Remove Concepts Remove Cutscenes Remove Mechanics
article thumbnail

Maximizing Acquisition and Retention Through Mobile Game Analytics

iXie gaming

Through mobile game analytics, you can identify pain points, personalize content based on players’ preferences, and improve game mechanics. And how do you achieve this much-needed concept when you use mobile game analytics in game design? However, achieving such game mechanics is easier said than done. Let’s find out.

article thumbnail

Maximizing Acquisition and Retention Through Mobile Game Analytics

iXie gaming

Through mobile game analytics, you can identify pain points, personalize content based on players’ preferences, and improve game mechanics. And how do you achieve this much-needed concept when you use mobile game analytics in game design? However, achieving such game mechanics is easier said than done. Let’s find out.

Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

Hideo Kojima: Influential and Innovative Video Game Director and Writer

Game Designing

The first product of this independence was 2019s Death Stranding , which departed heavily from the conventions of the Metal Gear Solid series and explored innovative new gameplay concepts in a new setting. Beyond pushing video games artistically, Kojima has also worked to push video games mechanically.

article thumbnail

Giving up on the “1P Strategy Game”

Keith Burgun

The 1P videogames I’ve always dreamed of had these qualities: Mechanically deep and systemically driven – perhaps even if that means it’s got a learning curve. I don’t really care about words, though, as long as we all agree on the concepts. Clear off-ramp (i.e.

Games 52
article thumbnail

Would “Sword Art Online” Be a Bad VR Game?

Rampant Games

Not much else is said about the death mechanic in the other game worlds of the series. Cutscenes in an MMO? In the Sword Art Online: Progressive novels, certain plotlines are punctuated by forced events which are effectively cutscene events. I like the concept in theory. Worse, it can cause VR sickness. Knockback.

Art 52
article thumbnail

Indie game capsule reviews: Immortality, Wayward Strand, Cult of the Lamb, Betrayal at Club Low, Atuel

Radiator Blog

This isn't a big apocalyptic video game betrayal cutscene where a villain reveals himself and destroys a castle, instead it's a smaller deeper betrayal that instantly brought me back to being a teenager. A high concept with a high execution. And yet it doesn't get more mechanically complicated. You talk but they don't listen.

Indy 52
article thumbnail

Secrets in Videogames

Keith Burgun

This concept of “secret” doesn’t really make sense in a strategy game, contest, or a puzzle. Secrets are hidden, but findable parts of a game that help give games a sense that there is “more than meets the eye” and that this is a world , not just a content delivery mechanism. They are findable.

Fantasy 52