As hand in is tomorrow i thought it would be a good idea to reflect back on my work and discuss what i thought went well and areas if i had more time or for BA8 i would improve.
Firstly i noticed that my self given time table from the learning agreement wasn't stuck to as i jumped from area to area when studying and i wasn't able to keep up with posting on my blog every week. Although i was able to keep up with my work i would have been better if i was able to keep with my timetable and this will a nessary task to do during BA8.
Im very pleased with my final game document and design, i feel like i know what my character looks like and a over all style i can develop, i did want to do more designs for enemies and plants than i did but i was able to show i need. For BA i will carry on with the designs and produce more final designs.
My research could of been more in deep given more time. Other research areas i would of liked to have looked at is the making of iOS games on software, i was able to collaborate my design with another student to help create a prototype but i would like to of put in time to learn about GameSalad myself as well as other softwares like Unity. I feel that in BA this will be a area of study to improve myself as a games designer.
Sunday, 27 November 2011
Monday, 21 November 2011
Presentation
In preparation for an up coming presentation we have been asked to create a draft presentation to get reviewed in BA7. I have started this process after i was able to design the assets for John. I started by designing a simple background for the presentation out of some of the game assets. This was to make my presentation more visually pleasing and to help the theme of the presentation. Screenshot:

I have started by desiging a simple layout first to know what i will write for each slide of the presentation.
Slide 1
Clouds design introducing my name and game name concept e.g nimbo.
Slide 2
I will show a brief introduction into wanting to be a games designer and what i have done to forfill that with designing ‘Nimbo’. e.g talk about how and why i want to become games designing and because of these i have designed a full game looking at how it include lots of different mechanics and how i have looked at selling the game.
Slide 3 Development
Beginning of the design from doodles and mechanics to then extending that by looking at mechanics and other games available on the games market. Show some games i have looked at and my beginning doodles that give sense of what the game is i’m trying to make.
Slide 4
Designed the mechanics of the game e.g parallax scrolling and enemies attacking plants.
Slide 5
Designed the character. How i designed nimbo and why he looks like he does.
Slide 6
Demostrated how the game would work throughout screen shots of mechanics
Slide 7
Extended research into profiting e.g mechanics. looking at how researched into freemium games and micro-transactions. Also the use of the merchandise.
Slide 8
Thank you and questions.

