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The Art of In-App Purchases

What drives people to make an in-App purchase, and how do you pull them off? In games ranging from Clash of Clans to Bounzy, the devs integrate in-app purchases in some way or the other. So, what exactly pushes people to make these purchases? One major factor that contributes to this is time. A company has to ensure that the user stays engaged for at least 10 minutes, in which they get far enough into the game (In their eyes) that it drives them to come back. Clash of Clans does this, by making buildings take 10 seconds in the beginning, but slowly building the time, it makes people feel like they are far into the game, at least to far to give up. If you can hold their attention, and make them feel accomplished within the first time they sit down with your game, you will make them come back. Another factor to making people purchase, is abstracting the currency. Make it obtainable in small amounts without paying, but not enough to get anything of substance. By purchasing th...

Accessibility and Simplicity. Good or Bad?

Is Accessibility good for Grand Strategy? Over the past few years, the genre has placed a special emphasis on “accessibility”. Of course, it's a good business choice, as they need to make money, making it easier to appeal to a large audience isn’t bad, but it takes a lot out of some games. In some games such as Atwar, or Call Of War, their simplicity makes the game so much more enjoyable. One of the things I love about Atwar is that it doesn't add so many mechanics, it knows its purpose. Its goal is to provide a simple strategy game. Their are only 5 things you need to know to get in. Capturing Cities = Money, Fighting in Cities reduces population and thus reduces money, Their are 3 diplomatic relations, (Allied, Peace, and War), if you control the capital the area gets painted your color, and how to move units. The reason it is so simple yet so fun, is it puts it on you, the player, to make dialogue, and you, the player, to choose where to capture cities. If this game...

The Beginning of Grand Strategy

The Birth of A Genre How Risk made an industry. Albert Lamorisse, a French film maker under a game company with an affiliation with the Parker Brothers, made history in 1957, when he published the first real strategy game. It was at the time called “ La Conquete du Monde ” or in English, “The Conqueror of the World”. But before we dive into “Conquete Du Monde” , we must dive through his life up until this point, to explore the mind behind this classic game. Albert Lamorisse, Inventor of Risk Born in Paris in 1922, not much is out there on his early life. He found most of his success after World War 2, when he directed Rim (Although, it wasn’t very popular). This was his first step into the film industry. Although he really came into his prime after “The White Mane” a film about young boys who find an untamable white stallion, and then blew up with his short film “The Red Balloon”. This is purely speculation, but I believe that World War 2 was a major inspiration ...