Game Development Reference
In-Depth Information
ization of special gameplay modes and a non-aggressive approach to making money for their success.
He recommends that new designers revive a niche they love and launch it early so they can immediately
incorporate user feedback.
Desktop Tower Defense has been played by about 150 million people, but was poorly monetized. In ret-
rospect, its creator, Paul Preece, says he would have invested as much time designing the game's revenue
model and its franchise potential as in designing the game itself. He advises that other developers do the
same, so when and if their game becomes a breakout hit, they'll be prepared to expand on it.
Web game developer Nitrome has an audience of more than 3 million and makes most of its money
through advertising. The studio's action puzzle games (more than 100 so far) come with a novel game-
play mechanic, generally take two to three months to develop, and all have a unified, identifiable style
that makes the company's games recognizable. In retrospect, Nitrome developers wish their design de-
cisions had been more data driven, which would have better encouraged user and monetization growth.
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