Following Clash Royale - the Case of Star Wars: Force Arena
Four Reasons Why Star Wars: Force Arena Fell Short from Clash Royale
Titanfall 2: The Titan That Almost Was
How one of the most promising launches in 2016 ended in a disaster.
Paid or Freemium: The Case of Super Mario Run
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.
Why FIFA Mobile Hasn't Yet Landed a Touchdown
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.
Managing and Avoiding Content Treadmills
An analysis of content-driven games and successful mechanics to reduce the volume of content needed.
The Making Of A Mechanic: Daily Goals
This post analyzes the usage of daily goal mechanic’s in several titles and goes over some uses where it doesn’t work as well as it could have.
5 Reasons Why You Want to Quit Clash Royale
This post breaks down five reasons why you are thinking about quitting the game you loved so much just a short while back.
Galaxy of Heroes - Full Deconstruction of EA's Death Star
EA did what Kabam, Disney and Konami couldn't do. They created a Star Wars game that will last for years.
Indie Dimepiece: Super Tribes
Super Tribes is like bite sized Civlization on your touchscreen device.
Clash Royale - Deconstructing Supercell's Next Billion Dollar Game
Clash Royale is the fourth Supercell game in a row that will capture the market and make the rest of us game-makers look like rookies.
How Destiny Is Revolutionizing Console Games With Freemium Mechanics
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.
6 Predictions For Mobile Games in 2016
Streaming platforms, redefined mid-core games, core games, high production values and IPs.
Need for Speed: No Limits and Why Racing Games Aren't Winning On Mobile
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.
How Kabam's Contest of Champions Made $100 Million in Seven Months
Contest of Champions is part of Kabam’s overall company strategy to create triple-A titles for mobile, and it’s a strategy that is already working.
Four ways Blizzard's Heroes of The Storm will outplay League of Legends
Bizzard's Heroes of the Storm challenges League of Legends with a different take on the whole hero brawler genre.
7 Characteristics of a Successful Game Studio
Great games are made by well-run organizations.
Why Fallout Shelter Popped and Dropped
Fallout Shelter was able to conquer the absolute top of charts quickly and vanished just as fast as it came.
World of Tanks Blitz Liberates Players from Mid-Core
World of Tanks is exactly what you expect it to be - pure battle. There are no building or timers. You don't run out of lives. You also don't have to farm, craft or play the gacha game.
Madden Mobile: Can EA Update Its Classic Playbook?
EA's MADDEN is the most successful sports game ever made for touchscreen devices.
SimCity BuildIt: A Nice Town, But Would You Want to Move In?
the teams at EA and Track Twenty have accomplished something remarkable – they’ve created a good mobile port, both in terms of quality and KPIs, of a significant PC franchise.