I have started by desiging a simple layout first to know what i will write for each slide of the presentation.
Slide 1
Clouds design introducing my name and game name concept e.g nimbo.
Slide 2
I will show a brief introduction into wanting to be a games designer and what i have done to forfill that with designing ‘Nimbo’. e.g talk about how and why i want to become games designing and because of these i have designed a full game looking at how it include lots of different mechanics and how i have looked at selling the game.
Slide 3 Development
Beginning of the design from doodles and mechanics to then extending that by looking at mechanics and other games available on the games market. Show some games i have looked at and my beginning doodles that give sense of what the game is i’m trying to make.
Slide 4
Designed the mechanics of the game e.g parallax scrolling and enemies attacking plants.
Slide 5
Designed the character. How i designed nimbo and why he looks like he does.
Slide 6
Demostrated how the game would work throughout screen shots of mechanics
Slide 7
Extended research into profiting e.g mechanics. looking at how researched into freemium games and micro-transactions. Also the use of the merchandise.
Slide 8
Thank you and questions.
Designing Assets
I spend today handing in my Draft Research report and our teams archant game design sell sheets. Once i handed in the docuements i spent my time working with john wheeler to prepare assets for the prototype he is creating, during this time i explaned the basic workings on the prototype so far and directed me in what i needed to make to be imported into Game Salad over the prototype. With most of the assets already made it was a matter of resizing to fit a iphone screensize, creating hitboxs for assets and designing buttons for actions. With these assets John as agreed to place them into the game prototype ready for the end of BA7 so that he has used and practised with assets and i have a strong visual prototype.
Saturday, 19 November 2011
Levels
In games there is usually a menu that allows the player to choose what level they are going to play, this then allow players to choose the level they want to play, usually they still have to go through the process of unlocking the levels.
A simple system is; play level 1 and the completion is rewarded with level 2. this carries on so on until the end of the game, but the player has the chance to repeat the previous level by going back on the menu and selecting it. A lot of games break down the total amount of levels into sections or chapters. Games that involve lots of different levels specially in the puzzle category have lots of different levels and usually are broken down in to either level difficulty or chapters in which then players can choose were they want to begin.
Angry Birds use an interesting Chapter method with each new chapter being harder but also having a change of environment and assets. Screen shot:
A simple system is; play level 1 and the completion is rewarded with level 2. this carries on so on until the end of the game, but the player has the chance to repeat the previous level by going back on the menu and selecting it. A lot of games break down the total amount of levels into sections or chapters. Games that involve lots of different levels specially in the puzzle category have lots of different levels and usually are broken down in to either level difficulty or chapters in which then players can choose were they want to begin.
Angry Birds use an interesting Chapter method with each new chapter being harder but also having a change of environment and assets. Screen shot:
Friday, 18 November 2011
Parallax Scrolling Example.
To help show how my game would use the method of parallax scrolling has a form of movement i have created a short 10 second animation that shows the layers moving at different speeds that will create the appearence of movement.I used the software Affect effects to made the video. I also helps to give a perpective of how my game looks as a motion game as i have only done created screen shot images.
Thursday, 17 November 2011
Archant Project
Today me, Ryan pentney and Cian Mcnabola spend the day working in a group preparing a couple of different sell sheets for the Archent project, due to the fact we have many ideas that all relate to the project we want to enter as many as we can to get a better chance at getting through into the top 10. We worked together to ensure that we had the right ideas and to explore what each other had come up with. I today was able to produce two sell sheets ready for entering into the Archent that will be checked by the rest of the group like wise with there sell sheets. We have worked well today discussing advertising, how to promote the game and why people would like them which as led us to create some great simple ideas.
We decided to come up with a team name as we thought it might be approprate to have a logo or some sort of way to define use againt other teams and groups of people, also to make it feel like we are more in a company situation.
The chosen team name is 'Box of squids' as we felt we have gone for a fun and cute an different name. I designed a simple logo that we could attach to our game sell sheets to show which ones are our designs.
We decided to come up with a team name as we thought it might be approprate to have a logo or some sort of way to define use againt other teams and groups of people, also to make it feel like we are more in a company situation.
The chosen team name is 'Box of squids' as we felt we have gone for a fun and cute an different name. I designed a simple logo that we could attach to our game sell sheets to show which ones are our designs.
Wednesday, 16 November 2011
Gun Bros
Gun Bros is a poplar top down shooter that is currently available for free on the App store. It was released in 2010 as a game to bring hardcore gamers at the age of 9 + on the app-store together in a multiplayer shooter. In December 2010 it has been reported that 2.8 million but currently it has been announced on Pr Newswire that over 6.8 million have been downloaded with 5.5 million being from iOS devices. As a Freemium game Gun Bros has different in game ways of purchasing content, the main method is purchasing 'Warbucks' a type of in game credit. Orginally 'Warbucks' could only be bought using real life money but currently it can be earnt in the game but the idea is that if you pay u can unlock items that might take you weeks or months to unlock.
In game there are various weapons that can be bought either by coins which are the basic in game currency that are collected throughout playing the game as a standard or by 'Warbucks' usually the 'Warbucks' items are better than the once that can be bought with normal currency as the players haven't had to spend money to get the item, e.g. its more beneficial to spend money. Other items work in a similar priceable with armour and power-ups are also available to buy in game.
I have been playing and looking at all the items on the game using my Ipod touch. The game play is relatively simple and its mostly about playing to collect credit to then purchase items to upgrade yourself. This then pushes the want for weapons that are the best to save on time playing as it soon gets repetitive as the gameplay doesn't change. The better the extras the faster you earn credit and the faster you get the next items.
Here are some screenshots of the items:

This image shows different power ups that can be purchased in game.

This shows Armour that can be bought in the game, on screen is currently showing different types of helmets can be bought.

This image shows weapons that can be bought in the game, this is also interesting because currently there on sale to get more players to buy the virtual images. This isn't the only reason why they are interesting because this screen next screen shot will explain why.

