Archive by Author
Posted on30. Jul, 2012 by Michael Gugel.
Battle Pirates has one of the highest rev/DAU of any FB game. I’ve been playing it obsessively over the last month to figure out why.
Key Metrics (as of 7/29 from AppData.com)
Month Over Month DAU Growth: 9.5%
There are 3 main reasons why I think this game is success:
An external threat to survival with [...]
Posted on14. Jul, 2012 by Michael Gugel.
The endowment effect increases your perceived value of a good when you own it. In other words, if you buy a t-shirt for $10 and I offer you $10 when you walk out, you’ll probably say “No way!” It takes almost DOUBLE ($20) to get you to part with the t-shirt!
The classic example is [...]
Posted on09. Jul, 2012 by Michael Gugel.
All my kills are legit, but every time I die, it’s BS!
I never die because of MY lack of skill, I die because my teammates suck or due some ridiculous circumstances!
OK, I admit, that’s obviously a bit ridiculous, but it’s a common psychological phenomenon called the self-serving bias. People attribute their successes to personal factors (e.g. [...]
Posted on03. Jul, 2012 by Michael Gugel.
Don’t assume a user will magically figure it out what you want him to do. Tell them! And don’t be subtle about it. Be bold and get in their face.
You want them to send out virals? Ask them to do it.
You want them to come back tomorrow? Ask them to do it.
You want revenue? Ask [...]
Posted on14. May, 2012 by Michael Gugel.
Harvest Moon was one of the original farming simulators. It sold millions of copies and helped inspire the most successful game of all time – Farmville. Even though it’s an old game (from 2000), it’s still STRANGELY ADDICTING.
Here are the top 5 things I loved about the game:
Creation: When I saw my seeds germinating for the first [...]
Posted on06. Nov, 2011 by Michael Gugel.
I was addicted to poker. It was an awesome addiction though — I loved the ups and I loved the downs. And in the end, it made me a wiser and a much stronger person.
It started playing poker when I was a senior in high school. At lunch time, you could find me huddled in [...]
Posted on02. Oct, 2011 by Michael Gugel.
You know the guy that misuses industry jargon and comes off looking like a dummy? I was that guy this week. I didn’t have all the new concepts / terminology from FB’s f8 conference locked down. Here’s what I wish I knew last week.
Facebook’s old version of Open Graph let you slap on a “Like” [...]
Posted on25. Sep, 2011 by Michael Gugel.
Check out Greg McClanahan’s awesome post on Achievement design from Gamasutra.
Here’s the best part:
GOOD reasons for making achievements hard to get:
High skill component
Perfection of a core game mechanic
Handicapping the player (in a way that makes sense and is still fun)
BAD reasons for making achievements hard to get:
Completely luck-based (and rare)
Perfection of non-central game mechanic that isn’t overly [...]