This post looks at Clash of Clans’ implementation of the Season Pass, and discusses how it compares to Fortnite’s Battle Pass
Research on mobile games and monetization
An opinionated look at games and trends in the mobile market
This post looks at Clash of Clans’ implementation of the Season Pass, and discusses how it compares to Fortnite’s Battle Pass
The Battle Pass is a great way Fortnite monetizes its players – and more and more games are following suit and implementing their own version of the Battle Pass. This post breaks down the main features that characterize the Battle Pass. The next post will focus on Clash of Clans’ implementation of the Battle Pass.
With the recent announcements of Apple Arcade and Google Stadia, this post asks a few questions concerning the viability of a gaming subscription service.
This post provides a breakdown of Fortnite and the way it monetizes. Fortnite’s Battle Pass and season model is a great way to monetize exclusivity via engagement. And in the case of Fortnite, what makes the Battle Pass especially appealing is not the fact that it rewards players with cosmetic items. It’s that the Battle Pass provides challenges throughout the season – and that provides users with longer-term goals that go beyond the match being played.
This post considers the differences between playing a game and watching a game. And suggests ways to leverage some insights to design features compelling to watch.
McLuhan is a famous media theorist known for coining the phrase “The Medium is the Message”. What that means when considering gaming in general – and mobile gaming in particular – is that you should design games and features with the specificity of each platform in mind. It’s crucial to design a “mobile-first” title.