'The kraken' is the last weapon on the list and it is also the most expensive costing 3499 Warbucks. Converted into real money the virtual gun would cost £308 or $500. This is crazy due to the fact you could by a new games console with this or a new ipod or iphone for that much money but in this game its the cost of one small piece of virtual data.
http://itunes.apple.com/gb/app/gun-bros/id393404730?mt=8
http://www.glu.com/category/category/gun-bros
http://www.guardian.co.uk/technology/appsblog/2011/aug/04/gun-bros-final-fantasy-tacticshttp://toucharcade.com/2011/08/03/glu-adds-500-unlockable-gun-to-gun-bros/ http://blog.flurry.com/bid/67748/Consumers-Spend-Average-of-14-per-Transaction-in-iOS-and-Android-Freemium-Gameshttp://www.prnewswire.com/news-releases/glu-announces-continued-strong-downloads-of-gun-bros-and-deer-hunter-challenge-at-gdc-2011-117303428.html
In game there are various weapons that can be bought either by coins which are the basic in game currency that are collected throughout playing the game as a standard or by 'Warbucks' usually the 'Warbucks' items are better than the once that can be bought with normal currency as the players haven't had to spend money to get the item, e.g. its more beneficial to spend money. Other items work in a similar priceable with armour and power-ups are also available to buy in game.
I have been playing and looking at all the items on the game using my Ipod touch. The game play is relatively simple and its mostly about playing to collect credit to then purchase items to upgrade yourself. This then pushes the want for weapons that are the best to save on time playing as it soon gets repetitive as the gameplay doesn't change. The better the extras the faster you earn credit and the faster you get the next items.
Here are some screenshots of the items:
This image shows different power ups that can be purchased in game.
This shows Armour that can be bought in the game, on screen is currently showing different types of helmets can be bought.
This image shows weapons that can be bought in the game, this is also interesting because currently there on sale to get more players to buy the virtual images. This isn't the only reason why they are interesting because this screen next screen shot will explain why.
'The kraken' is the last weapon on the list and it is also the most expensive costing 3499 Warbucks. Converted into real money the virtual gun would cost £308 or $500. This is crazy due to the fact you could by a new games console with this or a new ipod or iphone for that much money but in this game its the cost of one small piece of virtual data.
http://itunes.apple.com/gb/app/gun-bros/id393404730?mt=8
http://www.glu.com/category/category/gun-bros
http://www.guardian.co.uk/technology/appsblog/2011/aug/04/gun-bros-final-fantasy-tacticshttp://toucharcade.com/2011/08/03/glu-adds-500-unlockable-gun-to-gun-bros/ http://blog.flurry.com/bid/67748/Consumers-Spend-Average-of-14-per-Transaction-in-iOS-and-Android-Freemium-Gameshttp://www.prnewswire.com/news-releases/glu-announces-continued-strong-downloads-of-gun-bros-and-deer-hunter-challenge-at-gdc-2011-117303428.html
Tuesday, 15 November 2011
Teaching Prospective Students
Today i took part again in helping to teach students from sixth forms and colleges in the local area learn about games art and design. Today we had a higher attendance with 13 students and it was a successful day with groups of 2 and 3 designing board games that use new methods of traveling. I also did a presentation to help show the students what i have done over the 2 years so they could see what students do and understand what they might do if joining the course.
Monday, 14 November 2011
Oblivion
On oblivion there is an infamous DLC that enabled players to purchase armor for there horse in game but that ment they had to purchase the DLC first for a price of 200 microsoft points or $2.50. For most deadicated fans this is nothing to help increase the gaming experience but it caused alot of stir as most didnt see the point of having it after they had bought the DLC. The horse overall diffent have much of a change other than the apparence and that the armour increased its health.
http://www.joystiq.com/2006/04/03/download-oblivions-horse-armor-for-a-price/
http://www.uesp.net/wiki/Oblivion:Horse_Armor_Pack
http://www.gamesradar.com/oblivions-horse-armour-dlc-is-still-selling-bethesda-calls-it-inexplicable-we-call-it-basic-human-degradation/
http://www.joystiq.com/2006/04/03/download-oblivions-horse-armor-for-a-price/
http://www.uesp.net/wiki/Oblivion:Horse_Armor_Pack
http://www.gamesradar.com/oblivions-horse-armour-dlc-is-still-selling-bethesda-calls-it-inexplicable-we-call-it-basic-human-degradation/
Sunday, 13 November 2011
Saturday, 12 November 2011
Prototype
Thanks to our group sessions i was able to collaborate with john wheeler to benefit both of us in BA7 as John wanted designs to build in gamesalad i offered that he could use my concept to learn how to make games in the software, in return i would be able to make assets for the game concept and receive a copy of the prototype. Today i was able to catch up with john in which he has given me the first game prototype witch he has made, at the moment he has used blocks to symbolise aspects of the game.
What he has made is two buttons that tell the 'cloud' or 'Nimbo' to move left or right, as well as a button to create a water droplet.
Example:

By clicking the water button the cloud will spawn a water droplet in which if it were to hit the plant the plant would grow. currently the plant doesn't grow but that will soon be added. By clicking the cloud it creates the cloud to make a lightning strike which falls from the cloud and will kill an enemy. Also John has added Randomly spawning enemies that will vary in time for when they spawn, they appear from the side on the screen and when they touch the plant it will destroy it.
Example:

I have created a video in that you can see the first prototype work as a game.
What he has made is two buttons that tell the 'cloud' or 'Nimbo' to move left or right, as well as a button to create a water droplet.
Example:

By clicking the water button the cloud will spawn a water droplet in which if it were to hit the plant the plant would grow. currently the plant doesn't grow but that will soon be added. By clicking the cloud it creates the cloud to make a lightning strike which falls from the cloud and will kill an enemy. Also John has added Randomly spawning enemies that will vary in time for when they spawn, they appear from the side on the screen and when they touch the plant it will destroy it.
Example:

I have created a video in that you can see the first prototype work as a game.
Wednesday, 9 November 2011
Archent Project
On monday we received a project from a company called Archent. This company is one of the UKs largest regional newspaper and magazine publishers that specialise in multimedia. They have given the games art and design course as a whole a project to design a game concept that would be made by Archent to help increase younger viewers to their websites and or to potentially profit from. We have been asked to design a sell sheet for the 21st of November that shows our game concept and the top 10 designs would be developed further.
This is a chance for a student to make a game that might get developed and potentially released which would be a great item to have on a CV for a potential Game Designer, this is why i am focused on entering the project. Today we had a lecture from Archent that informed us students of more information that would be nessary to keep in mind when designing the game concept.
Issues and key points mentioned were:
- attracting a younger audience
-loyalty aspects with regular players and existing cusomters.
-Commercial Elements
-Local audience (Norfolk)
-Transactions
- Potential for Web and Mobile Game
I have taken the project as develop a game for a large younger audience that will both create profit and gain a returning audience base. This would then suit the needs of reaching out to people but keeping them interesting in Archent's products. Also then Commercial elements and transactions could then be build into the concept.
I have talked to members of my year group and as we are allowed to enter our own ideas and as a group i have joined 2 other students that wish to also enter. This would help in the concept of collaborations and potentially with more minds on the project develop a better idea. As a team we also have chosen to do individual concepts to help our chances of one of us getting into the top 10.
We have had one group talk about what we could do as a game concept for the project which lead to use working out what could be done and what cant be done. There were some aspects raised in the lecture about what can't be done like adult content and politics related games.
I currently also have my own concept idea that i will be slowly working on during my BA7 project. I will not go into to much detail of the concept as not to distract my self from my degree. However i will include all work i do for the project into BA7 as it is a good opportunity to learn from this experience.
This is a chance for a student to make a game that might get developed and potentially released which would be a great item to have on a CV for a potential Game Designer, this is why i am focused on entering the project. Today we had a lecture from Archent that informed us students of more information that would be nessary to keep in mind when designing the game concept.
Issues and key points mentioned were:
- attracting a younger audience
-loyalty aspects with regular players and existing cusomters.
-Commercial Elements
-Local audience (Norfolk)
-Transactions
- Potential for Web and Mobile Game
I have taken the project as develop a game for a large younger audience that will both create profit and gain a returning audience base. This would then suit the needs of reaching out to people but keeping them interesting in Archent's products. Also then Commercial elements and transactions could then be build into the concept.
I have talked to members of my year group and as we are allowed to enter our own ideas and as a group i have joined 2 other students that wish to also enter. This would help in the concept of collaborations and potentially with more minds on the project develop a better idea. As a team we also have chosen to do individual concepts to help our chances of one of us getting into the top 10.
We have had one group talk about what we could do as a game concept for the project which lead to use working out what could be done and what cant be done. There were some aspects raised in the lecture about what can't be done like adult content and politics related games.
I currently also have my own concept idea that i will be slowly working on during my BA7 project. I will not go into to much detail of the concept as not to distract my self from my degree. However i will include all work i do for the project into BA7 as it is a good opportunity to learn from this experience.
Sunday, 6 November 2011
Feedback and Communication
Being in the games industry means that i will be working closely with others to create a game meaning i'm going to need good communication skills and be able to show my concepts clearly. Me and a group of students have been regually meeting up to talk about what we are doing in our project and trying to build a better understanding of communication. As we all are working on individual projects we are kept to ourselves and our projects are being driven by what we think is easy and best. By communicating with each other we are trying to see how everyone else is understanding our work and how we could improve and how lay out the concepts.
Images of a group discussion:

I find the group talks help because many times have i talked about my concept and others have struggled to understand a element of the concept. This means if i were to take it to a company i may be turned down due to a lack of understanding. It also helps to dump all the information in my head that builds for the concept so that i can note down what to do.
Also during one of these group talks john wheeler expressed how he needed concepts to build prototypes for on Game Salad to help his project as it is aiming to improve and show his learning on the software. I asked if he would like to try and make a simple prototype of my concept to help me improve on how to communicate my concept to programmers from a artistic and concept view and how he could improve on his programming and design elements. We are collaborating with each other to improve our understandings on the games industry while both still working on our own individual projects.
Images of a group discussion:
I find the group talks help because many times have i talked about my concept and others have struggled to understand a element of the concept. This means if i were to take it to a company i may be turned down due to a lack of understanding. It also helps to dump all the information in my head that builds for the concept so that i can note down what to do.
Also during one of these group talks john wheeler expressed how he needed concepts to build prototypes for on Game Salad to help his project as it is aiming to improve and show his learning on the software. I asked if he would like to try and make a simple prototype of my concept to help me improve on how to communicate my concept to programmers from a artistic and concept view and how he could improve on his programming and design elements. We are collaborating with each other to improve our understandings on the games industry while both still working on our own individual projects.
Saturday, 5 November 2011
Angry Birds
Angry birds has been recently titled the fastest selling game in the world with over 500 million copy's sold across multiple platforms. Starting on the IPhone in 2009 it has changed the way many game companies look at designing games for mobiles and smaller platforms and also the way this small games could potentially be marketed. With 500 million copy's sold on different platforms they have also sold toys, key chains, downloadable extras and used angry birds to advertise a film.
http://techleash.com/2011/11/angry-birds-reaches-500-million-downloads-the-fastest-selling-game-in-history/http://www.escapistmagazine.com/news/view/113996-Angry-Birds-Downloaded-Half-a-Billion-Times
Although most will say my iphone game will be as good as Angry Birds its pretty much impossible but to look up to is it is a good idea as they have created a simple game that everyone loves. Looking at the design will allow me and others to see how a game doesn't need to overly complex to be able to sell and even out sell AAA titles for the Xbox 360 and Playstation.
What i like about the game is its charm as its a violence based game but there characters are so simple and cute but yet are being used as a destructive force. I found an online interview on Origins of Angry Birds that discusses how the game came around because of one screen shot of an unhappy bird. A simple but yet loveable character laid the fountain down for a massively successful game and this is an element that i would like to get across in my game concept.
http://transmythology.com/2011/01/17/angry-birds-casual-gaming-to-transmedia-franchise/http://www.pcworld.com/article/206831/the_origins_of_angry_birds.html
http://www.variety.com/article/VR1118023224
http://techleash.com/2011/11/angry-birds-reaches-500-million-downloads-the-fastest-selling-game-in-history/http://www.escapistmagazine.com/news/view/113996-Angry-Birds-Downloaded-Half-a-Billion-Times
Although most will say my iphone game will be as good as Angry Birds its pretty much impossible but to look up to is it is a good idea as they have created a simple game that everyone loves. Looking at the design will allow me and others to see how a game doesn't need to overly complex to be able to sell and even out sell AAA titles for the Xbox 360 and Playstation.
What i like about the game is its charm as its a violence based game but there characters are so simple and cute but yet are being used as a destructive force. I found an online interview on Origins of Angry Birds that discusses how the game came around because of one screen shot of an unhappy bird. A simple but yet loveable character laid the fountain down for a massively successful game and this is an element that i would like to get across in my game concept.
http://transmythology.com/2011/01/17/angry-birds-casual-gaming-to-transmedia-franchise/http://www.pcworld.com/article/206831/the_origins_of_angry_birds.html
http://www.variety.com/article/VR1118023224
Wednesday, 2 November 2011
Freemium Games
The term ‘Freemium’ is a business model that offers goods for free but has premium content that can be bought. This premium content varies depending on what the ‘Freemium’ good’s is and the business strategy. Freemium Games are similar to Free-to-play games but offer more when money is pend on the game.
Freemium is a popular business method for digital goods as programs such as Skype allow people to download the software and talk for free across computers but you pay for computer to phone calls. The popular website Deviantart ( Online forum to post art) uses a Freemium method as you can join for free allowing you to post art and see others but if you purchase the ‘Premium Membership’ you can get access to extra settings and content.
Good Examples include the popular ‘Freemium’ Rune Scape (2001), the game is known for being a subscription based game but the game is free allowing players to play under restrictions. Premium content can be purchased to enhance the game play creating a game that is both available to players that what a simple experience without the cost and those who want to play a continuous game with full dedication.
Freemium games can also be related to Game Demos and trials. These are usually small sections of games made free and downloadable to get people to download the game to play and hopefully get hooked so that the will want to buy the game. In this scenario the Premium content is the full game. Its a marketing method that allows games to draw in a mass audience of all ranges to hopefully get a bunch that would buy the premium content rather than hoping that the advertisements for your game has worked effectively and people are willing to pay for the game.
Thanks to the boom in Micro-Transactions, Freemium games have dominated the games market as all platforms have ways of selling premium content. Micro-transactions have allowed for more variations of premium content of individual items that players can buy. This has increased the amount of games using Freemium business methods.
‘Freemium games on iOS and Android continue to dominate the app economy, now accounting for over 65% of all revenue generated among the Top 100 grossing apps in the App Store alone.’ - Jeferson Valadares.
Freemium games have a made a hugh impact of different areas of the gaming industry as they were the reason why Social games took off as people could play with each other for free and with such a large audience playing for free there will be people who want more and are willing to pay.
Freemium Games info:
http://en.wikipedia.org/wiki/Freemium
http://www.avc.com/a_vc/2006/03/my_favorite_bus.html#c15324948
http://en.wikipedia.org/wiki/RuneScape
www.Deviantart.com
http://blog.flurry.com/bid/71993/Mobile-Freemium-Games-Gen-Y-Plays-but-Gen-X-Pays
http://www.slidetoplay.com/story/the-ten-best-freemium-iphone-and-ipad-games
http://freemium-games.com/
Freemium is a popular business method for digital goods as programs such as Skype allow people to download the software and talk for free across computers but you pay for computer to phone calls. The popular website Deviantart ( Online forum to post art) uses a Freemium method as you can join for free allowing you to post art and see others but if you purchase the ‘Premium Membership’ you can get access to extra settings and content.
Good Examples include the popular ‘Freemium’ Rune Scape (2001), the game is known for being a subscription based game but the game is free allowing players to play under restrictions. Premium content can be purchased to enhance the game play creating a game that is both available to players that what a simple experience without the cost and those who want to play a continuous game with full dedication.
Freemium games can also be related to Game Demos and trials. These are usually small sections of games made free and downloadable to get people to download the game to play and hopefully get hooked so that the will want to buy the game. In this scenario the Premium content is the full game. Its a marketing method that allows games to draw in a mass audience of all ranges to hopefully get a bunch that would buy the premium content rather than hoping that the advertisements for your game has worked effectively and people are willing to pay for the game.
Thanks to the boom in Micro-Transactions, Freemium games have dominated the games market as all platforms have ways of selling premium content. Micro-transactions have allowed for more variations of premium content of individual items that players can buy. This has increased the amount of games using Freemium business methods.
‘Freemium games on iOS and Android continue to dominate the app economy, now accounting for over 65% of all revenue generated among the Top 100 grossing apps in the App Store alone.’ - Jeferson Valadares.
Freemium games have a made a hugh impact of different areas of the gaming industry as they were the reason why Social games took off as people could play with each other for free and with such a large audience playing for free there will be people who want more and are willing to pay.
Freemium Games info:
http://en.wikipedia.org/wiki/Freemium
http://www.avc.com/a_vc/2006/03/my_favorite_bus.html#c15324948
http://en.wikipedia.org/wiki/RuneScape
www.Deviantart.com
http://blog.flurry.com/bid/71993/Mobile-Freemium-Games-Gen-Y-Plays-but-Gen-X-Pays
http://www.slidetoplay.com/story/the-ten-best-freemium-iphone-and-ipad-games
http://freemium-games.com/
Tuesday, 1 November 2011
Micro-transactions Digra
I have found an intestine article on the website Digra that explores Mirco-transactions in the Korean games market. The title is focusing on the use of payment models in korean games which includes the use of in-game item purchases.
http://www.digra.org/dl/db/07312.20080.pdf
http://www.digra.org/dl/db/07312.20080.pdf
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